1 | #include "RenderQueue.h"
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2 | #include "SceneEntity.h"
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3 | #include "Geometry.h"
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4 | #include "Texture.h"
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5 | #include "Material.h"
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6 | #include "Camera.h"
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7 | #include "Shape.h"
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8 | #include "RenderState.h"
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9 |
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10 | using namespace std;
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11 |
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12 |
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13 | namespace CHCDemoEngine
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14 | {
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15 |
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16 |
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17 | /*inline static bool CompDist(RenderQueueBucket *b1, RenderQueueBucket *b2)
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18 | {
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19 | return (b1->mMinDistance < b2->mMinDistance);
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20 | }*/
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21 | RenderQueue::RenderQueue():
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22 | mState(NULL),
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23 | mCamera(NULL),
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24 | mNumEntries(0)
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25 | {
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26 | }
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27 |
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28 |
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29 | RenderQueue::RenderQueue(RenderState *state, Camera *cam):
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30 | mState(state),
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31 | mCamera(cam),
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32 | mNumEntries(0)
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33 | {
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34 | }
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35 |
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36 |
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37 | RenderQueue::~RenderQueue()
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38 | {
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39 | for (size_t i = 0; i < mBuckets.size(); ++ i)
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40 | {
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41 | DEL_PTR(mBuckets[i]);
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42 | }
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43 | }
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44 |
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45 |
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46 | bool RenderQueue::FitsInBucket(Shape *shape, size_t idx) const
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47 | {
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48 | Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
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49 |
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50 | // test if entity belongs to this bucket
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51 | if (tech->IsAlphaTestEnabled() != mBuckets[idx]->mAlphaTestEnabled) { return false; }
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52 | if (tech->IsCullFaceEnabled() != mBuckets[idx]->mCullFaceEnabled) { return false; }
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53 | if (tech->IsColorWriteEnabled() != mBuckets[idx]->mColorWriteEnabled) { return false; }
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54 | if (tech->IsLightingEnabled() != mBuckets[idx]->mLightingEnabled) { return false; }
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55 | if (tech->IsDepthWriteEnabled() != mBuckets[idx]->mDepthWriteEnabled) { return false; }
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56 |
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57 | //if (tech->IsColorWriteEnabled()) cout << "x";
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58 |
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59 | const bool hasTexture = (tech->GetTexture() != NULL);
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60 |
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61 | if (hasTexture != mBuckets[idx]->mHasTexture) { return false; }
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62 |
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63 | if (hasTexture)
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64 | {
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65 | if (tech->GetTexture()->GetWidth() != mBuckets[idx]->mTexWidth) { return false; }
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66 | if (tech->GetTexture()->GetHeight() != mBuckets[idx]->mTexHeight) {return false; }
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67 | if (tech->GetTexture()->GetFormat() != mBuckets[idx]->mTexFormat) { return false; }
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68 | }
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69 |
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70 | //if (!tech->GetFragmentProgram() && mBuckets[idx]->mHasFragmentProgram) { return false; }
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71 | //if (!tech->GetVertexProgram() && mBuckets[idx]->mHasVertexProgram) { return false; }
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72 | if (tech->GetFragmentProgram() != mBuckets[idx]->mFragmentProgram) { return false; }
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73 | if (tech->GetVertexProgram() != mBuckets[idx]->mVertexProgram) { return false; }
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74 |
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75 | return true;
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76 | }
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77 |
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78 |
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79 | void RenderQueue::Enqueue(SceneEntity *entity)
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80 | {
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81 | ShapeContainer::iterator sit, sit_end;
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82 |
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83 | entity->GetCurrentLODLevel(sit, sit_end);
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84 |
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85 | for (; sit != sit_end; ++ sit)
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86 | {
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87 | Enqueue(*sit);
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88 | }
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89 | }
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90 |
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91 |
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92 | void RenderQueue::Enqueue(Shape *shape)
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93 | {
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94 | Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
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95 | RenderQueueBucket *bucket = tech->mRenderQueueBucket;
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96 |
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97 | ++ mNumEntries;
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98 |
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99 | if (!bucket)
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100 | {
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101 | bool bucketFound = false;
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102 |
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103 | size_t i = 0;
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104 |
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105 | for (; i < mBuckets.size(); ++ i)
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106 | {
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107 | if (bucketFound = FitsInBucket(shape, i))
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108 | break;
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109 | }
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110 |
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111 | // create new bucket
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112 | if (!bucketFound)
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113 | {
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114 | RenderQueueBucket *bucket = new RenderQueueBucket();
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115 | //bucket->mMinDistance = -1;
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116 |
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117 | bucket->mAlphaTestEnabled = tech->IsAlphaTestEnabled();
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118 | bucket->mCullFaceEnabled = tech->IsCullFaceEnabled();
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119 |
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120 | bucket->mColorWriteEnabled = tech->IsColorWriteEnabled();
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121 | bucket->mLightingEnabled = tech->IsLightingEnabled();
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122 | bucket->mDepthWriteEnabled = tech->IsDepthWriteEnabled();
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123 |
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124 |
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125 | Texture *tex = tech->GetTexture();
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126 |
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127 | if (tex != NULL)
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128 | {
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129 | bucket->mHasTexture = true;
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130 |
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131 | bucket->mTexWidth = tex->GetWidth();
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132 | bucket->mTexHeight = tex->GetHeight();
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133 |
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134 | bucket->mTexFormat = tex->GetFormat();
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135 | }
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136 | else
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137 | {
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138 | bucket->mHasTexture = false;
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139 |
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140 | bucket->mTexWidth = 0;
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141 | bucket->mTexHeight = 0;
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142 | bucket->mTexFormat = 0;
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143 | }
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144 |
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145 | // bucket->mHasVertexProgram = (tech->GetVertexProgram() != NULL);
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146 | // bucket->mHasFragmentProgram = (tech->GetFragmentProgram() != NULL);
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147 | bucket->mVertexProgram = tech->GetVertexProgram();
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148 | bucket->mFragmentProgram = tech->GetFragmentProgram();
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149 |
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150 | mBuckets.push_back(bucket);
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151 | //cout << "increased #buckets to " << (int)mBuckets.size() << endl;
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152 | }
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153 |
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154 | bucket = mBuckets[i];
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155 | tech->mRenderQueueBucket = bucket;
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156 | }
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157 |
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158 | if (bucket->IsEmpty())
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159 | {
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160 | // add to currently active buckets that will be rendered
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161 | // assume that the incoming nodes are ordered by distance
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162 | // => active buckets are sorted by distance
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163 | mActiveBuckets.push_back(bucket);
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164 |
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165 | // => set min dist on first incoming node
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166 | //const Vector3 v = shape->GetCenter() - mCamera->GetPosition();
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167 | //const float dist = SqrMagnitude(v);
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168 | //bucket->mMinDistance = dist;
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169 |
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170 | }
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171 |
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172 | bucket->mShapes.push_back(shape);
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173 | }
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174 |
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175 |
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176 | void RenderQueue::Clear()
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177 | {
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178 | for (size_t i = 0; i < mActiveBuckets.size(); ++ i)
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179 | {
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180 | //mBuckets[i]->mMinDistance = -1;
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181 | mActiveBuckets[i]->mShapes.clear();
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182 | }
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183 |
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184 | mNumEntries = 0;
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185 |
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186 | mActiveBuckets.clear();
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187 | }
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188 |
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189 |
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190 | void RenderQueue::SetRenderState(RenderState *state)
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191 | {
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192 | mState = state;
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193 | }
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194 |
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195 |
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196 | void RenderQueue::Render()
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197 | {
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198 | // sort the buckets
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199 | //Sort();
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200 |
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201 | // render all buckets
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202 | for (size_t i = 0; i < mBuckets.size(); ++ i)
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203 | {
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204 | ShapeContainer::const_iterator sit, sit_end = mBuckets[i]->mShapes.end();
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205 |
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206 | for (sit = mBuckets[i]->mShapes.begin(); sit != sit_end; ++ sit)
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207 | {
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208 | Shape *shape = *sit;
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209 | shape->Render(mState);
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210 | }
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211 | }
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212 | //Print();
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213 | }
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214 |
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215 |
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216 | void RenderQueue::Print()
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217 | {
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218 | for (size_t i = 0; i < mBuckets.size(); ++ i)
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219 | {
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220 | Debug << "\n******\nbucket " << (int)i << endl;
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221 |
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222 | ShapeContainer::const_iterator sit, sit_end = mBuckets[i]->mShapes.end();
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223 |
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224 | for (sit = mBuckets[i]->mShapes.begin(); sit != sit_end; ++ sit)
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225 | {
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226 | Shape *shape = *sit;
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227 |
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228 | Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
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229 | int tsize = tech->GetTexture() ? tech->GetTexture()->GetByteSize() : 0;
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230 |
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231 | float dist = SqrMagnitude(shape->GetBoundingBox().Center() - mCamera->GetPosition());
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232 |
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233 | Debug << "e: " << shape << " a: " << tech->IsAlphaTestEnabled() << " s: " << tsize << " d: " << dist << " " << endl;
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234 | }
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235 | }
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236 | }
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237 |
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238 |
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239 | /*void RenderQueue::Sort()
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240 | {
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241 | // sort buckets itself by distance
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242 | sort(mBuckets.begin(), mBuckets.end(), CompDist);
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243 | }*/
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244 |
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245 |
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246 | void RenderQueue::Apply()
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247 | {
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248 | Render();
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249 | Clear();
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250 | }
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251 |
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252 |
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253 | } |
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