1 | #ifndef __RENDERQUEUE_H
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2 | #define __RENDERQUEUE_H
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3 |
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4 | #include "common.h"
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5 |
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6 |
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7 | namespace CHCDemoEngine
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8 | {
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9 |
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10 | class RenderState;
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11 | class Camera;
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12 |
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13 | typedef std::pair<Shape *, SceneEntity *> ShapePair;
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14 | typedef std::vector<ShapePair> ShapePairArray;
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15 |
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16 | /** Defines a bucket for scene entities that have the same properties.
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17 | */
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18 | struct RenderQueueBucket
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19 | {
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20 | inline bool IsEmpty() const { return mShapes.empty();}
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21 |
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22 |
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23 | ////////
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24 | //-- the attributes used to sort the materials
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25 |
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26 | // texture related parameters
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27 | int mTexHeight;
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28 | int mTexWidth;
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29 | int mTexFormat;
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30 |
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31 | bool mHasTexture;
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32 |
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33 | bool mColorWriteEnabled;
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34 | bool mDepthWriteEnabled;
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35 | bool mLightingEnabled;
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36 |
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37 | bool mAlphaTestEnabled;
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38 | bool mCullFaceEnabled;
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39 |
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40 | //bool mHasVertexProgram;
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41 | //bool mHasFragmentProgram;
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42 | ShaderProgram *mVertexProgram;
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43 | ShaderProgram *mFragmentProgram;
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44 | /// the shapes that belong to a bucket
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45 | ShapePairArray mShapes;
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46 | /// minimal distance to the camera
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47 | //float mMinDistance;
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48 | };
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49 |
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50 |
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51 | /** This class implements a render queue that sorts renderable geometry in order
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52 | to minimize state changes while approximately keeping front-to-back order
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53 | The implementation roughly follows the suggested implementation in
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54 | Tom Forsyth's article on render state changes. It assumes that the incoming
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55 | objecs are roughly front to back level and therefore does not require any sorting
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56 | and therefore has very low overhead.
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57 | */
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58 | class RenderQueue
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59 | {
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60 | public:
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61 |
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62 | /** Default constructor
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63 | */
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64 | RenderQueue();
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65 | /** Constructor passing the current render state
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66 | */
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67 | RenderQueue(RenderState *state);
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68 |
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69 | ~RenderQueue();
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70 | /** Enqueues all the shapes of an entity.
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71 | */
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72 | void Enqueue(SceneEntity *entity);
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73 | /** Enqueues a single shape. We also have to pass the entity which contains the shape.
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74 | */
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75 | void Enqueue(Shape *shape, SceneEntity *containingEnt);
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76 | /** Sets the current render state
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77 | */
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78 | void SetRenderState(RenderState *state);
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79 | /** Returns the number of entries currently in the queue.
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80 | */
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81 | inline int GetSize() const { return (int)mNumEntries; }
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82 | /** Renders and clears the queue.
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83 | */
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84 | void Apply();
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85 | /** Clears the render queue
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86 | */
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87 | void Clear();
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88 |
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89 |
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90 | protected:
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91 |
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92 | //void Sort();
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93 |
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94 | inline bool FitsInBucket(Shape *shape, size_t idx) const;
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95 | /** Renders the contents of the render queue.
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96 | */
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97 | void Render();
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98 |
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99 |
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100 | ///////////
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101 | //-- members
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102 |
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103 | // the current render state
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104 | RenderState *mState;
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105 | /// each bucket contains objects with similar materials that don't cause a hard state change
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106 | std::vector<RenderQueueBucket *> mBuckets;
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107 | /// this are the buckets that where touched until the last clear. They are sorted by distance
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108 | std::vector<RenderQueueBucket *> mActiveBuckets;
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109 |
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110 | int mNumEntries;
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111 | };
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112 |
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113 |
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114 | }
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115 |
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116 | #endif
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