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) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __RenderQueue_H__
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26 | #define __RenderQueue_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreIteratorWrappers.h"
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30 |
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31 | namespace Ogre {
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32 |
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33 | /** Enumeration of queue groups, by which the application may group queued renderables
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34 | so that they are rendered together with events in between
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35 | */
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36 | enum RenderQueueGroupID
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37 | {
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38 | /// Use this queue for objects which must be rendered first e.g. backgrounds
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39 | RENDER_QUEUE_BACKGROUND = 0,
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40 | /// First queue (after backgrounds), used for skyboxes if rendered first
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41 | RENDER_QUEUE_SKIES_EARLY = 5,
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42 | RENDER_QUEUE_1 = 10,
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43 | RENDER_QUEUE_2 = 20,
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44 | RENDER_QUEUE_WORLD_GEOMETRY_1 = 25,
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45 | RENDER_QUEUE_3 = 30,
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46 | RENDER_QUEUE_4 = 40,
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47 | /// The default render queue
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48 | RENDER_QUEUE_MAIN = 50,
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49 | RENDER_QUEUE_6 = 60,
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50 | RENDER_QUEUE_7 = 70,
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51 | RENDER_QUEUE_WORLD_GEOMETRY_2 = 75,
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52 | RENDER_QUEUE_8 = 80,
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53 | RENDER_QUEUE_9 = 90,
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54 | /// Penultimate queue(before overlays), used for skyboxes if rendered last
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55 | RENDER_QUEUE_SKIES_LATE = 95,
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56 | /// Use this queue for objects which must be rendered last e.g. overlays
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57 | RENDER_QUEUE_OVERLAY = 100
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58 | };
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59 |
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60 | #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100
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61 |
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62 | /** Class to manage the scene object rendering queue.
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63 | @remarks
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64 | Objects are grouped by material to minimise rendering state changes. The map from
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65 | material to renderable object is wrapped in a class for ease of use.
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66 | @par
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67 | This class now includes the concept of 'queue groups' which allows the application
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68 | adding the renderable to specifically schedule it so that it is included in
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69 | a discrete group. Good for separating renderables into the main scene,
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70 | backgrounds and overlays, and also could be used in the future for more
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71 | complex multipass routines like stenciling.
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72 | */
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73 | class _OgreExport RenderQueue
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74 | {
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75 | public:
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76 | typedef std::map< RenderQueueGroupID, RenderQueueGroup* > RenderQueueGroupMap;
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77 | /// Iterator over queue groups
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78 | typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator;
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79 | protected:
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80 | RenderQueueGroupMap mGroups;
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81 | /// The current default queue group
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82 | RenderQueueGroupID mDefaultQueueGroup;
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83 | /// The default priority
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84 | ushort mDefaultRenderablePriority;
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85 |
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86 | bool mSplitPassesByLightingType;
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87 | bool mSplitNoShadowPasses;
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88 | public:
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89 | RenderQueue();
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90 | virtual ~RenderQueue();
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91 |
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92 | /** Empty the queue - should only be called by SceneManagers.
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93 | @param destroyPassMaps Set to true to destroy all pass maps so that
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94 | the queue is completely clean (useful when switching scene managers)
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95 | */
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96 | void clear(bool destroyPassMaps = false);
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97 |
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98 | /** Get a render queue group.
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99 | @remarks
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100 | OGRE registers new queue groups as they are requested,
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101 | therefore this method will always return a valid group.
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102 | */
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103 | RenderQueueGroup* getQueueGroup(RenderQueueGroupID qid);
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104 |
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105 | /** Add a renderable object to the queue.
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106 | @remarks
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107 | This methods adds a Renderable to the queue, which will be rendered later by
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108 | the SceneManager. This is the advanced version of the call which allows the renderable
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109 | to be added to any queue.
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110 | @note
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111 | Called by implementation of MovableObject::_updateRenderQueue.
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112 | @param
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113 | pRend Pointer to the Renderable to be added to the queue
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114 | @param
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115 | groupID The group the renderable is to be added to. This
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116 | can be used to schedule renderable objects in separate groups such that the SceneManager
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117 | respects the divisions between the groupings and does not reorder them outside these
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118 | boundaries. This can be handy for overlays where no matter what you want the overlay to
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119 | be rendered last.
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120 | @param
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121 | priority Controls the priority of the renderable within the queue group. If this number
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122 | is raised, the renderable will be rendered later in the group compared to it's peers.
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123 | Don't use this unless you really need to, manually ordering renderables prevents OGRE
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124 | from sorting them for best efficiency. However this could be useful for ordering 2D
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125 | elements manually for example.
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126 | */
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127 | void addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority);
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128 |
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129 | /** Add a renderable object to the queue.
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130 | @remarks
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131 | This methods adds a Renderable to the queue, which will be rendered later by
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132 | the SceneManager. This is the simplified version of the call which does not
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133 | require a priority to be specified. The queue priority is take from the
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134 | current default (see setDefaultRenderablePriority).
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135 | @note
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136 | Called by implementation of MovableObject::_updateRenderQueue.
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137 | @param
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138 | pRend Pointer to the Renderable to be added to the queue
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139 | @param
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140 | groupID The group the renderable is to be added to. This
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141 | can be used to schedule renderable objects in separate groups such that the SceneManager
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142 | respects the divisions between the groupings and does not reorder them outside these
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143 | boundaries. This can be handy for overlays where no matter what you want the overlay to
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144 | be rendered last.
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145 | */
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146 | void addRenderable(Renderable* pRend, RenderQueueGroupID groupId);
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147 |
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148 | /** Add a renderable object to the queue.
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149 | @remarks
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150 | This methods adds a Renderable to the queue, which will be rendered later by
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151 | the SceneManager. This is the simplified version of the call which does not
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152 | require a queue or priority to be specified. The queue group is taken from the
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153 | current default (see setDefaultQueueGroup). The queue priority is take from the
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154 | current default (see setDefaultRenderablePriority).
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155 | @note
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156 | Called by implementation of MovableObject::_updateRenderQueue.
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157 | @param
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158 | pRend Pointer to the Renderable to be added to the queue
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159 | */
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160 | void addRenderable(Renderable* pRend);
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161 |
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162 | /** Gets the current default queue group, which will be used for all renderable which do not
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163 | specify which group they wish to be on.
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164 | */
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165 | RenderQueueGroupID getDefaultQueueGroup(void) const;
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166 |
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167 | /** Sets the current default renderable priority,
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168 | which will be used for all renderables which do not
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169 | specify which priority they wish to use.
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170 | */
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171 | void setDefaultRenderablePriority(ushort priority);
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172 |
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173 | /** Gets the current default renderable priority, which will be used for all renderables which do not
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174 | specify which priority they wish to use.
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175 | */
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176 | ushort getDefaultRenderablePriority(void) const;
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177 |
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178 | /** Sets the current default queue group, which will be used for all renderable which do not
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179 | specify which group they wish to be on.
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180 | */
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181 | void setDefaultQueueGroup(RenderQueueGroupID grp);
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182 |
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183 | /** Internal method, returns an iterator for the queue groups. */
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184 | QueueGroupIterator _getQueueGroupIterator(void);
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185 | /** Sets whether or not the queue will split passes by their lighting type,
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186 | ie ambient, per-light and decal.
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187 | */
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188 | void setSplitPassesByLightingType(bool split);
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189 | /** Sets whether or not the queue will split passes which have shadow receive
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190 | turned off (in their parent material), which is needed when certain shadow
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191 | techniques are used.
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192 | */
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193 | void setSplitNoShadowPasses(bool split);
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194 | };
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195 |
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196 |
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197 | }
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198 |
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199 |
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200 | #endif
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