[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright © 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __RenderQueueInvocation_H__
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| 26 | #define __RenderQueueInvocation_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 | #include "OgreRenderQueueSortingGrouping.h"
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| 30 | #include "OgreIteratorWrappers.h"
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| 31 |
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| 32 | namespace Ogre {
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| 33 |
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| 34 | /** Class representing the invocation of queue groups in a RenderQueue.
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| 35 | @remarks
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| 36 | The default behaviour for OGRE's render queue is to render each queue
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| 37 | group in turn, dealing with shadows automatically, and rendering solids
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| 38 | in grouped passes, followed by transparent objects in descending order.
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| 39 | This class, together with RenderQueueInvocationSequence and the ability
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| 40 | to associate one with a Viewport, allows you to change that behaviour
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| 41 | and render queue groups in arbitrary sequence, repeatedly, and to skip
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| 42 | shadows, change the ordering of solids, or even prevent OGRE controlling
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| 43 | the render state during a particular invocation for special effects.
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| 44 | @par
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| 45 | Note that whilst you can change the ordering of rendering solids, you
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| 46 | can't change the ordering on transparent objects, since to do this would
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| 47 | cause them to render incorrectly.
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| 48 | @par
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| 49 | As well as using this class directly and using the options it provides you
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| 50 | with, you can also provide subclasses of it to a
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| 51 | RenderQueueInvocationSequence instance if you want to gain ultimate control.
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| 52 | @note
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| 53 | Invocations will be skipped if there are scene-level options preventing
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| 54 | them being rendered - for example special-case render queues and
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| 55 | render queue listeners that dictate this.
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| 56 | */
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| 57 | class _OgreExport RenderQueueInvocation
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| 58 | {
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| 59 | protected:
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| 60 | /// Target queue group
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| 61 | uint8 mRenderQueueGroupID;
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| 62 | /// Invocation identifier - used in listeners
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| 63 | String mInvocationName;
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| 64 | /// Solids ordering mode
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| 65 | QueuedRenderableCollection::OrganisationMode mSolidsOrganisation;
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| 66 | /// Suppress shadows processing in this invocation?
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| 67 | bool mSuppressShadows;
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| 68 | /// Suppress OGRE's render state management?
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| 69 | bool mSuppressRenderStateChanges;
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| 70 | public:
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| 71 | /** Constructor
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| 72 | @param renderQueueGroupID ID of the queue this will target
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| 73 | @param invocationName Optional name to uniquely identify this
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| 74 | invocation from others in a RenderQueueListener
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| 75 | */
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| 76 | RenderQueueInvocation(uint8 renderQueueGroupID,
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| 77 | const String& invocationName = StringUtil::BLANK);
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| 78 | virtual ~RenderQueueInvocation();
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| 79 |
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| 80 | /// Get the render queue group id
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| 81 | virtual uint8 getRenderQueueGroupID(void) const { return mRenderQueueGroupID; }
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| 82 |
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| 83 | /// Get the invocation name (may be blank if not set by creator)
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| 84 | virtual const String& getInvocationName(void) const { return mInvocationName; }
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| 85 |
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| 86 | /** Set the organisation mode being used for solids in this queue group
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| 87 | invocation.
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| 88 | */
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| 89 | virtual void setSolidsOrganisation(
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| 90 | QueuedRenderableCollection::OrganisationMode org)
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| 91 | { mSolidsOrganisation = org; }
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| 92 |
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| 93 | /** Get the organisation mode being used for solids in this queue group
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| 94 | invocation.
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| 95 | */
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| 96 | virtual QueuedRenderableCollection::OrganisationMode
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| 97 | getSolidsOrganisation(void) const { return mSolidsOrganisation; }
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| 98 |
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| 99 | /** Sets whether shadows are suppressed when invoking this queue.
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| 100 | @remarks
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| 101 | When doing effects you often will want to suppress shadow processing
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| 102 | if shadows will already have been done by a previous render.
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| 103 | */
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| 104 | virtual void setSuppressShadows(bool suppress)
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| 105 | { mSuppressShadows = suppress; }
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| 106 |
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| 107 | /** Gets whether shadows are suppressed when invoking this queue.
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| 108 | */
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| 109 | virtual bool getSuppressShadows(void) const { return mSuppressShadows; }
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| 110 |
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| 111 | /** Sets whether render state changes are suppressed when invoking this queue.
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| 112 | @remarks
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| 113 | When doing special effects you may want to set up render state yourself
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| 114 | and have it apply for the entire rendering of a queue. In that case,
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| 115 | you should call this method with a parameter of 'true', and use a
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| 116 | RenderQueueListener to set the render state directly on RenderSystem
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| 117 | yourself before the invocation.
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| 118 | @par
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| 119 | Suppressing render state changes is only intended for advanced use,
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| 120 | don't use it if you're unsure of the effect. The only RenderSystem
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| 121 | calls made are to set the world matrix for each object (note -
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| 122 | view an projection matrices are NOT SET - they are under your control)
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| 123 | and to render the object; it is up to the caller to do everything else,
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| 124 | including enabling any vertex / fragment programs and updating their
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| 125 | parameter state, and binding parameters to the RenderSystem.
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| 126 | We advise you use a RenderQueueListener in order to get a notification
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| 127 | when this invocation is going to happen (use an invocation name to
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| 128 | identify it if you like), at which point you can set the state you
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| 129 | need to apply before the objects are rendered.
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| 130 | */
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| 131 | virtual void setSuppressRenderStateChanges(bool suppress)
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| 132 | { mSuppressRenderStateChanges = suppress; }
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| 133 |
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| 134 | /** Gets whether shadows are suppressed when invoking this queue.
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| 135 | */
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| 136 | virtual bool getSuppressRenderStateChanges(void) const { return mSuppressRenderStateChanges; }
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| 137 |
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| 138 | /** Invoke this class on a concrete queue group.
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| 139 | @remarks
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| 140 | Implementation will send the queue group to the target scene manager
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| 141 | after doing what it needs to do.
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| 142 | */
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| 143 | virtual void invoke(RenderQueueGroup* group, SceneManager* targetSceneManager);
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| 144 |
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| 145 | /// Invocation identifier for shadows
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| 146 | static String RENDER_QUEUE_INVOCATION_SHADOWS;
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| 147 | };
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| 148 |
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| 149 |
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| 150 | /// List of RenderQueueInvocations
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| 151 | typedef std::vector<RenderQueueInvocation*> RenderQueueInvocationList;
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| 152 | typedef VectorIterator<RenderQueueInvocationList> RenderQueueInvocationIterator;
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| 153 |
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| 154 | /** Class to hold a linear sequence of RenderQueueInvocation objects.
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| 155 | @remarks
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| 156 | This is just a simple data holder class which contains a list of
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| 157 | RenderQueueInvocation objects representing the sequence of invocations
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| 158 | made for a viewport. It's only real purpose is to ensure that
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| 159 | RenderQueueInvocation instances are deleted on shudown, since you can
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| 160 | provide your own subclass instances on RenderQueueInvocation. Remember
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| 161 | that any invocation instances you give to this class will be deleted
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| 162 | by it when it is cleared / destroyed.
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| 163 | */
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| 164 | class _OgreExport RenderQueueInvocationSequence
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| 165 | {
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| 166 | protected:
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| 167 | String mName;
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| 168 | RenderQueueInvocationList mInvocations;
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| 169 | public:
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| 170 | RenderQueueInvocationSequence(const String& name);
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| 171 | virtual ~RenderQueueInvocationSequence();
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| 172 |
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| 173 | /** Get the name of this sequence. */
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| 174 | const String& getName(void) const { return mName; }
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| 175 |
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| 176 | /** Add a standard invocation to the sequence.
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| 177 | @param renderQueueGroupID The ID of the render queue group
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| 178 | @param invocationName Optional name to identify the invocation, useful
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| 179 | for listeners if a single queue group is invoked more than once
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| 180 | @returns A new RenderQueueInvocatin instance which you may customise
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| 181 | */
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| 182 | RenderQueueInvocation* add(uint8 renderQueueGroupID,
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| 183 | const String& invocationName);
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| 184 |
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| 185 | /** Add a custom invocation to the sequence.
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| 186 | @remarks
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| 187 | Use this to add your own custom subclasses of RenderQueueInvocation
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| 188 | to the sequence; just remember that this class takes ownership of
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| 189 | deleting this pointer when it is cleared / destroyed.
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| 190 | */
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| 191 | void add(RenderQueueInvocation* i);
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| 192 |
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| 193 | /** Get the number of invocations in this sequence. */
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| 194 | size_t size(void) const { return mInvocations.size(); }
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| 195 |
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| 196 | /** Clear and delete all invocations in this sequence. */
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| 197 | void clear(void);
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| 198 |
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| 199 | /** Gets the details of an invocation at a given index. */
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| 200 | RenderQueueInvocation* get(size_t index);
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| 201 |
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| 202 | /** Removes (and deletes) an invocation by index. */
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| 203 | void remove(size_t index);
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| 204 |
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| 205 | /** Get an iterator over the invocations. */
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| 206 | RenderQueueInvocationIterator iterator(void);
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| 207 |
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| 208 |
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| 209 | };
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| 210 |
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| 211 | }
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| 212 |
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| 213 | #endif
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| 214 |
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