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