source: OGRE/trunk/ogrenew/OgreMain/include/OgreRenderQueue.h @ 657

Revision 657, 8.9 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

RevLine 
[657]1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __RenderQueue_H__
26#define __RenderQueue_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreIteratorWrappers.h"
30
31namespace Ogre {
32
33    /** Enumeration of queue groups, by which the application may group queued renderables
34        so that they are rendered together with events in between
35    */
36    enum RenderQueueGroupID
37    {
38        /// Use this queue for objects which must be rendered first e.g. backgrounds
39        RENDER_QUEUE_BACKGROUND = 0,
40        /// First queue (after backgrounds), used for skyboxes if rendered first
41        RENDER_QUEUE_SKIES_EARLY = 5,
42        RENDER_QUEUE_1 = 10,
43        RENDER_QUEUE_2 = 20,
44                RENDER_QUEUE_WORLD_GEOMETRY_1 = 25,
45        RENDER_QUEUE_3 = 30,
46        RENDER_QUEUE_4 = 40,
47                /// The default render queue
48        RENDER_QUEUE_MAIN = 50,
49        RENDER_QUEUE_6 = 60,
50        RENDER_QUEUE_7 = 70,
51                RENDER_QUEUE_WORLD_GEOMETRY_2 = 75,
52        RENDER_QUEUE_8 = 80,
53        RENDER_QUEUE_9 = 90,
54        /// Penultimate queue(before overlays), used for skyboxes if rendered last
55        RENDER_QUEUE_SKIES_LATE = 95,
56        /// Use this queue for objects which must be rendered last e.g. overlays
57        RENDER_QUEUE_OVERLAY = 100
58    };
59
60    #define OGRE_RENDERABLE_DEFAULT_PRIORITY  100
61
62    /** Class to manage the scene object rendering queue.
63        @remarks
64            Objects are grouped by material to minimise rendering state changes. The map from
65            material to renderable object is wrapped in a class for ease of use.
66        @par
67            This class now includes the concept of 'queue groups' which allows the application
68            adding the renderable to specifically schedule it so that it is included in
69            a discrete group. Good for separating renderables into the main scene,
70            backgrounds and overlays, and also could be used in the future for more
71            complex multipass routines like stenciling.
72    */
73    class _OgreExport RenderQueue
74    {
75    public:
76        typedef std::map< RenderQueueGroupID, RenderQueueGroup* > RenderQueueGroupMap;
77        /// Iterator over queue groups
78        typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator;
79    protected:
80        RenderQueueGroupMap mGroups;
81        /// The current default queue group
82        RenderQueueGroupID mDefaultQueueGroup;
83        /// The default priority
84        ushort mDefaultRenderablePriority;
85
86        bool mSplitPassesByLightingType;
87        bool mSplitNoShadowPasses;
88    public:
89        RenderQueue();
90        virtual ~RenderQueue();
91
92        /** Empty the queue - should only be called by SceneManagers.
93                @param destroyPassMaps Set to true to destroy all pass maps so that
94                        the queue is completely clean (useful when switching scene managers)
95        */
96        void clear(bool destroyPassMaps = false);
97
98                /** Get a render queue group.
99                @remarks
100                        OGRE registers new queue groups as they are requested,
101                        therefore this method will always return a valid group.
102                */
103                RenderQueueGroup* getQueueGroup(RenderQueueGroupID qid);
104
105        /** Add a renderable object to the queue.
106        @remarks
107            This methods adds a Renderable to the queue, which will be rendered later by
108            the SceneManager. This is the advanced version of the call which allows the renderable
109            to be added to any queue.
110        @note
111            Called by implementation of MovableObject::_updateRenderQueue.
112        @param
113            pRend Pointer to the Renderable to be added to the queue
114        @param
115            groupID The group the renderable is to be added to. This
116            can be used to schedule renderable objects in separate groups such that the SceneManager
117            respects the divisions between the groupings and does not reorder them outside these
118            boundaries. This can be handy for overlays where no matter what you want the overlay to
119            be rendered last.
120        @param
121            priority Controls the priority of the renderable within the queue group. If this number
122            is raised, the renderable will be rendered later in the group compared to it's peers.
123            Don't use this unless you really need to, manually ordering renderables prevents OGRE
124            from sorting them for best efficiency. However this could be useful for ordering 2D
125            elements manually for example.
126        */
127        void addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority);
128
129        /** Add a renderable object to the queue.
130        @remarks
131            This methods adds a Renderable to the queue, which will be rendered later by
132            the SceneManager. This is the simplified version of the call which does not
133            require a priority to be specified. The queue priority is take from the
134            current default (see setDefaultRenderablePriority).
135        @note
136            Called by implementation of MovableObject::_updateRenderQueue.
137        @param
138            pRend Pointer to the Renderable to be added to the queue
139                @param
140            groupID The group the renderable is to be added to. This
141            can be used to schedule renderable objects in separate groups such that the SceneManager
142            respects the divisions between the groupings and does not reorder them outside these
143            boundaries. This can be handy for overlays where no matter what you want the overlay to
144            be rendered last.
145        */
146        void addRenderable(Renderable* pRend, RenderQueueGroupID groupId);
147
148        /** Add a renderable object to the queue.
149        @remarks
150            This methods adds a Renderable to the queue, which will be rendered later by
151            the SceneManager. This is the simplified version of the call which does not
152            require a queue or priority to be specified. The queue group is taken from the
153            current default (see setDefaultQueueGroup).  The queue priority is take from the
154            current default (see setDefaultRenderablePriority).
155        @note
156            Called by implementation of MovableObject::_updateRenderQueue.
157        @param
158            pRend Pointer to the Renderable to be added to the queue
159        */
160        void addRenderable(Renderable* pRend);
161       
162        /** Gets the current default queue group, which will be used for all renderable which do not
163            specify which group they wish to be on.
164        */
165        RenderQueueGroupID getDefaultQueueGroup(void) const;
166
167        /** Sets the current default renderable priority,
168            which will be used for all renderables which do not
169            specify which priority they wish to use.
170        */
171        void setDefaultRenderablePriority(ushort priority);
172
173        /** Gets the current default renderable priority, which will be used for all renderables which do not
174            specify which priority they wish to use.
175        */
176        ushort getDefaultRenderablePriority(void) const;
177
178        /** Sets the current default queue group, which will be used for all renderable which do not
179            specify which group they wish to be on.
180        */
181        void setDefaultQueueGroup(RenderQueueGroupID grp);
182       
183        /** Internal method, returns an iterator for the queue groups. */
184        QueueGroupIterator _getQueueGroupIterator(void);
185        /** Sets whether or not the queue will split passes by their lighting type,
186            ie ambient, per-light and decal.
187        */
188        void setSplitPassesByLightingType(bool split);
189        /** Sets whether or not the queue will split passes which have shadow receive
190        turned off (in their parent material), which is needed when certain shadow
191        techniques are used.
192        */
193        void setSplitNoShadowPasses(bool split);
194    };
195
196
197}
198
199
200#endif
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