1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreStableHeaders.h" |
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30 | #include "OgreRenderQueueSortingGrouping.h" |
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31 | #include "OgreException.h" |
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32 | |
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33 | namespace Ogre { |
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34 | // Init statics |
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35 | RadixSort<QueuedRenderableCollection::RenderablePassList, |
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36 | RenderablePass, uint32> QueuedRenderableCollection::msRadixSorter1; |
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37 | RadixSort<QueuedRenderableCollection::RenderablePassList, |
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38 | RenderablePass, float> QueuedRenderableCollection::msRadixSorter2; |
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39 | |
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40 | |
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41 | //----------------------------------------------------------------------- |
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42 | RenderPriorityGroup::RenderPriorityGroup(RenderQueueGroup* parent, |
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43 | bool splitPassesByLightingType, |
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44 | bool splitNoShadowPasses, |
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45 | bool shadowCastersNotReceivers) |
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46 | : mParent(parent) |
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47 | , mSplitPassesByLightingType(splitPassesByLightingType) |
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48 | , mSplitNoShadowPasses(splitNoShadowPasses) |
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49 | , mShadowCastersNotReceivers(shadowCastersNotReceivers) |
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50 | { |
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51 | // Initialise collection sorting options |
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52 | // this can become dynamic according to invocation later |
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53 | defaultOrganisationMode(); |
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54 | |
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55 | // Transparents will always be sorted this way |
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56 | mTransparents.addOrganisationMode(QueuedRenderableCollection::OM_SORT_DESCENDING); |
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57 | |
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58 | |
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59 | } |
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60 | //----------------------------------------------------------------------- |
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61 | void RenderPriorityGroup::resetOrganisationModes(void) |
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62 | { |
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63 | mSolidsBasic.resetOrganisationModes(); |
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64 | mSolidsDiffuseSpecular.resetOrganisationModes(); |
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65 | mSolidsDecal.resetOrganisationModes(); |
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66 | mSolidsNoShadowReceive.resetOrganisationModes(); |
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67 | } |
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68 | //----------------------------------------------------------------------- |
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69 | void RenderPriorityGroup::addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
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70 | { |
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71 | mSolidsBasic.addOrganisationMode(om); |
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72 | mSolidsDiffuseSpecular.addOrganisationMode(om); |
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73 | mSolidsDecal.addOrganisationMode(om); |
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74 | mSolidsNoShadowReceive.addOrganisationMode(om); |
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75 | } |
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76 | //----------------------------------------------------------------------- |
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77 | void RenderPriorityGroup::defaultOrganisationMode(void) |
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78 | { |
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79 | resetOrganisationModes(); |
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80 | addOrganisationMode(QueuedRenderableCollection::OM_PASS_GROUP); |
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81 | } |
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82 | //----------------------------------------------------------------------- |
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83 | void RenderPriorityGroup::addRenderable(Renderable* rend, Technique* pTech) |
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84 | { |
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85 | // Transparent and depth/colour settings mean depth sorting is required? |
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86 | // Note: colour write disabled with depth check/write enabled means |
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87 | // setup depth buffer for other passes use. |
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88 | if (pTech->isTransparent() && |
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89 | (!pTech->isDepthWriteEnabled() || |
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90 | !pTech->isDepthCheckEnabled() || |
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91 | pTech->hasColourWriteDisabled())) |
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92 | { |
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93 | addTransparentRenderable(pTech, rend); |
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94 | } |
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95 | else |
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96 | { |
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97 | if (mSplitNoShadowPasses && |
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98 | mParent->getShadowsEnabled() && |
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99 | (!pTech->getParent()->getReceiveShadows() || |
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100 | rend->getCastsShadows() && mShadowCastersNotReceivers)) |
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101 | { |
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102 | // Add solid renderable and add passes to no-shadow group |
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103 | addSolidRenderable(pTech, rend, true); |
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104 | } |
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105 | else |
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106 | { |
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107 | if (mSplitPassesByLightingType && mParent->getShadowsEnabled()) |
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108 | { |
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109 | addSolidRenderableSplitByLightType(pTech, rend); |
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110 | } |
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111 | else |
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112 | { |
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113 | addSolidRenderable(pTech, rend, false); |
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114 | } |
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115 | } |
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116 | } |
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117 | |
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118 | } |
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119 | //----------------------------------------------------------------------- |
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120 | void RenderPriorityGroup::addSolidRenderable(Technique* pTech, |
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121 | Renderable* rend, bool addToNoShadow) |
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122 | { |
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123 | Technique::PassIterator pi = pTech->getPassIterator(); |
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124 | |
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125 | QueuedRenderableCollection* collection; |
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126 | if (addToNoShadow) |
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127 | { |
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128 | collection = &mSolidsNoShadowReceive; |
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129 | } |
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130 | else |
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131 | { |
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132 | collection = &mSolidsBasic; |
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133 | } |
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134 | |
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135 | |
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136 | while (pi.hasMoreElements()) |
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137 | { |
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138 | // Insert into solid list |
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139 | Pass* p = pi.getNext(); |
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140 | collection->addRenderable(p, rend); |
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141 | } |
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142 | } |
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143 | //----------------------------------------------------------------------- |
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144 | void RenderPriorityGroup::addSolidRenderableSplitByLightType(Technique* pTech, |
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145 | Renderable* rend) |
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146 | { |
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147 | // Divide the passes into the 3 categories |
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148 | Technique::IlluminationPassIterator pi = |
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149 | pTech->getIlluminationPassIterator(); |
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150 | |
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151 | while (pi.hasMoreElements()) |
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152 | { |
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153 | // Insert into solid list |
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154 | IlluminationPass* p = pi.getNext(); |
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155 | QueuedRenderableCollection* collection; |
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156 | switch(p->stage) |
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157 | { |
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158 | case IS_AMBIENT: |
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159 | collection = &mSolidsBasic; |
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160 | break; |
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161 | case IS_PER_LIGHT: |
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162 | collection = &mSolidsDiffuseSpecular; |
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163 | break; |
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164 | case IS_DECAL: |
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165 | collection = &mSolidsDecal; |
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166 | break; |
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167 | default: |
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168 | assert(false); // should never happen |
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169 | }; |
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170 | |
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171 | collection->addRenderable(p->pass, rend); |
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172 | } |
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173 | } |
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174 | //----------------------------------------------------------------------- |
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175 | void RenderPriorityGroup::addTransparentRenderable(Technique* pTech, Renderable* rend) |
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176 | { |
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177 | Technique::PassIterator pi = pTech->getPassIterator(); |
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178 | |
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179 | while (pi.hasMoreElements()) |
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180 | { |
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181 | // Insert into transparent list |
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182 | mTransparents.addRenderable(pi.getNext(), rend); |
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183 | } |
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184 | } |
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185 | //----------------------------------------------------------------------- |
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186 | void RenderPriorityGroup::removePassEntry(Pass* p) |
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187 | { |
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188 | mSolidsBasic.removePassGroup(p); |
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189 | mSolidsDiffuseSpecular.removePassGroup(p); |
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190 | mSolidsNoShadowReceive.removePassGroup(p); |
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191 | mSolidsDecal.removePassGroup(p); |
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192 | mTransparents.removePassGroup(p); // shouldn't be any, but for completeness |
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193 | } |
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194 | //----------------------------------------------------------------------- |
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195 | void RenderPriorityGroup::clear(void) |
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196 | { |
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197 | // Delete queue groups which are using passes which are to be |
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198 | // deleted, we won't need these any more and they clutter up |
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199 | // the list and can cause problems with future clones |
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200 | { |
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201 | // Hmm, a bit hacky but least obtrusive for now |
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202 | OGRE_LOCK_MUTEX(Pass::msPassGraveyardMutex) |
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203 | const Pass::PassSet& graveyardList = Pass::getPassGraveyard(); |
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204 | Pass::PassSet::const_iterator gi, giend; |
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205 | giend = graveyardList.end(); |
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206 | for (gi = graveyardList.begin(); gi != giend; ++gi) |
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207 | { |
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208 | removePassEntry(*gi); |
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209 | } |
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210 | } |
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211 | |
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212 | // Now remove any dirty passes, these will have their hashes recalculated |
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213 | // by the parent queue after all groups have been processed |
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214 | // If we don't do this, the std::map will become inconsistent for new insterts |
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215 | { |
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216 | // Hmm, a bit hacky but least obtrusive for now |
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217 | OGRE_LOCK_MUTEX(Pass::msDirtyHashListMutex) |
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218 | const Pass::PassSet& dirtyList = Pass::getDirtyHashList(); |
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219 | Pass::PassSet::const_iterator di, diend; |
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220 | diend = dirtyList.end(); |
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221 | for (di = dirtyList.begin(); di != diend; ++di) |
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222 | { |
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223 | removePassEntry(*di); |
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224 | } |
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225 | } |
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226 | // NB we do NOT clear the graveyard or the dirty list here, because |
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227 | // it needs to be acted on for all groups, the parent queue takes |
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228 | // care of this afterwards |
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229 | |
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230 | // Now empty the remaining collections |
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231 | // Note that groups don't get deleted, just emptied hence the difference |
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232 | // between the pass groups which are removed above, and clearing done |
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233 | // here |
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234 | mSolidsBasic.clear(); |
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235 | mSolidsDecal.clear(); |
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236 | mSolidsDiffuseSpecular.clear(); |
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237 | mSolidsNoShadowReceive.clear(); |
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238 | mTransparents.clear(); |
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239 | |
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240 | } |
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241 | //----------------------------------------------------------------------- |
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242 | void RenderPriorityGroup::sort(const Camera* cam) |
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243 | { |
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244 | mSolidsBasic.sort(cam); |
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245 | mSolidsDecal.sort(cam); |
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246 | mSolidsDiffuseSpecular.sort(cam); |
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247 | mSolidsNoShadowReceive.sort(cam); |
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248 | mTransparents.sort(cam); |
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249 | } |
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250 | //----------------------------------------------------------------------- |
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251 | QueuedRenderableCollection::QueuedRenderableCollection(void) |
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252 | :mOrganisationMode(0) |
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253 | { |
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254 | } |
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255 | //----------------------------------------------------------------------- |
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256 | QueuedRenderableCollection::~QueuedRenderableCollection(void) |
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257 | { |
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258 | // destroy all the pass map entries (rather than clearing) |
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259 | PassGroupRenderableMap::iterator i, iend; |
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260 | iend = mGrouped.end(); |
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261 | for (i = mGrouped.begin(); i != iend; ++i) |
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262 | { |
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263 | // Free the list associated with this pass |
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264 | delete i->second; |
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265 | } |
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266 | |
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267 | } |
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268 | //----------------------------------------------------------------------- |
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269 | void QueuedRenderableCollection::clear(void) |
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270 | { |
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271 | PassGroupRenderableMap::iterator i, iend; |
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272 | iend = mGrouped.end(); |
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273 | for (i = mGrouped.begin(); i != iend; ++i) |
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274 | { |
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275 | // Clear the list associated with this pass, but leave the pass entry |
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276 | i->second->clear(); |
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277 | } |
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278 | |
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279 | // Clear sorted list |
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280 | mSortedDescending.clear(); |
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281 | } |
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282 | //----------------------------------------------------------------------- |
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283 | void QueuedRenderableCollection::removePassGroup(Pass* p) |
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284 | { |
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285 | PassGroupRenderableMap::iterator i; |
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286 | |
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287 | i = mGrouped.find(p); |
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288 | if (i != mGrouped.end()) |
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289 | { |
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290 | // free memory |
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291 | delete i->second; |
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292 | // erase from map |
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293 | mGrouped.erase(i); |
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294 | } |
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295 | } |
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296 | //----------------------------------------------------------------------- |
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297 | void QueuedRenderableCollection::sort(const Camera* cam) |
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298 | { |
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299 | // ascending and descending sort both set bit 1 |
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300 | if (mOrganisationMode & OM_SORT_DESCENDING) |
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301 | { |
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302 | |
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303 | // We can either use a stable_sort and the 'less' implementation, |
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304 | // or a 2-pass radix sort (once by pass, then by distance, since |
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305 | // radix sorting is inherently stable this will work) |
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306 | // We use stable_sort if the number of items is 512 or less, since |
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307 | // the complexity of the radix sort is approximately O(10N), since |
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308 | // each sort is O(5N) (1 pass histograms, 4 passes sort) |
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309 | // Since stable_sort has a worst-case performance of O(N(logN)^2) |
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310 | // the performance tipping point is from about 1500 items, but in |
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311 | // stable_sorts best-case scenario O(NlogN) it would be much higher. |
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312 | // Take a stab at 2000 items. |
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313 | |
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314 | if (mSortedDescending.size() > 2000) |
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315 | { |
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316 | // sort by pass |
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317 | msRadixSorter1.sort(mSortedDescending, RadixSortFunctorPass()); |
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318 | // sort by depth |
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319 | msRadixSorter2.sort(mSortedDescending, RadixSortFunctorDistance(cam)); |
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320 | } |
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321 | else |
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322 | { |
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323 | std::stable_sort( |
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324 | mSortedDescending.begin(), mSortedDescending.end(), |
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325 | DepthSortDescendingLess(cam)); |
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326 | } |
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327 | } |
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328 | |
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329 | // Nothing needs to be done for pass groups, they auto-organise |
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330 | |
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331 | } |
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332 | //----------------------------------------------------------------------- |
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333 | void QueuedRenderableCollection::addRenderable(Pass* pass, Renderable* rend) |
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334 | { |
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335 | // ascending and descending sort both set bit 1 |
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336 | if (mOrganisationMode & OM_SORT_DESCENDING) |
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337 | { |
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338 | mSortedDescending.push_back(RenderablePass(rend, pass)); |
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339 | } |
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340 | |
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341 | if (mOrganisationMode & OM_PASS_GROUP) |
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342 | { |
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343 | PassGroupRenderableMap::iterator i = mGrouped.find(pass); |
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344 | if (i == mGrouped.end()) |
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345 | { |
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346 | std::pair<PassGroupRenderableMap::iterator, bool> retPair; |
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347 | // Create new pass entry, build a new list |
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348 | // Note that this pass and list are never destroyed until the |
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349 | // engine shuts down, or a pass is destroyed or has it's hash |
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350 | // recalculated, although the lists will be cleared |
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351 | retPair = mGrouped.insert( |
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352 | PassGroupRenderableMap::value_type( |
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353 | pass, new RenderableList() )); |
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354 | assert(retPair.second && |
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355 | "Error inserting new pass entry into PassGroupRenderableMap"); |
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356 | i = retPair.first; |
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357 | } |
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358 | // Insert renderable |
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359 | i->second->push_back(rend); |
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360 | |
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361 | } |
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362 | |
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363 | } |
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364 | //----------------------------------------------------------------------- |
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365 | void QueuedRenderableCollection::acceptVisitor( |
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366 | QueuedRenderableVisitor* visitor, OrganisationMode om) const |
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367 | { |
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368 | if ((om & mOrganisationMode) == 0) |
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369 | { |
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370 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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371 | "Organisation mode requested in acceptVistor was not notified " |
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372 | "to this class ahead of time, therefore may not be supported.", |
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373 | "QueuedRenderableCollection::acceptVisitor"); |
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374 | } |
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375 | |
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376 | switch(om) |
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377 | { |
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378 | case OM_PASS_GROUP: |
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379 | acceptVisitorGrouped(visitor); |
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380 | break; |
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381 | case OM_SORT_DESCENDING: |
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382 | acceptVisitorDescending(visitor); |
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383 | break; |
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384 | case OM_SORT_ASCENDING: |
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385 | acceptVisitorAscending(visitor); |
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386 | break; |
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387 | } |
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388 | |
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389 | } |
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390 | //----------------------------------------------------------------------- |
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391 | void QueuedRenderableCollection::acceptVisitorGrouped( |
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392 | QueuedRenderableVisitor* visitor) const |
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393 | { |
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394 | PassGroupRenderableMap::const_iterator ipass, ipassend; |
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395 | ipassend = mGrouped.end(); |
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396 | for (ipass = mGrouped.begin(); ipass != ipassend; ++ipass) |
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397 | { |
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398 | // Fast bypass if this group is now empty |
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399 | if (ipass->second->empty()) continue; |
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400 | |
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401 | // Visit Pass - allow skip |
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402 | if (!visitor->visit(ipass->first)) |
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403 | continue; |
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404 | |
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405 | RenderableList* rendList = ipass->second; |
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406 | RenderableList::const_iterator irend, irendend; |
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407 | irendend = rendList->end(); |
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408 | for (irend = rendList->begin(); irend != irendend; ++irend) |
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409 | { |
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410 | // Visit Renderable |
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411 | visitor->visit(*irend); |
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412 | } |
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413 | } |
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414 | |
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415 | } |
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416 | //----------------------------------------------------------------------- |
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417 | void QueuedRenderableCollection::acceptVisitorDescending( |
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418 | QueuedRenderableVisitor* visitor) const |
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419 | { |
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420 | // List is already in descending order, so iterate forward |
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421 | RenderablePassList::const_iterator i, iend; |
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422 | |
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423 | iend = mSortedDescending.end(); |
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424 | for (i = mSortedDescending.begin(); i != iend; ++i) |
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425 | { |
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426 | visitor->visit(&(*i)); |
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427 | } |
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428 | } |
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429 | //----------------------------------------------------------------------- |
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430 | void QueuedRenderableCollection::acceptVisitorAscending( |
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431 | QueuedRenderableVisitor* visitor) const |
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432 | { |
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433 | // List is in descending order, so iterate in reverse |
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434 | RenderablePassList::const_reverse_iterator i, iend; |
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435 | |
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436 | iend = mSortedDescending.rend(); |
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437 | for (i = mSortedDescending.rbegin(); i != iend; ++i) |
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438 | { |
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439 | visitor->visit(&(*i)); |
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440 | } |
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441 | |
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442 | } |
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443 | |
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444 | |
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445 | } |
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446 | |
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