/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __RenderQueue_H__ #define __RenderQueue_H__ #include "OgrePrerequisites.h" #include "OgreIteratorWrappers.h" namespace Ogre { /** Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between */ enum RenderQueueGroupID { /// Use this queue for objects which must be rendered first e.g. backgrounds RENDER_QUEUE_BACKGROUND = 0, /// First queue (after backgrounds), used for skyboxes if rendered first RENDER_QUEUE_SKIES_EARLY = 5, RENDER_QUEUE_1 = 10, RENDER_QUEUE_2 = 20, RENDER_QUEUE_WORLD_GEOMETRY_1 = 25, RENDER_QUEUE_3 = 30, RENDER_QUEUE_4 = 40, /// The default render queue RENDER_QUEUE_MAIN = 50, RENDER_QUEUE_6 = 60, RENDER_QUEUE_7 = 70, RENDER_QUEUE_WORLD_GEOMETRY_2 = 75, RENDER_QUEUE_8 = 80, RENDER_QUEUE_9 = 90, /// Penultimate queue(before overlays), used for skyboxes if rendered last RENDER_QUEUE_SKIES_LATE = 95, /// Use this queue for objects which must be rendered last e.g. overlays RENDER_QUEUE_OVERLAY = 100 }; #define OGRE_RENDERABLE_DEFAULT_PRIORITY 100 /** Class to manage the scene object rendering queue. @remarks Objects are grouped by material to minimise rendering state changes. The map from material to renderable object is wrapped in a class for ease of use. @par This class now includes the concept of 'queue groups' which allows the application adding the renderable to specifically schedule it so that it is included in a discrete group. Good for separating renderables into the main scene, backgrounds and overlays, and also could be used in the future for more complex multipass routines like stenciling. */ class _OgreExport RenderQueue { public: typedef std::map< RenderQueueGroupID, RenderQueueGroup* > RenderQueueGroupMap; /// Iterator over queue groups typedef MapIterator QueueGroupIterator; protected: RenderQueueGroupMap mGroups; /// The current default queue group RenderQueueGroupID mDefaultQueueGroup; /// The default priority ushort mDefaultRenderablePriority; bool mSplitPassesByLightingType; bool mSplitNoShadowPasses; public: RenderQueue(); virtual ~RenderQueue(); /** Empty the queue - should only be called by SceneManagers. @param destroyPassMaps Set to true to destroy all pass maps so that the queue is completely clean (useful when switching scene managers) */ void clear(bool destroyPassMaps = false); /** Get a render queue group. @remarks OGRE registers new queue groups as they are requested, therefore this method will always return a valid group. */ RenderQueueGroup* getQueueGroup(RenderQueueGroupID qid); /** Add a renderable object to the queue. @remarks This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the advanced version of the call which allows the renderable to be added to any queue. @note Called by implementation of MovableObject::_updateRenderQueue. @param pRend Pointer to the Renderable to be added to the queue @param groupID The group the renderable is to be added to. This can be used to schedule renderable objects in separate groups such that the SceneManager respects the divisions between the groupings and does not reorder them outside these boundaries. This can be handy for overlays where no matter what you want the overlay to be rendered last. @param priority Controls the priority of the renderable within the queue group. If this number is raised, the renderable will be rendered later in the group compared to it's peers. Don't use this unless you really need to, manually ordering renderables prevents OGRE from sorting them for best efficiency. However this could be useful for ordering 2D elements manually for example. */ void addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority); /** Add a renderable object to the queue. @remarks This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a priority to be specified. The queue priority is take from the current default (see setDefaultRenderablePriority). @note Called by implementation of MovableObject::_updateRenderQueue. @param pRend Pointer to the Renderable to be added to the queue @param groupID The group the renderable is to be added to. This can be used to schedule renderable objects in separate groups such that the SceneManager respects the divisions between the groupings and does not reorder them outside these boundaries. This can be handy for overlays where no matter what you want the overlay to be rendered last. */ void addRenderable(Renderable* pRend, RenderQueueGroupID groupId); /** Add a renderable object to the queue. @remarks This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a queue or priority to be specified. The queue group is taken from the current default (see setDefaultQueueGroup). The queue priority is take from the current default (see setDefaultRenderablePriority). @note Called by implementation of MovableObject::_updateRenderQueue. @param pRend Pointer to the Renderable to be added to the queue */ void addRenderable(Renderable* pRend); /** Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. */ RenderQueueGroupID getDefaultQueueGroup(void) const; /** Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. */ void setDefaultRenderablePriority(ushort priority); /** Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. */ ushort getDefaultRenderablePriority(void) const; /** Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. */ void setDefaultQueueGroup(RenderQueueGroupID grp); /** Internal method, returns an iterator for the queue groups. */ QueueGroupIterator _getQueueGroupIterator(void); /** Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. */ void setSplitPassesByLightingType(bool split); /** Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used. */ void setSplitNoShadowPasses(bool split); }; } #endif