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source: downloads/ogre/OgreMain/src/OgreRenderQueue.cpp @ 48

Last change on this file since 48 was 5, checked in by anonymous, 17 years ago

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#include "OgreStableHeaders.h"
30
31#include "OgreRenderQueue.h"
32
33#include "OgreRenderable.h"
34#include "OgreMaterial.h"
35#include "OgreRenderQueueSortingGrouping.h"
36#include "OgrePass.h"
37#include "OgreMaterialManager.h"
38
39
40namespace Ogre {
41
42    //---------------------------------------------------------------------
43    RenderQueue::RenderQueue()
44        : mSplitPassesByLightingType(false)
45                , mSplitNoShadowPasses(false)
46        , mShadowCastersCannotBeReceivers(false)
47                , mRenderableListener(0)
48    {
49        // Create the 'main' queue up-front since we'll always need that
50        mGroups.insert(
51            RenderQueueGroupMap::value_type(
52                RENDER_QUEUE_MAIN, 
53                new RenderQueueGroup(this,
54                    mSplitPassesByLightingType,
55                    mSplitNoShadowPasses,
56                    mShadowCastersCannotBeReceivers)
57                )
58            );
59
60        // set default queue
61        mDefaultQueueGroup = RENDER_QUEUE_MAIN;
62                mDefaultRenderablePriority = OGRE_RENDERABLE_DEFAULT_PRIORITY;
63
64    }
65    //---------------------------------------------------------------------
66    RenderQueue::~RenderQueue()
67    {
68       
69        // trigger the pending pass updates, otherwise we could leak
70        Pass::processPendingPassUpdates();
71       
72        // Destroy the queues for good
73        RenderQueueGroupMap::iterator i, iend;
74        i = mGroups.begin();
75        iend = mGroups.end();
76        for (; i != iend; ++i)
77        {
78            delete i->second;
79        }
80        mGroups.clear();
81
82
83
84
85    }
86    //-----------------------------------------------------------------------
87    void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID, ushort priority)
88    {
89        // Find group
90        RenderQueueGroup* pGroup = getQueueGroup(groupID);
91
92
93                Technique* pTech;
94
95                // tell material it's been used
96                if (!pRend->getMaterial().isNull())
97                        pRend->getMaterial()->touch();
98
99                // Check material & technique supplied (the former since the default implementation
100        // of getTechnique is based on it for backwards compatibility
101        if(pRend->getMaterial().isNull() || !(pTech = pRend->getTechnique()))
102        {
103            // Use default base white
104                        MaterialPtr baseWhite = MaterialManager::getSingleton().getByName("BaseWhite");
105            pTech = baseWhite->getTechnique(0);
106        }
107
108                if (mRenderableListener)
109                {
110                        // Allow listener to override technique and to abort
111                        if (!mRenderableListener->renderableQueued(pRend, groupID, priority, &pTech))
112                                return; // rejected
113
114                        // tell material it's been used (incase changed)
115                        pTech->getParent()->touch();
116                }
117               
118        pGroup->addRenderable(pRend, pTech, priority);
119
120    }
121    //-----------------------------------------------------------------------
122    void RenderQueue::clear(bool destroyPassMaps)
123    {
124        // Clear the queues
125        RenderQueueGroupMap::iterator i, iend;
126        i = mGroups.begin();
127        iend = mGroups.end();
128        for (; i != iend; ++i)
129        {
130            i->second->clear(destroyPassMaps);
131        }
132
133        // Now trigger the pending pass updates
134        Pass::processPendingPassUpdates();
135
136        // NB this leaves the items present (but empty)
137        // We're assuming that frame-by-frame, the same groups are likely to
138        //  be used, so no point destroying the vectors and incurring the overhead
139        //  that would cause, let them be destroyed in the destructor.
140    }
141    //-----------------------------------------------------------------------
142    RenderQueue::QueueGroupIterator RenderQueue::_getQueueGroupIterator(void)
143    {
144        return QueueGroupIterator(mGroups.begin(), mGroups.end());
145    }
146    //-----------------------------------------------------------------------
147    void RenderQueue::addRenderable(Renderable* pRend, uint8 groupID)
148    {
149        addRenderable(pRend, groupID, mDefaultRenderablePriority);
150    }
151        //-----------------------------------------------------------------------
152    void RenderQueue::addRenderable(Renderable* pRend)
153    {
154        addRenderable(pRend, mDefaultQueueGroup, mDefaultRenderablePriority);
155    }
156    //-----------------------------------------------------------------------
157    uint8 RenderQueue::getDefaultQueueGroup(void) const
158    {
159        return mDefaultQueueGroup;
160    }
161    //-----------------------------------------------------------------------
162    void RenderQueue::setDefaultQueueGroup(uint8 grp)
163    {
164        mDefaultQueueGroup = grp;
165    }
166    //-----------------------------------------------------------------------
167    ushort RenderQueue::getDefaultRenderablePriority(void) const
168    {
169        return mDefaultRenderablePriority;
170    }
171    //-----------------------------------------------------------------------
172    void RenderQueue::setDefaultRenderablePriority(ushort priority)
173    {
174        mDefaultRenderablePriority = priority;
175    }
176       
177       
178        //-----------------------------------------------------------------------
179        RenderQueueGroup* RenderQueue::getQueueGroup(uint8 groupID)
180        {
181                // Find group
182                RenderQueueGroupMap::iterator groupIt;
183                RenderQueueGroup* pGroup;
184
185                groupIt = mGroups.find(groupID);
186                if (groupIt == mGroups.end())
187                {
188                        // Insert new
189                        pGroup = new RenderQueueGroup(this,
190                mSplitPassesByLightingType,
191                mSplitNoShadowPasses,
192                mShadowCastersCannotBeReceivers);
193                        mGroups.insert(RenderQueueGroupMap::value_type(groupID, pGroup));
194                }
195                else
196                {
197                        pGroup = groupIt->second;
198                }
199
200                return pGroup;
201
202        }
203    //-----------------------------------------------------------------------
204    void RenderQueue::setSplitPassesByLightingType(bool split)
205    {
206        mSplitPassesByLightingType = split;
207
208        RenderQueueGroupMap::iterator i, iend;
209        i = mGroups.begin();
210        iend = mGroups.end();
211        for (; i != iend; ++i)
212        {
213            i->second->setSplitPassesByLightingType(split);
214        }
215    }
216    //-----------------------------------------------------------------------
217    void RenderQueue::setSplitNoShadowPasses(bool split)
218    {
219        mSplitNoShadowPasses = split;
220
221        RenderQueueGroupMap::iterator i, iend;
222        i = mGroups.begin();
223        iend = mGroups.end();
224        for (; i != iend; ++i)
225        {
226            i->second->setSplitNoShadowPasses(split);
227        }
228    }
229        //-----------------------------------------------------------------------
230        void RenderQueue::setShadowCastersCannotBeReceivers(bool ind)
231        {
232                mShadowCastersCannotBeReceivers = ind;
233
234                RenderQueueGroupMap::iterator i, iend;
235                i = mGroups.begin();
236                iend = mGroups.end();
237                for (; i != iend; ++i)
238                {
239                        i->second->setShadowCastersCannotBeReceivers(ind);
240                }
241        }
242
243}
244
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