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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