[115] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 | #ifndef __RenderQueueSortingGrouping_H__
|
---|
| 26 | #define __RenderQueueSortingGrouping_H__
|
---|
| 27 |
|
---|
| 28 | // Precompiler options
|
---|
| 29 | #include "OgrePrerequisites.h"
|
---|
| 30 | #include "OgreIteratorWrappers.h"
|
---|
| 31 | #include "OgreMaterial.h"
|
---|
| 32 | #include "OgreTechnique.h"
|
---|
| 33 | #include "OgrePass.h"
|
---|
| 34 | #include "OgreMaterialManager.h"
|
---|
| 35 |
|
---|
| 36 | namespace Ogre {
|
---|
| 37 |
|
---|
| 38 | /** Renderables in the queue grouped by priority.
|
---|
| 39 | @remarks
|
---|
| 40 | This class simply groups renderables for rendering. All the
|
---|
| 41 | renderables contained in this class are destined for the same
|
---|
| 42 | RenderQueueGroup (coarse groupings like those between the main
|
---|
| 43 | scene and overlays) and have the same priority (fine groupings
|
---|
| 44 | for detailed overlap control).
|
---|
| 45 | @par
|
---|
| 46 | This class optimises the grouped renderables by sorting them by
|
---|
| 47 | material to reduce render state changes, and outsorts transparent
|
---|
| 48 | objects.
|
---|
| 49 | */
|
---|
[193] | 50 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 51 | class _OgreExport RenderPriorityGroup
|
---|
| 52 | #else
|
---|
| 53 | class _OgrePrivate RenderPriorityGroup
|
---|
| 54 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
[115] | 55 | {
|
---|
| 56 | /** Internal struct reflecting a single Pass for a Renderable.
|
---|
| 57 | This is used to sort transparent objects.
|
---|
| 58 | */
|
---|
| 59 | struct RenderablePass
|
---|
| 60 | {
|
---|
| 61 | /// Pointer to the Renderable details
|
---|
| 62 | Renderable* renderable;
|
---|
| 63 | /// Pointer to the Pass
|
---|
| 64 | Pass* pass;
|
---|
| 65 |
|
---|
| 66 | RenderablePass(Renderable* rend, Pass* p) :renderable(rend), pass(p) {}
|
---|
| 67 | };
|
---|
| 68 |
|
---|
| 69 | /// Comparator to order non-transparent object passes
|
---|
| 70 | struct SolidQueueItemLess
|
---|
| 71 | {
|
---|
| 72 | bool _OgreExport operator()(const Pass* a, const Pass* b) const
|
---|
| 73 | {
|
---|
| 74 | // Sort by passHash, which is pass, then texture unit changes
|
---|
| 75 | unsigned long hasha = a->getHash();
|
---|
| 76 | unsigned long hashb = b->getHash();
|
---|
| 77 | if (hasha == hashb)
|
---|
| 78 | {
|
---|
| 79 | // Must differentiate by pointer incase 2 passes end up with the same hash
|
---|
| 80 | return a < b;
|
---|
| 81 | }
|
---|
| 82 | else
|
---|
| 83 | {
|
---|
| 84 | return hasha < hashb;
|
---|
| 85 | }
|
---|
| 86 | }
|
---|
| 87 | };
|
---|
| 88 | /// Comparator to order transparent object passes
|
---|
| 89 | struct TransparentQueueItemLess
|
---|
| 90 | {
|
---|
| 91 | const Camera* camera;
|
---|
| 92 | bool _OgreExport operator()(const RenderablePass& a, const RenderablePass& b) const
|
---|
| 93 | {
|
---|
| 94 | if (a.renderable == b.renderable)
|
---|
| 95 | {
|
---|
| 96 | // Same renderable, sort by pass hash
|
---|
| 97 | return a.pass->getHash() < b.pass->getHash();
|
---|
| 98 | }
|
---|
| 99 | else
|
---|
| 100 | {
|
---|
| 101 | // Different renderables, sort by depth
|
---|
| 102 | Real adepth = a.renderable->getSquaredViewDepth(camera);
|
---|
| 103 | Real bdepth = b.renderable->getSquaredViewDepth(camera);
|
---|
| 104 | if (adepth == bdepth)
|
---|
| 105 | {
|
---|
| 106 | // Must return deterministic result, doesn't matter what
|
---|
| 107 | return a.pass < b.pass;
|
---|
| 108 | }
|
---|
| 109 | else
|
---|
| 110 | {
|
---|
| 111 | // Sort DESCENDING by depth (ie far objects first)
|
---|
| 112 | return (adepth > bdepth);
|
---|
| 113 | }
|
---|
| 114 | }
|
---|
| 115 |
|
---|
| 116 | }
|
---|
| 117 | };
|
---|
| 118 | public:
|
---|
| 119 | /** Vector of RenderablePass objects, this is built on the assumption that
|
---|
| 120 | vectors only ever increase in size, so even if we do clear() the memory stays
|
---|
| 121 | allocated, ie fast */
|
---|
| 122 | typedef std::vector<RenderablePass> TransparentRenderablePassList;
|
---|
| 123 | typedef std::vector<Renderable*> RenderableList;
|
---|
| 124 | /** Map of pass to renderable lists, used for solid objects since ordering within objects not
|
---|
| 125 | important. */
|
---|
| 126 | typedef std::map<Pass*, RenderableList*, SolidQueueItemLess> SolidRenderablePassMap;
|
---|
| 127 | protected:
|
---|
| 128 | /// Parent queue group
|
---|
| 129 | RenderQueueGroup* mParent;
|
---|
| 130 | bool mSplitPassesByLightingType;
|
---|
| 131 | bool mSplitNoShadowPasses;
|
---|
| 132 | /// Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive
|
---|
| 133 | SolidRenderablePassMap mSolidPasses;
|
---|
| 134 | /// Solid per-light pass list, used with additive shadows
|
---|
| 135 | SolidRenderablePassMap mSolidPassesDiffuseSpecular;
|
---|
| 136 | /// Solid decal (texture) pass list, used with additive shadows
|
---|
| 137 | SolidRenderablePassMap mSolidPassesDecal;
|
---|
| 138 | /// Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes
|
---|
| 139 | SolidRenderablePassMap mSolidPassesNoShadow;
|
---|
| 140 |
|
---|
| 141 | /// Transparent list
|
---|
| 142 | TransparentRenderablePassList mTransparentPasses;
|
---|
| 143 |
|
---|
| 144 | /// Totally empties and destroys a solid pass map
|
---|
| 145 | void destroySolidPassMap(SolidRenderablePassMap& passmap);
|
---|
| 146 |
|
---|
| 147 | /// remove a pass entry from all solid pass maps
|
---|
| 148 | void removeSolidPassEntry(Pass* p);
|
---|
| 149 |
|
---|
| 150 | /// Clear a solid pass map at the end of a frame
|
---|
| 151 | void clearSolidPassMap(SolidRenderablePassMap& passmap);
|
---|
| 152 | /// Internal method for adding a solid renderable
|
---|
| 153 | void addSolidRenderable(Technique* pTech, Renderable* rend, bool toNoShadowMap);
|
---|
| 154 | /// Internal method for adding a solid renderable
|
---|
| 155 | void addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend);
|
---|
| 156 | /// Internal method for adding a transparent renderable
|
---|
| 157 | void addTransparentRenderable(Technique* pTech, Renderable* rend);
|
---|
| 158 |
|
---|
| 159 | public:
|
---|
| 160 | RenderPriorityGroup(RenderQueueGroup* parent,
|
---|
| 161 | bool splitPassesByLightingType, bool splitNoShadowPasses)
|
---|
| 162 | :mParent(parent), mSplitPassesByLightingType(splitPassesByLightingType),
|
---|
| 163 | mSplitNoShadowPasses(splitNoShadowPasses) { }
|
---|
| 164 |
|
---|
| 165 | ~RenderPriorityGroup() {
|
---|
| 166 | // destroy all the pass map entries
|
---|
| 167 | destroySolidPassMap(mSolidPasses);
|
---|
| 168 | destroySolidPassMap(mSolidPassesDecal);
|
---|
| 169 | destroySolidPassMap(mSolidPassesDiffuseSpecular);
|
---|
| 170 | destroySolidPassMap(mSolidPassesNoShadow);
|
---|
| 171 | mTransparentPasses.clear();
|
---|
| 172 |
|
---|
| 173 | }
|
---|
| 174 |
|
---|
| 175 | /** Get the collection of solid passes currently queued */
|
---|
| 176 | const SolidRenderablePassMap& _getSolidPasses(void) const
|
---|
| 177 | { return mSolidPasses; }
|
---|
| 178 | /** Get the collection of solid passes currently queued (per-light) */
|
---|
| 179 | const SolidRenderablePassMap& _getSolidPassesDiffuseSpecular(void) const
|
---|
| 180 | { return mSolidPassesDiffuseSpecular; }
|
---|
| 181 | /** Get the collection of solid passes currently queued (decal textures)*/
|
---|
| 182 | const SolidRenderablePassMap& _getSolidPassesDecal(void) const
|
---|
| 183 | { return mSolidPassesDecal; }
|
---|
| 184 | /** Get the collection of solid passes for which shadow receipt is disabled*/
|
---|
| 185 | const SolidRenderablePassMap& _getSolidPassesNoShadow(void) const
|
---|
| 186 | { return mSolidPassesNoShadow; }
|
---|
| 187 | /** Get the collection of transparent passes currently queued */
|
---|
| 188 | const TransparentRenderablePassList& _getTransparentPasses(void) const
|
---|
| 189 | { return mTransparentPasses; }
|
---|
| 190 |
|
---|
| 191 |
|
---|
| 192 | /** Add a renderable to this group. */
|
---|
| 193 | void addRenderable(Renderable* pRend);
|
---|
| 194 |
|
---|
| 195 | /** Sorts the objects which have been added to the queue; transparent objects by their
|
---|
| 196 | depth in relation to the passed in Camera. */
|
---|
| 197 | void sort(const Camera* cam);
|
---|
| 198 |
|
---|
| 199 | /** Clears this group of renderables.
|
---|
| 200 | */
|
---|
| 201 | void clear(void);
|
---|
| 202 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
[139] | 203 |
|
---|
| 204 | enum {SOLID_PASSES = 1,
|
---|
| 205 | SOLID_PASSES_DECAL = 2,
|
---|
| 206 | SOLID_PASSES_DIFFUSE_SPECULAR = 4,
|
---|
| 207 | SOLID_PASSES_NOSHADOW = 8,
|
---|
| 208 | TRANSPARENT_PASSES = 16};
|
---|
| 209 |
|
---|
| 210 | /** Clears passes determined by parameter.
|
---|
| 211 | @param passes can be one or several (combined by |) of:
|
---|
| 212 | SOLID_PASSES
|
---|
| 213 | SOLID_PASSES_DECAL
|
---|
| 214 | SOLID_PASSES_DIFFUSE_SPECULAR
|
---|
| 215 | SOLID_PASSES_NOSHADOW
|
---|
| 216 | TRANSPARENT_PASSES
|
---|
| 217 | */
|
---|
| 218 | void clear(const int leavePassesInQueue);
|
---|
[343] | 219 | /** Destroys passes determined by parameter.
|
---|
| 220 | @param passes can be one or several (combined by |) of:
|
---|
| 221 | SOLID_PASSES
|
---|
| 222 | SOLID_PASSES_DECAL
|
---|
| 223 | SOLID_PASSES_DIFFUSE_SPECULAR
|
---|
| 224 | SOLID_PASSES_NOSHADOW
|
---|
| 225 | TRANSPARENT_PASSES
|
---|
| 226 | */
|
---|
| 227 | void destroyPassMaps(const int leavePassesInQueue);
|
---|
| 228 |
|
---|
[115] | 229 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 230 | /** Sets whether or not the queue will split passes by their lighting type,
|
---|
| 231 | ie ambient, per-light and decal.
|
---|
| 232 | */
|
---|
| 233 | void setSplitPassesByLightingType(bool split)
|
---|
| 234 | {
|
---|
| 235 | mSplitPassesByLightingType = split;
|
---|
| 236 | }
|
---|
| 237 |
|
---|
| 238 | /** Sets whether or not passes which have shadow receive disabled should
|
---|
| 239 | be separated.
|
---|
| 240 | */
|
---|
| 241 | void setSplitNoShadowPasses(bool split)
|
---|
| 242 | {
|
---|
| 243 | mSplitNoShadowPasses = split;
|
---|
| 244 | }
|
---|
| 245 |
|
---|
| 246 |
|
---|
| 247 | };
|
---|
| 248 |
|
---|
| 249 |
|
---|
| 250 | /** A grouping level underneath RenderQueue which groups renderables
|
---|
| 251 | to be issued at coarsely the same time to the renderer.
|
---|
| 252 | @remarks
|
---|
| 253 | Each instance of this class itself hold RenderPriorityGroup instances,
|
---|
| 254 | which are the groupings of renderables by priority for fine control
|
---|
| 255 | of ordering (not required for most instances).
|
---|
| 256 | @par
|
---|
| 257 | This is an internal OGRE class, not intended for apps to use.
|
---|
| 258 | */
|
---|
[193] | 259 | class _OgrePrivate RenderQueueGroup
|
---|
[115] | 260 | {
|
---|
| 261 | public:
|
---|
| 262 | typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > PriorityMap;
|
---|
| 263 | typedef MapIterator<PriorityMap> PriorityMapIterator;
|
---|
| 264 | protected:
|
---|
| 265 | RenderQueue* mParent;
|
---|
| 266 | bool mSplitPassesByLightingType;
|
---|
| 267 | bool mSplitNoShadowPasses;
|
---|
| 268 | /// Map of RenderPriorityGroup objects
|
---|
| 269 | PriorityMap mPriorityGroups;
|
---|
| 270 | /// Whether shadows are enabled for this queue
|
---|
| 271 | bool mShadowsEnabled;
|
---|
| 272 |
|
---|
| 273 |
|
---|
| 274 | public:
|
---|
| 275 | RenderQueueGroup(RenderQueue* parent, bool splitPassesByLightingType,
|
---|
| 276 | bool splitNoShadowPasses)
|
---|
| 277 | :mParent(parent), mSplitPassesByLightingType(splitPassesByLightingType),
|
---|
| 278 | mSplitNoShadowPasses(splitNoShadowPasses), mShadowsEnabled(true) {}
|
---|
| 279 |
|
---|
| 280 | ~RenderQueueGroup() {
|
---|
| 281 | // destroy contents now
|
---|
| 282 | PriorityMap::iterator i;
|
---|
| 283 | for (i = mPriorityGroups.begin(); i != mPriorityGroups.end(); ++i)
|
---|
| 284 | {
|
---|
| 285 | delete i->second;
|
---|
| 286 | }
|
---|
| 287 | }
|
---|
| 288 |
|
---|
| 289 | /** Get an iterator for browsing through child contents. */
|
---|
| 290 | PriorityMapIterator getIterator(void)
|
---|
| 291 | {
|
---|
| 292 | return PriorityMapIterator(mPriorityGroups.begin(), mPriorityGroups.end());
|
---|
| 293 | }
|
---|
| 294 |
|
---|
| 295 | /** Add a renderable to this group, with the given priority. */
|
---|
| 296 | void addRenderable(Renderable* pRend, ushort priority)
|
---|
| 297 | {
|
---|
| 298 | // Check if priority group is there
|
---|
| 299 | PriorityMap::iterator i = mPriorityGroups.find(priority);
|
---|
| 300 | RenderPriorityGroup* pPriorityGrp;
|
---|
| 301 | if (i == mPriorityGroups.end())
|
---|
| 302 | {
|
---|
| 303 | // Missing, create
|
---|
| 304 | pPriorityGrp = new RenderPriorityGroup(this,
|
---|
| 305 | mSplitPassesByLightingType, mSplitNoShadowPasses);
|
---|
| 306 | mPriorityGroups.insert(PriorityMap::value_type(priority, pPriorityGrp));
|
---|
| 307 | }
|
---|
| 308 | else
|
---|
| 309 | {
|
---|
| 310 | pPriorityGrp = i->second;
|
---|
| 311 | }
|
---|
| 312 |
|
---|
| 313 | // Add
|
---|
| 314 | pPriorityGrp->addRenderable(pRend);
|
---|
| 315 |
|
---|
| 316 | }
|
---|
| 317 |
|
---|
[657] | 318 | /** Clears this group of renderables.
|
---|
| 319 | @param destroy
|
---|
| 320 | If false, doesn't delete any priority groups, just empties them. Saves on
|
---|
[115] | 321 | memory deallocations since the chances are rougly the same kinds of
|
---|
[657] | 322 | renderables are going to be sent to the queue again next time. If
|
---|
| 323 | true, completely destroys.
|
---|
[115] | 324 | */
|
---|
[657] | 325 | void clear(bool destroy = false)
|
---|
[115] | 326 | {
|
---|
| 327 | PriorityMap::iterator i, iend;
|
---|
| 328 | iend = mPriorityGroups.end();
|
---|
| 329 | for (i = mPriorityGroups.begin(); i != iend; ++i)
|
---|
| 330 | {
|
---|
[657] | 331 | if (destroy)
|
---|
| 332 | delete i->second;
|
---|
| 333 | else
|
---|
| 334 | i->second->clear();
|
---|
[115] | 335 | }
|
---|
| 336 |
|
---|
[657] | 337 | if (destroy)
|
---|
| 338 | mPriorityGroups.clear();
|
---|
| 339 |
|
---|
[115] | 340 | }
|
---|
[657] | 341 |
|
---|
[115] | 342 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
[139] | 343 | void clear(int passes)
|
---|
| 344 | {
|
---|
| 345 | PriorityMap::iterator i, iend;
|
---|
| 346 | iend = mPriorityGroups.end();
|
---|
| 347 | for (i = mPriorityGroups.begin(); i != iend; ++i)
|
---|
| 348 | {
|
---|
| 349 | i->second->clear(passes);
|
---|
| 350 | }
|
---|
| 351 |
|
---|
| 352 | }
|
---|
[343] | 353 |
|
---|
| 354 | void destroyPasses(int passes)
|
---|
[115] | 355 | {
|
---|
| 356 | PriorityMap::iterator i, iend;
|
---|
| 357 | iend = mPriorityGroups.end();
|
---|
| 358 | for (i = mPriorityGroups.begin(); i != iend; ++i)
|
---|
| 359 | {
|
---|
[343] | 360 | i->second->destroyPassMaps(passes);
|
---|
[115] | 361 | }
|
---|
[343] | 362 |
|
---|
[115] | 363 | }
|
---|
| 364 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 365 |
|
---|
| 366 | /** Indicate whether a given queue group will be doing any
|
---|
| 367 | shadow setup.
|
---|
| 368 | @remarks
|
---|
| 369 | This method allows you to inform the queue about a queue group, and to
|
---|
| 370 | indicate whether this group will require shadow processing of any sort.
|
---|
| 371 | In order to preserve rendering order, OGRE has to treat queue groups
|
---|
| 372 | as very separate elements of the scene, and this can result in it
|
---|
| 373 | having to duplicate shadow setup for each group. Therefore, if you
|
---|
| 374 | know that a group which you are using will never need shadows, you
|
---|
| 375 | should preregister the group using this method in order to improve
|
---|
| 376 | the performance.
|
---|
| 377 | */
|
---|
| 378 | void setShadowsEnabled(bool enabled) { mShadowsEnabled = enabled; }
|
---|
| 379 |
|
---|
| 380 | /** Are shadows enabled for this queue? */
|
---|
| 381 | bool getShadowsEnabled(void) const { return mShadowsEnabled; }
|
---|
| 382 |
|
---|
| 383 | /** Sets whether or not the queue will split passes by their lighting type,
|
---|
| 384 | ie ambient, per-light and decal.
|
---|
| 385 | */
|
---|
| 386 | void setSplitPassesByLightingType(bool split)
|
---|
| 387 | {
|
---|
| 388 | mSplitPassesByLightingType = split;
|
---|
| 389 | PriorityMap::iterator i, iend;
|
---|
| 390 | iend = mPriorityGroups.end();
|
---|
| 391 | for (i = mPriorityGroups.begin(); i != iend; ++i)
|
---|
| 392 | {
|
---|
| 393 | i->second->setSplitPassesByLightingType(split);
|
---|
| 394 | }
|
---|
| 395 | }
|
---|
| 396 | /** Sets whether or not the queue will split passes which have shadow receive
|
---|
| 397 | turned off (in their parent material), which is needed when certain shadow
|
---|
| 398 | techniques are used.
|
---|
| 399 | */
|
---|
| 400 | void setSplitNoShadowPasses(bool split)
|
---|
| 401 | {
|
---|
| 402 | mSplitNoShadowPasses = split;
|
---|
| 403 | PriorityMap::iterator i, iend;
|
---|
| 404 | iend = mPriorityGroups.end();
|
---|
| 405 | for (i = mPriorityGroups.begin(); i != iend; ++i)
|
---|
| 406 | {
|
---|
| 407 | i->second->setSplitNoShadowPasses(split);
|
---|
| 408 | }
|
---|
| 409 | }
|
---|
| 410 |
|
---|
| 411 | };
|
---|
| 412 |
|
---|
| 413 |
|
---|
| 414 |
|
---|
| 415 | }
|
---|
| 416 |
|
---|
| 417 | #endif
|
---|
| 418 |
|
---|
| 419 |
|
---|