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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