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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