source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderQueue.cpp @ 3238

Revision 3238, 5.0 KB checked in by mattausch, 15 years ago (diff)
RevLine 
[2767]1#include "RenderQueue.h"
2#include "SceneEntity.h"
3#include "Geometry.h"
4#include "Texture.h"
5#include "Material.h"
[2802]6#include "Camera.h"
[2840]7#include "Shape.h"
[3054]8#include "RenderState.h"
[3071]9#include "Transform3.h"
[2767]10
[3071]11
[2768]12using namespace std;
[2767]13
[2768]14
[2776]15namespace CHCDemoEngine
[2767]16{
17
[2802]18RenderQueue::RenderQueue():
19mState(NULL),
[2844]20mNumEntries(0)
[2802]21{
[2801]22}
23
24
[3061]25RenderQueue::RenderQueue(RenderState *state):
[2802]26mState(state),
[2844]27mNumEntries(0)
[2795]28{
29}
30
31
[2802]32RenderQueue::~RenderQueue()
[2767]33{
[2802]34        for (size_t i = 0; i < mBuckets.size(); ++ i)
35        {
36                DEL_PTR(mBuckets[i]);
37        }
[2767]38}
39
40
[2841]41bool RenderQueue::FitsInBucket(Shape *shape, size_t idx) const
[2767]42{
[3054]43        Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
[2841]44
[2826]45        // test if entity belongs to this bucket
[3054]46        if (tech->IsAlphaTestEnabled() != mBuckets[idx]->mAlphaTestEnabled) { return false; }
47        if (tech->IsCullFaceEnabled() != mBuckets[idx]->mCullFaceEnabled) { return false; }
48        if (tech->IsColorWriteEnabled() != mBuckets[idx]->mColorWriteEnabled) { return false; }
49        if (tech->IsLightingEnabled() != mBuckets[idx]->mLightingEnabled) { return false; }
50        if (tech->IsDepthWriteEnabled() != mBuckets[idx]->mDepthWriteEnabled) { return false; }
[2802]51
[3042]52        const bool hasTexture = (tech->GetTexture() != NULL);
[2805]53
[3054]54        if (hasTexture != mBuckets[idx]->mHasTexture) { return false; }
[2802]55
[2805]56        if (hasTexture)
57        {
[3054]58                if (tech->GetTexture()->GetWidth() != mBuckets[idx]->mTexWidth) { return false; }
59                if (tech->GetTexture()->GetHeight() != mBuckets[idx]->mTexHeight) {return false; }
60                if (tech->GetTexture()->GetFormat() != mBuckets[idx]->mTexFormat) { return false; }
[2805]61        }
62
[3054]63        //if (!tech->GetFragmentProgram() && mBuckets[idx]->mHasFragmentProgram) { return false; }
64        //if (!tech->GetVertexProgram() && mBuckets[idx]->mHasVertexProgram) { return false; }
65        if (tech->GetFragmentProgram() != mBuckets[idx]->mFragmentProgram) { return false; }
66        if (tech->GetVertexProgram() != mBuckets[idx]->mVertexProgram) { return false; }
[3051]67
[2802]68        return true;
[2767]69}
70
71
[2773]72void RenderQueue::Enqueue(SceneEntity *entity)
[2767]73{
[2844]74        ShapeContainer::iterator sit, sit_end;
[2841]75
[2844]76        entity->GetCurrentLODLevel(sit, sit_end);
[2841]77
[2844]78        for (; sit != sit_end; ++ sit)
[2841]79        {
[3110]80                Enqueue(*sit, entity);
[2841]81        }
82}
83
84
[3110]85void RenderQueue::Enqueue(Shape *shape, SceneEntity *containingEnt)
[2841]86{
[3054]87        Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
88        RenderQueueBucket *bucket = tech->mRenderQueueBucket;
89
[2844]90        ++ mNumEntries;
[2841]91       
[3054]92        if (!bucket)
[2802]93        {
94                bool bucketFound = false;
95
96                size_t i = 0;
97
98                for (; i < mBuckets.size(); ++ i)
99                {
[2842]100                        if (bucketFound = FitsInBucket(shape, i))
[2802]101                                break;
102                }
103
104                // create new bucket
105                if (!bucketFound)
106                {
107                        RenderQueueBucket *bucket = new RenderQueueBucket();
[3060]108                        //bucket->mMinDistance = -1;
[2802]109
[3042]110                        bucket->mAlphaTestEnabled = tech->IsAlphaTestEnabled();
111                        bucket->mCullFaceEnabled = tech->IsCullFaceEnabled();
[2802]112
[3051]113                        bucket->mColorWriteEnabled = tech->IsColorWriteEnabled();
114                        bucket->mLightingEnabled = tech->IsLightingEnabled();
115                        bucket->mDepthWriteEnabled = tech->IsDepthWriteEnabled();
[2805]116
117
[3051]118                        Texture *tex = tech->GetTexture();
[2805]119
[3051]120                        if (tex != NULL)
121                        {
122                                bucket->mHasTexture = true;
123
124                                bucket->mTexWidth = tex->GetWidth();
125                                bucket->mTexHeight = tex->GetHeight();
126
127                                bucket->mTexFormat = tex->GetFormat();
128                        }
129                        else
130                        {
131                                bucket->mHasTexture = false;
132
133                                bucket->mTexWidth = 0;
134                                bucket->mTexHeight = 0;
135                                bucket->mTexFormat = 0;
136                        }
137
[3054]138                        //      bucket->mHasVertexProgram = (tech->GetVertexProgram() != NULL);
139                        //      bucket->mHasFragmentProgram = (tech->GetFragmentProgram() != NULL);
140                        bucket->mVertexProgram = tech->GetVertexProgram();
141                        bucket->mFragmentProgram = tech->GetFragmentProgram();
[3051]142
[2802]143                        mBuckets.push_back(bucket);
[3054]144                        //cout << "increased #buckets to " << (int)mBuckets.size() << endl;
[2802]145                }
146
147                bucket = mBuckets[i];
[3054]148                tech->mRenderQueueBucket = bucket;
[2802]149        }
[2840]150
[3060]151        if (bucket->IsEmpty())
[2844]152        {
[3061]153                // add bucket to the list of currently active buckets that will be rendered
[2844]154                // assume that the incoming nodes are ordered by distance
[3060]155                // => active buckets are sorted by distance
156                mActiveBuckets.push_back(bucket);
[3061]157        }
[2844]158
[3110]159        bucket->mShapes.push_back(ShapePair(shape, containingEnt));
[2767]160}
161
[2802]162
[2767]163void RenderQueue::Clear()
164{
[3060]165        for (size_t i = 0; i < mActiveBuckets.size(); ++ i)
[2844]166        {
[3060]167                mActiveBuckets[i]->mShapes.clear();
[2844]168        }
[2767]169
[2844]170        mNumEntries = 0;
[3060]171        mActiveBuckets.clear();
[2767]172}
173
174
175void RenderQueue::SetRenderState(RenderState *state)
176{
177        mState = state;
178}
179
180
181void RenderQueue::Render()
182{
[2802]183        // render all buckets
[3061]184        for (size_t i = 0; i < mActiveBuckets.size(); ++ i)
[2767]185        {
[3071]186                ShapePairArray::const_iterator sit, sit_end = mActiveBuckets[i]->mShapes.end();
[2840]187
[3061]188                for (sit = mActiveBuckets[i]->mShapes.begin(); sit != sit_end; ++ sit)
[2802]189                {
[3071]190                        ShapePair s = *sit;
191
192                        Shape *shape = s.first;
[3110]193                        SceneEntity *ent = s.second;
[3071]194
[3110]195                        if (ent) ent->Prepare(mState);
[3114]196                        shape->Render(mState, ent);
[3110]197                        if (ent) ent->GetTransform()->Unload(mState);
[2802]198                }
[2767]199        }
[3061]200        //cout << "active: " << (int)mActiveBuckets.size() << endl;
[2767]201}
[2795]202
203
[2842]204void RenderQueue::Apply()
[2767]205{
[2842]206        Render();
207        Clear();
[2767]208}
209
210
211}
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