source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderQueue.cpp @ 3114

Revision 3114, 5.0 KB checked in by mattausch, 16 years ago (diff)

worked on dynamic objects: now ook, but have to work on render queue

Line 
1#include "RenderQueue.h"
2#include "SceneEntity.h"
3#include "Geometry.h"
4#include "Texture.h"
5#include "Material.h"
6#include "Camera.h"
7#include "Shape.h"
8#include "RenderState.h"
9#include "Transform3.h"
10
11
12using namespace std;
13
14
15namespace CHCDemoEngine
16{
17
18RenderQueue::RenderQueue():
19mState(NULL),
20mNumEntries(0)
21{
22}
23
24
25RenderQueue::RenderQueue(RenderState *state):
26mState(state),
27mNumEntries(0)
28{
29}
30
31
32RenderQueue::~RenderQueue()
33{
34        for (size_t i = 0; i < mBuckets.size(); ++ i)
35        {
36                DEL_PTR(mBuckets[i]);
37        }
38}
39
40
41bool RenderQueue::FitsInBucket(Shape *shape, size_t idx) const
42{
43        Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
44
45        // test if entity belongs to this bucket
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; }
51
52        //if (tech->IsColorWriteEnabled()) cout << "x";
53
54        const bool hasTexture = (tech->GetTexture() != NULL);
55
56        if (hasTexture != mBuckets[idx]->mHasTexture) { return false; }
57
58        if (hasTexture)
59        {
60                if (tech->GetTexture()->GetWidth() != mBuckets[idx]->mTexWidth) { return false; }
61                if (tech->GetTexture()->GetHeight() != mBuckets[idx]->mTexHeight) {return false; }
62                if (tech->GetTexture()->GetFormat() != mBuckets[idx]->mTexFormat) { return false; }
63        }
64
65        //if (!tech->GetFragmentProgram() && mBuckets[idx]->mHasFragmentProgram) { return false; }
66        //if (!tech->GetVertexProgram() && mBuckets[idx]->mHasVertexProgram) { return false; }
67        if (tech->GetFragmentProgram() != mBuckets[idx]->mFragmentProgram) { return false; }
68        if (tech->GetVertexProgram() != mBuckets[idx]->mVertexProgram) { return false; }
69
70        return true;
71}
72
73
74void RenderQueue::Enqueue(SceneEntity *entity)
75{
76        ShapeContainer::iterator sit, sit_end;
77
78        entity->GetCurrentLODLevel(sit, sit_end);
79
80        for (; sit != sit_end; ++ sit)
81        {
82                Enqueue(*sit, entity);
83        }
84}
85
86
87void RenderQueue::Enqueue(Shape *shape, SceneEntity *containingEnt)
88{
89        Technique *tech = shape->GetMaterial()->GetTechnique(mState->GetRenderTechnique());
90        RenderQueueBucket *bucket = tech->mRenderQueueBucket;
91
92        ++ mNumEntries;
93       
94        if (!bucket)
95        {
96                bool bucketFound = false;
97
98                size_t i = 0;
99
100                for (; i < mBuckets.size(); ++ i)
101                {
102                        if (bucketFound = FitsInBucket(shape, i))
103                                break;
104                }
105
106                // create new bucket
107                if (!bucketFound)
108                {
109                        RenderQueueBucket *bucket = new RenderQueueBucket();
110                        //bucket->mMinDistance = -1;
111
112                        bucket->mAlphaTestEnabled = tech->IsAlphaTestEnabled();
113                        bucket->mCullFaceEnabled = tech->IsCullFaceEnabled();
114
115                        bucket->mColorWriteEnabled = tech->IsColorWriteEnabled();
116                        bucket->mLightingEnabled = tech->IsLightingEnabled();
117                        bucket->mDepthWriteEnabled = tech->IsDepthWriteEnabled();
118
119
120                        Texture *tex = tech->GetTexture();
121
122                        if (tex != NULL)
123                        {
124                                bucket->mHasTexture = true;
125
126                                bucket->mTexWidth = tex->GetWidth();
127                                bucket->mTexHeight = tex->GetHeight();
128
129                                bucket->mTexFormat = tex->GetFormat();
130                        }
131                        else
132                        {
133                                bucket->mHasTexture = false;
134
135                                bucket->mTexWidth = 0;
136                                bucket->mTexHeight = 0;
137                                bucket->mTexFormat = 0;
138                        }
139
140                        //      bucket->mHasVertexProgram = (tech->GetVertexProgram() != NULL);
141                        //      bucket->mHasFragmentProgram = (tech->GetFragmentProgram() != NULL);
142                        bucket->mVertexProgram = tech->GetVertexProgram();
143                        bucket->mFragmentProgram = tech->GetFragmentProgram();
144
145                        mBuckets.push_back(bucket);
146                        //cout << "increased #buckets to " << (int)mBuckets.size() << endl;
147                }
148
149                bucket = mBuckets[i];
150                tech->mRenderQueueBucket = bucket;
151        }
152
153        if (bucket->IsEmpty())
154        {
155                // add bucket to the list of currently active buckets that will be rendered
156                // assume that the incoming nodes are ordered by distance
157                // => active buckets are sorted by distance
158                mActiveBuckets.push_back(bucket);
159        }
160
161        bucket->mShapes.push_back(ShapePair(shape, containingEnt));
162}
163
164
165void RenderQueue::Clear()
166{
167        for (size_t i = 0; i < mActiveBuckets.size(); ++ i)
168        {
169                mActiveBuckets[i]->mShapes.clear();
170        }
171
172        mNumEntries = 0;
173        mActiveBuckets.clear();
174}
175
176
177void RenderQueue::SetRenderState(RenderState *state)
178{
179        mState = state;
180}
181
182
183void RenderQueue::Render()
184{
185        // render all buckets
186        for (size_t i = 0; i < mActiveBuckets.size(); ++ i)
187        {
188                ShapePairArray::const_iterator sit, sit_end = mActiveBuckets[i]->mShapes.end();
189
190                for (sit = mActiveBuckets[i]->mShapes.begin(); sit != sit_end; ++ sit)
191                {
192                        ShapePair s = *sit;
193
194                        Shape *shape = s.first;
195                        SceneEntity *ent = s.second;
196
197                        if (ent) ent->Prepare(mState);
198                        shape->Render(mState, ent);
199                        if (ent) ent->GetTransform()->Unload(mState);
200                }
201        }
202        //cout << "active: " << (int)mActiveBuckets.size() << endl;
203}
204
205
206void RenderQueue::Apply()
207{
208        Render();
209        Clear();
210}
211
212
213}
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