[657] | 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 | #include "OgreStableHeaders.h"
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| 26 |
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| 27 | #include "OgreRenderQueue.h"
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| 28 |
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| 29 | #include "OgreRenderable.h"
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| 30 | #include "OgreMaterial.h"
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| 31 | #include "OgreRenderQueueSortingGrouping.h"
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| 32 | #include "OgrePass.h"
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| 33 |
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| 34 | namespace Ogre {
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| 35 |
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| 36 | //---------------------------------------------------------------------
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| 37 | RenderQueue::RenderQueue() : mSplitPassesByLightingType(false), mSplitNoShadowPasses(false)
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| 38 | {
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| 39 | // Create the 'main' queue up-front since we'll always need that
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| 40 | mGroups.insert(
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| 41 | RenderQueueGroupMap::value_type(
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| 42 | RENDER_QUEUE_MAIN,
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| 43 | new RenderQueueGroup(this, mSplitPassesByLightingType, mSplitNoShadowPasses)
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| 44 | )
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| 45 | );
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| 46 |
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| 47 | // set default queue
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| 48 | mDefaultQueueGroup = RENDER_QUEUE_MAIN;
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| 49 | mDefaultRenderablePriority = OGRE_RENDERABLE_DEFAULT_PRIORITY;
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| 50 |
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| 51 | }
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| 52 | //---------------------------------------------------------------------
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| 53 | RenderQueue::~RenderQueue()
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| 54 | {
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| 55 |
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| 56 | // trigger the pending pass updates, otherwise we could leak
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| 57 | Pass::processPendingPassUpdates();
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| 58 |
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| 59 | // Destroy the queues for good
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| 60 | RenderQueueGroupMap::iterator i, iend;
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| 61 | i = mGroups.begin();
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| 62 | iend = mGroups.end();
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| 63 | for (; i != iend; ++i)
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| 64 | {
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| 65 | delete i->second;
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| 66 | }
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| 67 | mGroups.clear();
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| 68 |
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| 69 |
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| 70 |
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| 71 |
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| 72 | }
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| 73 | //-----------------------------------------------------------------------
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| 74 | void RenderQueue::addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority)
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| 75 | {
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| 76 | // Find group
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| 77 | RenderQueueGroup* pGroup = getQueueGroup(groupID);
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| 78 |
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| 79 | // tell material it's been used
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| 80 | pRend->getMaterial()->touch();
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| 81 | pGroup->addRenderable(pRend, priority);
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| 82 |
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| 83 | }
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| 84 | //-----------------------------------------------------------------------
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| 85 | void RenderQueue::clear(bool destroyPassMaps)
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| 86 | {
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| 87 | // Clear the queues
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| 88 | RenderQueueGroupMap::iterator i, iend;
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| 89 | i = mGroups.begin();
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| 90 | iend = mGroups.end();
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| 91 | for (; i != iend; ++i)
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| 92 | {
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| 93 | i->second->clear(destroyPassMaps);
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| 94 | }
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| 95 |
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| 96 | // Now trigger the pending pass updates
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| 97 | Pass::processPendingPassUpdates();
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| 98 |
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| 99 | // NB this leaves the items present (but empty)
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| 100 | // We're assuming that frame-by-frame, the same groups are likely to
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| 101 | // be used, so no point destroying the vectors and incurring the overhead
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| 102 | // that would cause, let them be destroyed in the destructor.
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| 103 | }
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| 104 | //-----------------------------------------------------------------------
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| 105 | RenderQueue::QueueGroupIterator RenderQueue::_getQueueGroupIterator(void)
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| 106 | {
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| 107 | return QueueGroupIterator(mGroups.begin(), mGroups.end());
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| 108 | }
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| 109 | //-----------------------------------------------------------------------
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| 110 | void RenderQueue::addRenderable(Renderable* pRend, RenderQueueGroupID groupID)
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| 111 | {
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| 112 | addRenderable(pRend, groupID, mDefaultRenderablePriority);
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| 113 | }
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| 114 | //-----------------------------------------------------------------------
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| 115 | void RenderQueue::addRenderable(Renderable* pRend)
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| 116 | {
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| 117 | addRenderable(pRend, mDefaultQueueGroup, mDefaultRenderablePriority);
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| 118 | }
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| 119 | //-----------------------------------------------------------------------
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| 120 | RenderQueueGroupID RenderQueue::getDefaultQueueGroup(void) const
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| 121 | {
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| 122 | return mDefaultQueueGroup;
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| 123 | }
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| 124 | //-----------------------------------------------------------------------
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| 125 | void RenderQueue::setDefaultQueueGroup(RenderQueueGroupID grp)
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| 126 | {
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| 127 | mDefaultQueueGroup = grp;
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| 128 | }
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| 129 | //-----------------------------------------------------------------------
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| 130 | ushort RenderQueue::getDefaultRenderablePriority(void) const
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| 131 | {
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| 132 | return mDefaultRenderablePriority;
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| 133 | }
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| 134 | //-----------------------------------------------------------------------
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| 135 | void RenderQueue::setDefaultRenderablePriority(ushort priority)
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| 136 | {
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| 137 | mDefaultRenderablePriority = priority;
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| 138 | }
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| 139 |
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| 140 |
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| 141 | //-----------------------------------------------------------------------
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| 142 | RenderQueueGroup* RenderQueue::getQueueGroup(RenderQueueGroupID groupID)
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| 143 | {
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| 144 | // Find group
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| 145 | RenderQueueGroupMap::iterator groupIt;
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| 146 | RenderQueueGroup* pGroup;
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| 147 |
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| 148 | groupIt = mGroups.find(groupID);
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| 149 | if (groupIt == mGroups.end())
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| 150 | {
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| 151 | // Insert new
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| 152 | pGroup = new RenderQueueGroup(this, mSplitPassesByLightingType, mSplitNoShadowPasses);
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| 153 | mGroups.insert(RenderQueueGroupMap::value_type(groupID, pGroup));
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| 154 | }
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| 155 | else
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| 156 | {
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| 157 | pGroup = groupIt->second;
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| 158 | }
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| 159 |
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| 160 | return pGroup;
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| 161 |
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| 162 | }
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| 163 | //-----------------------------------------------------------------------
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| 164 | void RenderQueue::setSplitPassesByLightingType(bool split)
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| 165 | {
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| 166 | mSplitPassesByLightingType = split;
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| 167 |
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| 168 | RenderQueueGroupMap::iterator i, iend;
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| 169 | i = mGroups.begin();
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| 170 | iend = mGroups.end();
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| 171 | for (; i != iend; ++i)
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| 172 | {
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| 173 | i->second->setSplitPassesByLightingType(split);
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| 174 | }
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| 175 | }
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| 176 | //-----------------------------------------------------------------------
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| 177 | void RenderQueue::setSplitNoShadowPasses(bool split)
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| 178 | {
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| 179 | mSplitNoShadowPasses = split;
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| 180 |
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| 181 | RenderQueueGroupMap::iterator i, iend;
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| 182 | i = mGroups.begin();
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| 183 | iend = mGroups.end();
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| 184 | for (; i != iend; ++i)
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| 185 | {
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| 186 | i->second->setSplitNoShadowPasses(split);
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| 187 | }
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| 188 | }
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| 189 |
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| 190 | }
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| 191 |
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