[148] | 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) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __RenderQueueInvocation_H__ |
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| 29 | #define __RenderQueueInvocation_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreRenderQueueSortingGrouping.h" |
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| 33 | #include "OgreIteratorWrappers.h" |
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| 34 | |
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| 35 | namespace Ogre { |
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| 36 | |
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| 37 | /** \addtogroup Core |
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| 38 | * @{ |
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| 39 | */ |
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| 40 | /** \addtogroup RenderSystem |
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| 41 | * @{ |
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| 42 | */ |
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| 43 | /** Class representing the invocation of queue groups in a RenderQueue. |
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| 44 | @remarks |
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| 45 | The default behaviour for OGRE's render queue is to render each queue |
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| 46 | group in turn, dealing with shadows automatically, and rendering solids |
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| 47 | in grouped passes, followed by transparent objects in descending order. |
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| 48 | This class, together with RenderQueueInvocationSequence and the ability |
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| 49 | to associate one with a Viewport, allows you to change that behaviour |
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| 50 | and render queue groups in arbitrary sequence, repeatedly, and to skip |
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| 51 | shadows, change the ordering of solids, or even prevent OGRE controlling |
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| 52 | the render state during a particular invocation for special effects. |
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| 53 | @par |
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| 54 | Note that whilst you can change the ordering of rendering solids, you |
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| 55 | can't change the ordering on transparent objects, since to do this would |
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| 56 | cause them to render incorrectly. |
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| 57 | @par |
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| 58 | As well as using this class directly and using the options it provides you |
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| 59 | with, you can also provide subclasses of it to a |
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| 60 | RenderQueueInvocationSequence instance if you want to gain ultimate control. |
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| 61 | @note |
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| 62 | Invocations will be skipped if there are scene-level options preventing |
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| 63 | them being rendered - for example special-case render queues and |
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| 64 | render queue listeners that dictate this. |
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| 65 | */ |
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| 66 | class _OgreExport RenderQueueInvocation : public RenderQueueAlloc |
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| 67 | { |
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| 68 | protected: |
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| 69 | /// Target queue group |
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| 70 | uint8 mRenderQueueGroupID; |
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| 71 | /// Invocation identifier - used in listeners |
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| 72 | String mInvocationName; |
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| 73 | /// Solids ordering mode |
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| 74 | QueuedRenderableCollection::OrganisationMode mSolidsOrganisation; |
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| 75 | /// Suppress shadows processing in this invocation? |
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| 76 | bool mSuppressShadows; |
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| 77 | /// Suppress OGRE's render state management? |
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| 78 | bool mSuppressRenderStateChanges; |
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| 79 | public: |
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| 80 | /** Constructor |
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| 81 | @param renderQueueGroupID ID of the queue this will target |
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| 82 | @param invocationName Optional name to uniquely identify this |
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| 83 | invocation from others in a RenderQueueListener |
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| 84 | */ |
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| 85 | RenderQueueInvocation(uint8 renderQueueGroupID, |
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| 86 | const String& invocationName = StringUtil::BLANK); |
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| 87 | virtual ~RenderQueueInvocation(); |
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| 88 | |
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| 89 | /// Get the render queue group id |
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| 90 | virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; } |
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| 91 | |
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| 92 | /// Get the invocation name (may be blank if not set by creator) |
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| 93 | virtual const String& getInvocationName(void) const { return mInvocationName; } |
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| 94 | |
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| 95 | /** Set the organisation mode being used for solids in this queue group |
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| 96 | invocation. |
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| 97 | */ |
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| 98 | virtual void setSolidsOrganisation( |
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| 99 | QueuedRenderableCollection::OrganisationMode org) |
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| 100 | { mSolidsOrganisation = org; } |
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| 101 | |
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| 102 | /** Get the organisation mode being used for solids in this queue group |
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| 103 | invocation. |
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| 104 | */ |
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| 105 | virtual QueuedRenderableCollection::OrganisationMode |
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| 106 | getSolidsOrganisation(void) const { return mSolidsOrganisation; } |
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| 107 | |
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| 108 | /** Sets whether shadows are suppressed when invoking this queue. |
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| 109 | @remarks |
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| 110 | When doing effects you often will want to suppress shadow processing |
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| 111 | if shadows will already have been done by a previous render. |
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| 112 | */ |
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| 113 | virtual void setSuppressShadows(bool suppress) |
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| 114 | { mSuppressShadows = suppress; } |
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| 115 | |
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| 116 | /** Gets whether shadows are suppressed when invoking this queue. |
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| 117 | */ |
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| 118 | virtual bool getSuppressShadows(void) const { return mSuppressShadows; } |
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| 119 | |
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| 120 | /** Sets whether render state changes are suppressed when invoking this queue. |
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| 121 | @remarks |
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| 122 | When doing special effects you may want to set up render state yourself |
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| 123 | and have it apply for the entire rendering of a queue. In that case, |
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| 124 | you should call this method with a parameter of 'true', and use a |
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| 125 | RenderQueueListener to set the render state directly on RenderSystem |
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| 126 | yourself before the invocation. |
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| 127 | @par |
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| 128 | Suppressing render state changes is only intended for advanced use, |
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| 129 | don't use it if you're unsure of the effect. The only RenderSystem |
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| 130 | calls made are to set the world matrix for each object (note - |
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| 131 | view an projection matrices are NOT SET - they are under your control) |
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| 132 | and to render the object; it is up to the caller to do everything else, |
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| 133 | including enabling any vertex / fragment programs and updating their |
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| 134 | parameter state, and binding parameters to the RenderSystem. |
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| 135 | We advise you use a RenderQueueListener in order to get a notification |
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| 136 | when this invocation is going to happen (use an invocation name to |
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| 137 | identify it if you like), at which point you can set the state you |
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| 138 | need to apply before the objects are rendered. |
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| 139 | */ |
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| 140 | virtual void setSuppressRenderStateChanges(bool suppress) |
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| 141 | { mSuppressRenderStateChanges = suppress; } |
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| 142 | |
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| 143 | /** Gets whether shadows are suppressed when invoking this queue. |
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| 144 | */ |
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| 145 | virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; } |
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| 146 | |
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| 147 | /** Invoke this class on a concrete queue group. |
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| 148 | @remarks |
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| 149 | Implementation will send the queue group to the target scene manager |
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| 150 | after doing what it needs to do. |
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| 151 | */ |
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| 152 | virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager); |
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| 153 | |
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| 154 | /// Invocation identifier for shadows |
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| 155 | static String RENDER_QUEUE_INVOCATION_SHADOWS; |
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| 156 | }; |
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| 157 | |
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| 158 | |
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| 159 | /// List of RenderQueueInvocations |
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| 160 | typedef vector<RenderQueueInvocation*>::type RenderQueueInvocationList; |
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| 161 | typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator; |
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| 162 | |
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| 163 | /** Class to hold a linear sequence of RenderQueueInvocation objects. |
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| 164 | @remarks |
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| 165 | This is just a simple data holder class which contains a list of |
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| 166 | RenderQueueInvocation objects representing the sequence of invocations |
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| 167 | made for a viewport. It's only real purpose is to ensure that |
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| 168 | RenderQueueInvocation instances are deleted on shutdown, since you can |
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| 169 | provide your own subclass instances on RenderQueueInvocation. Remember |
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| 170 | that any invocation instances you give to this class will be deleted |
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| 171 | by it when it is cleared / destroyed. |
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| 172 | */ |
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| 173 | class _OgreExport RenderQueueInvocationSequence : public RenderQueueAlloc |
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| 174 | { |
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| 175 | protected: |
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| 176 | String mName; |
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| 177 | RenderQueueInvocationList mInvocations; |
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| 178 | public: |
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| 179 | RenderQueueInvocationSequence(const String& name); |
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| 180 | virtual ~RenderQueueInvocationSequence(); |
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| 181 | |
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| 182 | /** Get the name of this sequence. */ |
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| 183 | const String& getName(void) const { return mName; } |
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| 184 | |
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| 185 | /** Add a standard invocation to the sequence. |
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| 186 | @param renderQueueGroupID The ID of the render queue group |
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| 187 | @param invocationName Optional name to identify the invocation, useful |
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| 188 | for listeners if a single queue group is invoked more than once |
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| 189 | @return A new RenderQueueInvocatin instance which you may customise |
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| 190 | */ |
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| 191 | RenderQueueInvocation* add(uint8 renderQueueGroupID, |
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| 192 | const String& invocationName); |
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| 193 | |
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| 194 | /** Add a custom invocation to the sequence. |
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| 195 | @remarks |
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| 196 | Use this to add your own custom subclasses of RenderQueueInvocation |
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| 197 | to the sequence; just remember that this class takes ownership of |
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| 198 | deleting this pointer when it is cleared / destroyed. |
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| 199 | */ |
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| 200 | void add(RenderQueueInvocation* i); |
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| 201 | |
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| 202 | /** Get the number of invocations in this sequence. */ |
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| 203 | size_t size(void) const { return mInvocations.size(); } |
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| 204 | |
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| 205 | /** Clear and delete all invocations in this sequence. */ |
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| 206 | void clear(void); |
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| 207 | |
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| 208 | /** Gets the details of an invocation at a given index. */ |
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| 209 | RenderQueueInvocation* get(size_t index); |
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| 210 | |
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| 211 | /** Removes (and deletes) an invocation by index. */ |
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| 212 | void remove(size_t index); |
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| 213 | |
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| 214 | /** Get an iterator over the invocations. */ |
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| 215 | RenderQueueInvocationIterator iterator(void); |
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| 216 | |
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| 217 | |
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| 218 | }; |
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| 219 | /** @} */ |
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| 220 | /** @} */ |
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| 221 | |
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| 222 | } |
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| 223 | |
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| 224 | #endif |
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| 225 | |
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