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 __RenderQueueSortingGrouping_H__ |
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29 | #define __RenderQueueSortingGrouping_H__ |
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30 | |
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31 | // Precompiler options |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreIteratorWrappers.h" |
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34 | #include "OgreMaterial.h" |
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35 | #include "OgreTechnique.h" |
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36 | #include "OgrePass.h" |
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37 | #include "OgreRadixSort.h" |
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38 | |
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39 | namespace Ogre { |
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40 | |
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41 | /** \addtogroup Core |
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42 | * @{ |
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43 | */ |
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44 | /** \addtogroup RenderSystem |
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45 | * @{ |
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46 | */ |
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47 | /** Struct associating a single Pass with a single Renderable. |
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48 | This is used to for objects sorted by depth and thus not |
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49 | grouped by pass. |
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50 | */ |
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51 | struct RenderablePass |
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52 | { |
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53 | /// Pointer to the Renderable details |
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54 | Renderable* renderable; |
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55 | /// Pointer to the Pass |
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56 | Pass* pass; |
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57 | |
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58 | RenderablePass(Renderable* rend, Pass* p) :renderable(rend), pass(p) {} |
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59 | }; |
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60 | |
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61 | |
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62 | /** Visitor interface for items in a QueuedRenderableCollection. |
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63 | @remarks |
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64 | Those wishing to iterate over the items in a |
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65 | QueuedRenderableCollection should implement this visitor pattern, |
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66 | since internal organisation of the collection depends on the |
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67 | sorting method in use. |
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68 | */ |
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69 | class _OgreExport QueuedRenderableVisitor |
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70 | { |
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71 | public: |
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72 | QueuedRenderableVisitor() {} |
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73 | virtual ~QueuedRenderableVisitor() {} |
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74 | |
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75 | /** Called when visiting a RenderablePass, i.e. items in a |
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76 | sorted collection where items are not grouped by pass. |
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77 | @remarks |
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78 | If this is called, neither of the other 2 visit methods |
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79 | will be called. |
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80 | */ |
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81 | virtual void visit(RenderablePass* rp) = 0; |
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82 | |
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83 | /* When visiting a collection grouped by pass, this is |
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84 | called when the grouping pass changes. |
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85 | @remarks |
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86 | If this method is called, the RenderablePass visit |
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87 | method will not be called for this collection. The |
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88 | Renderable visit method will be called for each item |
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89 | underneath the pass grouping level. |
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90 | @return True to continue, false to skip the Renderables underneath |
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91 | */ |
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92 | virtual bool visit(const Pass* p) = 0; |
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93 | /** Visit method called once per Renderable on a grouped |
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94 | collection. |
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95 | @remarks |
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96 | If this method is called, the RenderablePass visit |
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97 | method will not be called for this collection. |
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98 | */ |
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99 | virtual void visit(Renderable* r) = 0; |
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100 | |
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101 | |
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102 | }; |
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103 | |
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104 | /** Lowest level collection of renderables. |
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105 | @remarks |
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106 | To iterate over items in this collection, you must call |
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107 | the accept method and supply a QueuedRenderableVisitor. |
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108 | The order of the iteration, and whether that iteration is |
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109 | over a RenderablePass list or a 2-level grouped list which |
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110 | causes a visit call at the Pass level, and a call for each |
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111 | Renderable underneath. |
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112 | */ |
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113 | class _OgreExport QueuedRenderableCollection : public RenderQueueAlloc |
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114 | { |
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115 | public: |
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116 | /** Organisation modes required for this collection. |
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117 | @remarks |
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118 | This affects the internal placement of the items added to this collection; |
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119 | if only one type of sorting / grouping is to be required, then renderables |
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120 | can be stored only once, whilst if multiple types are going to be needed |
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121 | then internally there will be multiple organisations. Changing the organisation |
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122 | needs to be done when the collection is empty. |
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123 | */ |
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124 | enum OrganisationMode |
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125 | { |
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126 | /// Group by pass |
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127 | OM_PASS_GROUP = 1, |
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128 | /// Sort descending camera distance |
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129 | OM_SORT_DESCENDING = 2, |
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130 | /** Sort ascending camera distance |
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131 | Note value overlaps with descending since both use same sort |
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132 | */ |
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133 | OM_SORT_ASCENDING = 6 |
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134 | }; |
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135 | |
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136 | protected: |
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137 | /// Comparator to order pass groups |
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138 | struct PassGroupLess |
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139 | { |
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140 | bool _OgreExport operator()(const Pass* a, const Pass* b) const |
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141 | { |
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142 | // Sort by passHash, which is pass, then texture unit changes |
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143 | uint32 hasha = a->getHash(); |
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144 | uint32 hashb = b->getHash(); |
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145 | if (hasha == hashb) |
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146 | { |
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147 | // Must differentTransparentQueueItemLessiate by pointer incase 2 passes end up with the same hash |
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148 | return a < b; |
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149 | } |
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150 | else |
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151 | { |
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152 | return hasha < hashb; |
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153 | } |
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154 | } |
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155 | }; |
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156 | /// Comparator to order objects by descending camera distance |
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157 | struct DepthSortDescendingLess |
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158 | { |
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159 | const Camera* camera; |
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160 | |
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161 | DepthSortDescendingLess(const Camera* cam) |
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162 | : camera(cam) |
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163 | { |
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164 | } |
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165 | |
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166 | bool _OgreExport operator()(const RenderablePass& a, const RenderablePass& b) const |
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167 | { |
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168 | if (a.renderable == b.renderable) |
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169 | { |
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170 | // Same renderable, sort by pass hash |
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171 | return a.pass->getHash() < b.pass->getHash(); |
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172 | } |
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173 | else |
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174 | { |
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175 | // Different renderables, sort by depth |
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176 | Real adepth = a.renderable->getSquaredViewDepth(camera); |
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177 | Real bdepth = b.renderable->getSquaredViewDepth(camera); |
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178 | if (Math::RealEqual(adepth, bdepth)) |
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179 | { |
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180 | // Must return deterministic result, doesn't matter what |
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181 | return a.pass < b.pass; |
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182 | } |
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183 | else |
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184 | { |
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185 | // Sort DESCENDING by depth (i.e. far objects first) |
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186 | return (adepth > bdepth); |
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187 | } |
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188 | } |
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189 | |
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190 | } |
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191 | }; |
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192 | |
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193 | /** Vector of RenderablePass objects, this is built on the assumption that |
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194 | vectors only ever increase in size, so even if we do clear() the memory stays |
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195 | allocated, ie fast */ |
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196 | typedef vector<RenderablePass>::type RenderablePassList; |
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197 | typedef vector<Renderable*>::type RenderableList; |
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198 | /** Map of pass to renderable lists, this is a grouping by pass. */ |
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199 | typedef map<Pass*, RenderableList*, PassGroupLess>::type PassGroupRenderableMap; |
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200 | |
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201 | /// Functor for accessing sort value 1 for radix sort (Pass) |
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202 | struct RadixSortFunctorPass |
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203 | { |
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204 | uint32 operator()(const RenderablePass& p) const |
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205 | { |
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206 | return p.pass->getHash(); |
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207 | } |
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208 | }; |
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209 | |
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210 | /// Radix sorter for accessing sort value 1 (Pass) |
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211 | static RadixSort<RenderablePassList, RenderablePass, uint32> msRadixSorter1; |
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212 | |
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213 | /// Functor for descending sort value 2 for radix sort (distance) |
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214 | struct RadixSortFunctorDistance |
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215 | { |
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216 | const Camera* camera; |
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217 | |
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218 | RadixSortFunctorDistance(const Camera* cam) |
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219 | : camera(cam) |
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220 | { |
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221 | } |
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222 | |
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223 | float operator()(const RenderablePass& p) const |
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224 | { |
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225 | // Sort DESCENDING by depth (ie far objects first), use negative distance |
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226 | // here because radix sorter always dealing with accessing sort |
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227 | return static_cast<float>(- p.renderable->getSquaredViewDepth(camera)); |
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228 | } |
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229 | }; |
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230 | |
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231 | /// Radix sorter for sort value 2 (distance) |
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232 | static RadixSort<RenderablePassList, RenderablePass, float> msRadixSorter2; |
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233 | |
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234 | /// Bitmask of the organisation modes requested |
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235 | uint8 mOrganisationMode; |
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236 | |
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237 | /// Grouped |
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238 | PassGroupRenderableMap mGrouped; |
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239 | /// Sorted descending (can iterate backwards to get ascending) |
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240 | RenderablePassList mSortedDescending; |
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241 | |
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242 | /// Internal visitor implementation |
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243 | void acceptVisitorGrouped(QueuedRenderableVisitor* visitor) const; |
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244 | /// Internal visitor implementation |
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245 | void acceptVisitorDescending(QueuedRenderableVisitor* visitor) const; |
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246 | /// Internal visitor implementation |
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247 | void acceptVisitorAscending(QueuedRenderableVisitor* visitor) const; |
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248 | |
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249 | public: |
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250 | QueuedRenderableCollection(); |
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251 | ~QueuedRenderableCollection(); |
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252 | |
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253 | /// Empty the collection |
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254 | void clear(void); |
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255 | |
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256 | /** Remove the group entry (if any) for a given Pass. |
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257 | @remarks |
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258 | To be used when a pass is destroyed, such that any |
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259 | grouping level for it becomes useless. |
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260 | */ |
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261 | void removePassGroup(Pass* p); |
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262 | |
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263 | /** Reset the organisation modes required for this collection. |
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264 | @remarks |
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265 | You can only do this when the collection is empty. |
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266 | @see OrganisationMode |
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267 | */ |
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268 | void resetOrganisationModes(void) |
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269 | { |
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270 | mOrganisationMode = 0; |
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271 | } |
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272 | |
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273 | /** Add a required sorting / grouping mode to this collection when next used. |
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274 | @remarks |
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275 | You can only do this when the collection is empty. |
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276 | @see OrganisationMode |
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277 | */ |
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278 | void addOrganisationMode(OrganisationMode om) |
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279 | { |
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280 | mOrganisationMode |= om; |
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281 | } |
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282 | |
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283 | /// Add a renderable to the collection using a given pass |
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284 | void addRenderable(Pass* pass, Renderable* rend); |
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285 | |
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286 | /** Perform any sorting that is required on this collection. |
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287 | @param cam The camera |
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288 | */ |
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289 | void sort(const Camera* cam); |
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290 | |
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291 | /** Accept a visitor over the collection contents. |
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292 | @param visitor Visitor class which should be called back |
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293 | @param om The organisation mode which you want to iterate over. |
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294 | Note that this must have been included in an addOrganisationMode |
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295 | call before any renderables were added. |
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296 | */ |
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297 | void acceptVisitor(QueuedRenderableVisitor* visitor, OrganisationMode om) const; |
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298 | |
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299 | /** Merge renderable collection. |
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300 | */ |
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301 | void merge( const QueuedRenderableCollection& rhs ); |
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302 | }; |
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303 | |
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304 | /** Collection of renderables by priority. |
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305 | @remarks |
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306 | This class simply groups renderables for rendering. All the |
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307 | renderables contained in this class are destined for the same |
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308 | RenderQueueGroup (coarse groupings like those between the main |
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309 | scene and overlays) and have the same priority (fine groupings |
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310 | for detailed overlap control). |
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311 | @par |
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312 | This class can order solid renderables by a number of criteria; |
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313 | it can optimise them into groups based on pass to reduce render |
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314 | state changes, or can sort them by ascending or descending view |
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315 | depth. Transparent objects are always ordered by descending depth. |
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316 | @par |
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317 | To iterate over items in the collections held by this object |
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318 | you should retrieve the collection in use (e.g. solids, solids with |
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319 | no shadows, transparents) and use the accept() method, providing |
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320 | a class implementing QueuedRenderableVisitor. |
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321 | |
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322 | */ |
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323 | class _OgreExport RenderPriorityGroup : public RenderQueueAlloc |
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324 | { |
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325 | protected: |
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326 | |
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327 | /// Parent queue group |
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328 | RenderQueueGroup* mParent; |
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329 | bool mSplitPassesByLightingType; |
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330 | bool mSplitNoShadowPasses; |
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331 | bool mShadowCastersNotReceivers; |
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332 | /// Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive |
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333 | QueuedRenderableCollection mSolidsBasic; |
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334 | /// Solid per-light pass list, used with additive shadows |
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335 | QueuedRenderableCollection mSolidsDiffuseSpecular; |
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336 | /// Solid decal (texture) pass list, used with additive shadows |
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337 | QueuedRenderableCollection mSolidsDecal; |
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338 | /// Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes |
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339 | QueuedRenderableCollection mSolidsNoShadowReceive; |
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340 | /// Unsorted transparent list |
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341 | QueuedRenderableCollection mTransparentsUnsorted; |
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342 | /// Transparent list |
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343 | QueuedRenderableCollection mTransparents; |
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344 | |
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345 | /// remove a pass entry from all collections |
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346 | void removePassEntry(Pass* p); |
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347 | |
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348 | /// Internal method for adding a solid renderable |
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349 | void addSolidRenderable(Technique* pTech, Renderable* rend, bool toNoShadowMap); |
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350 | /// Internal method for adding a solid renderable |
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351 | void addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend); |
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352 | /// Internal method for adding an unsorted transparent renderable |
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353 | void addUnsortedTransparentRenderable(Technique* pTech, Renderable* rend); |
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354 | /// Internal method for adding a transparent renderable |
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355 | void addTransparentRenderable(Technique* pTech, Renderable* rend); |
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356 | |
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357 | public: |
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358 | RenderPriorityGroup(RenderQueueGroup* parent, |
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359 | bool splitPassesByLightingType, |
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360 | bool splitNoShadowPasses, |
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361 | bool shadowCastersNotReceivers); |
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362 | |
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363 | ~RenderPriorityGroup() { } |
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364 | |
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365 | /** Get the collection of basic solids currently queued, this includes |
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366 | all solids when there are no shadows, or all solids which have shadow |
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367 | receiving enabled when using modulative shadows, or all ambient passes |
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368 | of solids which have shadow receive enabled for additive shadows. */ |
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369 | const QueuedRenderableCollection& getSolidsBasic(void) const |
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370 | { return mSolidsBasic; } |
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371 | /** Get the collection of solids currently queued per light (only applicable in |
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372 | additive shadow modes). */ |
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373 | const QueuedRenderableCollection& getSolidsDiffuseSpecular(void) const |
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374 | { return mSolidsDiffuseSpecular; } |
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375 | /** Get the collection of solids currently queued for decal passes (only |
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376 | applicable in additive shadow modes). */ |
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377 | const QueuedRenderableCollection& getSolidsDecal(void) const |
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378 | { return mSolidsDecal; } |
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379 | /** Get the collection of solids for which shadow receipt is disabled (only |
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380 | applicable when shadows are enabled). */ |
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381 | const QueuedRenderableCollection& getSolidsNoShadowReceive(void) const |
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382 | { return mSolidsNoShadowReceive; } |
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383 | /** Get the collection of transparent objects currently queued */ |
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384 | const QueuedRenderableCollection& getTransparentsUnsorted(void) const |
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385 | { return mTransparentsUnsorted; } |
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386 | /** Get the collection of transparent objects currently queued */ |
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387 | const QueuedRenderableCollection& getTransparents(void) const |
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388 | { return mTransparents; } |
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389 | |
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390 | |
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391 | /** Reset the organisation modes required for the solids in this group. |
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392 | @remarks |
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393 | You can only do this when the group is empty, i.e. after clearing the |
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394 | queue. |
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395 | @see QueuedRenderableCollection::OrganisationMode |
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396 | */ |
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397 | void resetOrganisationModes(void); |
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398 | |
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399 | /** Add a required sorting / grouping mode for the solids in this group. |
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400 | @remarks |
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401 | You can only do this when the group is empty, i.e. after clearing the |
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402 | queue. |
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403 | @see QueuedRenderableCollection::OrganisationMode |
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404 | */ |
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405 | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om); |
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406 | |
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407 | /** Set the sorting / grouping mode for the solids in this group to the default. |
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408 | @remarks |
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409 | You can only do this when the group is empty, i.e. after clearing the |
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410 | queue. |
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411 | @see QueuedRenderableCollection::OrganisationMode |
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412 | */ |
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413 | void defaultOrganisationMode(void); |
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414 | |
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415 | /** Add a renderable to this group. */ |
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416 | void addRenderable(Renderable* pRend, Technique* pTech); |
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417 | |
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418 | /** Sorts the objects which have been added to the queue; transparent objects by their |
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419 | depth in relation to the passed in Camera. */ |
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420 | void sort(const Camera* cam); |
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421 | |
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422 | /** Clears this group of renderables. |
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423 | */ |
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424 | void clear(void); |
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425 | |
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426 | /** Sets whether or not the queue will split passes by their lighting type, |
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427 | ie ambient, per-light and decal. |
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428 | */ |
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429 | void setSplitPassesByLightingType(bool split) |
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430 | { |
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431 | mSplitPassesByLightingType = split; |
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432 | } |
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433 | |
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434 | /** Sets whether or not passes which have shadow receive disabled should |
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435 | be separated. |
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436 | */ |
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437 | void setSplitNoShadowPasses(bool split) |
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438 | { |
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439 | mSplitNoShadowPasses = split; |
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440 | } |
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441 | |
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442 | /** Sets whether or not objects which cast shadows should be treated as |
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443 | never receiving shadows. |
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444 | */ |
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445 | void setShadowCastersCannotBeReceivers(bool ind) |
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446 | { |
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447 | mShadowCastersNotReceivers = ind; |
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448 | } |
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449 | |
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450 | /** Merge group of renderables. |
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451 | */ |
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452 | void merge( const RenderPriorityGroup* rhs ); |
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453 | |
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454 | |
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455 | }; |
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456 | |
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457 | |
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458 | /** A grouping level underneath RenderQueue which groups renderables |
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459 | to be issued at coarsely the same time to the renderer. |
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460 | @remarks |
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461 | Each instance of this class itself hold RenderPriorityGroup instances, |
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462 | which are the groupings of renderables by priority for fine control |
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463 | of ordering (not required for most instances). |
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464 | */ |
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465 | class _OgreExport RenderQueueGroup : public RenderQueueAlloc |
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466 | { |
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467 | public: |
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468 | typedef map<ushort, RenderPriorityGroup*, std::less<ushort> >::type PriorityMap; |
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469 | typedef MapIterator<PriorityMap> PriorityMapIterator; |
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470 | typedef ConstMapIterator<PriorityMap> ConstPriorityMapIterator; |
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471 | protected: |
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472 | RenderQueue* mParent; |
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473 | bool mSplitPassesByLightingType; |
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474 | bool mSplitNoShadowPasses; |
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475 | bool mShadowCastersNotReceivers; |
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476 | /// Map of RenderPriorityGroup objects |
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477 | PriorityMap mPriorityGroups; |
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478 | /// Whether shadows are enabled for this queue |
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479 | bool mShadowsEnabled; |
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480 | /// Bitmask of the organisation modes requested (for new priority groups) |
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481 | uint8 mOrganisationMode; |
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482 | |
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483 | |
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484 | public: |
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485 | RenderQueueGroup(RenderQueue* parent, |
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486 | bool splitPassesByLightingType, |
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487 | bool splitNoShadowPasses, |
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488 | bool shadowCastersNotReceivers) |
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489 | : mParent(parent) |
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490 | , mSplitPassesByLightingType(splitPassesByLightingType) |
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491 | , mSplitNoShadowPasses(splitNoShadowPasses) |
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492 | , mShadowCastersNotReceivers(shadowCastersNotReceivers) |
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493 | , mShadowsEnabled(true) |
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494 | , mOrganisationMode(0) |
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495 | { |
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496 | } |
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497 | |
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498 | ~RenderQueueGroup() { |
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499 | // destroy contents now |
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500 | PriorityMap::iterator i; |
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501 | for (i = mPriorityGroups.begin(); i != mPriorityGroups.end(); ++i) |
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502 | { |
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503 | OGRE_DELETE i->second; |
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504 | } |
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505 | } |
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506 | |
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507 | /** Get an iterator for browsing through child contents. */ |
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508 | PriorityMapIterator getIterator(void) |
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509 | { |
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510 | return PriorityMapIterator(mPriorityGroups.begin(), mPriorityGroups.end()); |
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511 | } |
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512 | |
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513 | /** Get a const iterator for browsing through child contents. */ |
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514 | ConstPriorityMapIterator getIterator(void) const |
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515 | { |
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516 | return ConstPriorityMapIterator(mPriorityGroups.begin(), mPriorityGroups.end()); |
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517 | } |
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518 | |
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519 | /** Add a renderable to this group, with the given priority. */ |
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520 | void addRenderable(Renderable* pRend, Technique* pTech, ushort priority) |
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521 | { |
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522 | // Check if priority group is there |
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523 | PriorityMap::iterator i = mPriorityGroups.find(priority); |
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524 | RenderPriorityGroup* pPriorityGrp; |
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525 | if (i == mPriorityGroups.end()) |
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526 | { |
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527 | // Missing, create |
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528 | pPriorityGrp = OGRE_NEW RenderPriorityGroup(this, |
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529 | mSplitPassesByLightingType, |
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530 | mSplitNoShadowPasses, |
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531 | mShadowCastersNotReceivers); |
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532 | if (mOrganisationMode) |
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533 | { |
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534 | pPriorityGrp->resetOrganisationModes(); |
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535 | pPriorityGrp->addOrganisationMode((QueuedRenderableCollection::OrganisationMode)mOrganisationMode); |
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536 | } |
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537 | |
---|
538 | mPriorityGroups.insert(PriorityMap::value_type(priority, pPriorityGrp)); |
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539 | } |
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540 | else |
---|
541 | { |
---|
542 | pPriorityGrp = i->second; |
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543 | } |
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544 | |
---|
545 | // Add |
---|
546 | pPriorityGrp->addRenderable(pRend, pTech); |
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547 | |
---|
548 | } |
---|
549 | |
---|
550 | /** Clears this group of renderables. |
---|
551 | @param destroy |
---|
552 | If false, doesn't delete any priority groups, just empties them. Saves on |
---|
553 | memory deallocations since the chances are roughly the same kinds of |
---|
554 | renderables are going to be sent to the queue again next time. If |
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555 | true, completely destroys. |
---|
556 | */ |
---|
557 | void clear(bool destroy = false) |
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558 | { |
---|
559 | PriorityMap::iterator i, iend; |
---|
560 | iend = mPriorityGroups.end(); |
---|
561 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
562 | { |
---|
563 | if (destroy) |
---|
564 | OGRE_DELETE i->second; |
---|
565 | else |
---|
566 | i->second->clear(); |
---|
567 | } |
---|
568 | |
---|
569 | if (destroy) |
---|
570 | mPriorityGroups.clear(); |
---|
571 | |
---|
572 | } |
---|
573 | |
---|
574 | /** Indicate whether a given queue group will be doing any |
---|
575 | shadow setup. |
---|
576 | @remarks |
---|
577 | This method allows you to inform the queue about a queue group, and to |
---|
578 | indicate whether this group will require shadow processing of any sort. |
---|
579 | In order to preserve rendering order, OGRE has to treat queue groups |
---|
580 | as very separate elements of the scene, and this can result in it |
---|
581 | having to duplicate shadow setup for each group. Therefore, if you |
---|
582 | know that a group which you are using will never need shadows, you |
---|
583 | should preregister the group using this method in order to improve |
---|
584 | the performance. |
---|
585 | */ |
---|
586 | void setShadowsEnabled(bool enabled) { mShadowsEnabled = enabled; } |
---|
587 | |
---|
588 | /** Are shadows enabled for this queue? */ |
---|
589 | bool getShadowsEnabled(void) const { return mShadowsEnabled; } |
---|
590 | |
---|
591 | /** Sets whether or not the queue will split passes by their lighting type, |
---|
592 | ie ambient, per-light and decal. |
---|
593 | */ |
---|
594 | void setSplitPassesByLightingType(bool split) |
---|
595 | { |
---|
596 | mSplitPassesByLightingType = split; |
---|
597 | PriorityMap::iterator i, iend; |
---|
598 | iend = mPriorityGroups.end(); |
---|
599 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
600 | { |
---|
601 | i->second->setSplitPassesByLightingType(split); |
---|
602 | } |
---|
603 | } |
---|
604 | /** Sets whether or not the queue will split passes which have shadow receive |
---|
605 | turned off (in their parent material), which is needed when certain shadow |
---|
606 | techniques are used. |
---|
607 | */ |
---|
608 | void setSplitNoShadowPasses(bool split) |
---|
609 | { |
---|
610 | mSplitNoShadowPasses = split; |
---|
611 | PriorityMap::iterator i, iend; |
---|
612 | iend = mPriorityGroups.end(); |
---|
613 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
614 | { |
---|
615 | i->second->setSplitNoShadowPasses(split); |
---|
616 | } |
---|
617 | } |
---|
618 | /** Sets whether or not objects which cast shadows should be treated as |
---|
619 | never receiving shadows. |
---|
620 | */ |
---|
621 | void setShadowCastersCannotBeReceivers(bool ind) |
---|
622 | { |
---|
623 | mShadowCastersNotReceivers = ind; |
---|
624 | PriorityMap::iterator i, iend; |
---|
625 | iend = mPriorityGroups.end(); |
---|
626 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
627 | { |
---|
628 | i->second->setShadowCastersCannotBeReceivers(ind); |
---|
629 | } |
---|
630 | } |
---|
631 | /** Reset the organisation modes required for the solids in this group. |
---|
632 | @remarks |
---|
633 | You can only do this when the group is empty, ie after clearing the |
---|
634 | queue. |
---|
635 | @see QueuedRenderableCollection::OrganisationMode |
---|
636 | */ |
---|
637 | void resetOrganisationModes(void) |
---|
638 | { |
---|
639 | mOrganisationMode = 0; |
---|
640 | |
---|
641 | PriorityMap::iterator i, iend; |
---|
642 | iend = mPriorityGroups.end(); |
---|
643 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
644 | { |
---|
645 | i->second->resetOrganisationModes(); |
---|
646 | } |
---|
647 | } |
---|
648 | |
---|
649 | /** Add a required sorting / grouping mode for the solids in this group. |
---|
650 | @remarks |
---|
651 | You can only do this when the group is empty, ie after clearing the |
---|
652 | queue. |
---|
653 | @see QueuedRenderableCollection::OrganisationMode |
---|
654 | */ |
---|
655 | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
---|
656 | { |
---|
657 | mOrganisationMode |= om; |
---|
658 | |
---|
659 | PriorityMap::iterator i, iend; |
---|
660 | iend = mPriorityGroups.end(); |
---|
661 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
662 | { |
---|
663 | i->second->addOrganisationMode(om); |
---|
664 | } |
---|
665 | } |
---|
666 | |
---|
667 | /** Setthe sorting / grouping mode for the solids in this group to the default. |
---|
668 | @remarks |
---|
669 | You can only do this when the group is empty, ie after clearing the |
---|
670 | queue. |
---|
671 | @see QueuedRenderableCollection::OrganisationMode |
---|
672 | */ |
---|
673 | void defaultOrganisationMode(void) |
---|
674 | { |
---|
675 | mOrganisationMode = 0; |
---|
676 | |
---|
677 | PriorityMap::iterator i, iend; |
---|
678 | iend = mPriorityGroups.end(); |
---|
679 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
---|
680 | { |
---|
681 | i->second->defaultOrganisationMode(); |
---|
682 | } |
---|
683 | } |
---|
684 | |
---|
685 | /** Merge group of renderables. |
---|
686 | */ |
---|
687 | void merge( const RenderQueueGroup* rhs ) |
---|
688 | { |
---|
689 | ConstPriorityMapIterator it = rhs->getIterator(); |
---|
690 | |
---|
691 | while( it.hasMoreElements() ) |
---|
692 | { |
---|
693 | ushort priority = it.peekNextKey(); |
---|
694 | RenderPriorityGroup* pSrcPriorityGrp = it.getNext(); |
---|
695 | RenderPriorityGroup* pDstPriorityGrp; |
---|
696 | |
---|
697 | // Check if priority group is there |
---|
698 | PriorityMap::iterator i = mPriorityGroups.find(priority); |
---|
699 | if (i == mPriorityGroups.end()) |
---|
700 | { |
---|
701 | // Missing, create |
---|
702 | pDstPriorityGrp = OGRE_NEW RenderPriorityGroup(this, |
---|
703 | mSplitPassesByLightingType, |
---|
704 | mSplitNoShadowPasses, |
---|
705 | mShadowCastersNotReceivers); |
---|
706 | if (mOrganisationMode) |
---|
707 | { |
---|
708 | pDstPriorityGrp->resetOrganisationModes(); |
---|
709 | pDstPriorityGrp->addOrganisationMode((QueuedRenderableCollection::OrganisationMode)mOrganisationMode); |
---|
710 | } |
---|
711 | |
---|
712 | mPriorityGroups.insert(PriorityMap::value_type(priority, pDstPriorityGrp)); |
---|
713 | } |
---|
714 | else |
---|
715 | { |
---|
716 | pDstPriorityGrp = i->second; |
---|
717 | } |
---|
718 | |
---|
719 | // merge |
---|
720 | pDstPriorityGrp->merge( pSrcPriorityGrp ); |
---|
721 | } |
---|
722 | } |
---|
723 | }; |
---|
724 | |
---|
725 | /** @} */ |
---|
726 | /** @} */ |
---|
727 | |
---|
728 | |
---|
729 | } |
---|
730 | |
---|
731 | #endif |
---|
732 | |
---|
733 | |
---|