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 | #include "OgreRenderQueueSortingGrouping.h"
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27 | #include "OgreException.h"
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28 |
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29 | namespace Ogre {
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30 | // Init statics
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31 | RadixSort<QueuedRenderableCollection::RenderablePassList,
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32 | RenderablePass, uint32> QueuedRenderableCollection::msRadixSorter1;
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33 | RadixSort<QueuedRenderableCollection::RenderablePassList,
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34 | RenderablePass, float> QueuedRenderableCollection::msRadixSorter2;
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35 |
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36 |
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37 | //-----------------------------------------------------------------------
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38 | RenderPriorityGroup::RenderPriorityGroup(RenderQueueGroup* parent,
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39 | bool splitPassesByLightingType,
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40 | bool splitNoShadowPasses,
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41 | bool shadowCastersNotReceivers)
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42 | : mParent(parent)
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43 | , mSplitPassesByLightingType(splitPassesByLightingType)
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44 | , mSplitNoShadowPasses(splitNoShadowPasses)
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45 | , mShadowCastersNotReceivers(shadowCastersNotReceivers)
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46 | {
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47 | // Initialise collection sorting options
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48 | // this can become dynamic according to invocation later
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49 | defaultOrganisationMode();
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50 |
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51 | // Transparents will always be sorted this way
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52 | mTransparents.addOrganisationMode(QueuedRenderableCollection::OM_SORT_DESCENDING);
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53 |
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54 |
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55 | }
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56 | //-----------------------------------------------------------------------
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57 | void RenderPriorityGroup::resetOrganisationModes(void)
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58 | {
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59 | mSolidsBasic.resetOrganisationModes();
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60 | mSolidsDiffuseSpecular.resetOrganisationModes();
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61 | mSolidsDecal.resetOrganisationModes();
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62 | mSolidsNoShadowReceive.resetOrganisationModes();
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63 | }
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64 | //-----------------------------------------------------------------------
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65 | void RenderPriorityGroup::addOrganisationMode(QueuedRenderableCollection::OrganisationMode om)
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66 | {
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67 | mSolidsBasic.addOrganisationMode(om);
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68 | mSolidsDiffuseSpecular.addOrganisationMode(om);
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69 | mSolidsDecal.addOrganisationMode(om);
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70 | mSolidsNoShadowReceive.addOrganisationMode(om);
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71 | }
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72 | //-----------------------------------------------------------------------
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73 | void RenderPriorityGroup::defaultOrganisationMode(void)
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74 | {
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75 | resetOrganisationModes();
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76 | addOrganisationMode(QueuedRenderableCollection::OM_PASS_GROUP);
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77 | }
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78 | //-----------------------------------------------------------------------
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79 | void RenderPriorityGroup::addRenderable(Renderable* rend, Technique* pTech)
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80 | {
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81 | // Transparent and depth/colour settings mean depth sorting is required?
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82 | // Note: colour write disabled with depth check/write enabled means
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83 | // setup depth buffer for other passes use.
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84 | if (pTech->isTransparent() &&
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85 | (!pTech->isDepthWriteEnabled() ||
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86 | !pTech->isDepthCheckEnabled() ||
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87 | pTech->hasColourWriteDisabled()))
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88 | {
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89 | addTransparentRenderable(pTech, rend);
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90 | }
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91 | else
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92 | {
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93 | if (mSplitNoShadowPasses &&
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94 | mParent->getShadowsEnabled() &&
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95 | (!pTech->getParent()->getReceiveShadows() ||
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96 | rend->getCastsShadows() && mShadowCastersNotReceivers))
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97 | {
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98 | // Add solid renderable and add passes to no-shadow group
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99 | addSolidRenderable(pTech, rend, true);
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100 | }
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101 | else
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102 | {
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103 | if (mSplitPassesByLightingType && mParent->getShadowsEnabled())
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104 | {
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105 | addSolidRenderableSplitByLightType(pTech, rend);
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106 | }
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107 | else
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108 | {
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109 | addSolidRenderable(pTech, rend, false);
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110 | }
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111 | }
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112 | }
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113 |
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114 | }
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115 | //-----------------------------------------------------------------------
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116 | void RenderPriorityGroup::addSolidRenderable(Technique* pTech,
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117 | Renderable* rend, bool addToNoShadow)
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118 | {
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119 | Technique::PassIterator pi = pTech->getPassIterator();
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120 |
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121 | QueuedRenderableCollection* collection;
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122 | if (addToNoShadow)
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123 | {
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124 | collection = &mSolidsNoShadowReceive;
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125 | }
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126 | else
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127 | {
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128 | collection = &mSolidsBasic;
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129 | }
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130 |
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131 |
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132 | while (pi.hasMoreElements())
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133 | {
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134 | // Insert into solid list
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135 | Pass* p = pi.getNext();
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136 | collection->addRenderable(p, rend);
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137 | }
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138 | }
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139 | //-----------------------------------------------------------------------
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140 | void RenderPriorityGroup::addSolidRenderableSplitByLightType(Technique* pTech,
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141 | Renderable* rend)
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142 | {
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143 | // Divide the passes into the 3 categories
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144 | Technique::IlluminationPassIterator pi =
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145 | pTech->getIlluminationPassIterator();
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146 |
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147 | while (pi.hasMoreElements())
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148 | {
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149 | // Insert into solid list
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150 | IlluminationPass* p = pi.getNext();
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151 | QueuedRenderableCollection* collection;
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152 | switch(p->stage)
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153 | {
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154 | case IS_AMBIENT:
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155 | collection = &mSolidsBasic;
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156 | break;
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157 | case IS_PER_LIGHT:
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158 | collection = &mSolidsDiffuseSpecular;
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159 | break;
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160 | case IS_DECAL:
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161 | collection = &mSolidsDecal;
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162 | break;
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163 | };
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164 |
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165 | collection->addRenderable(p->pass, rend);
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166 | }
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167 | }
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168 | //-----------------------------------------------------------------------
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169 | void RenderPriorityGroup::addTransparentRenderable(Technique* pTech, Renderable* rend)
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170 | {
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171 | Technique::PassIterator pi = pTech->getPassIterator();
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172 |
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173 | while (pi.hasMoreElements())
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174 | {
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175 | // Insert into transparent list
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176 | mTransparents.addRenderable(pi.getNext(), rend);
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177 | }
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178 | }
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179 | //-----------------------------------------------------------------------
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180 | void RenderPriorityGroup::removePassEntry(Pass* p)
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181 | {
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182 | mSolidsBasic.removePassGroup(p);
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183 | mSolidsDiffuseSpecular.removePassGroup(p);
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184 | mSolidsNoShadowReceive.removePassGroup(p);
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185 | mSolidsDecal.removePassGroup(p);
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186 | mTransparents.removePassGroup(p); // shouldn't be any, but for completeness
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187 | }
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188 | //-----------------------------------------------------------------------
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189 | void RenderPriorityGroup::clear(void)
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190 | {
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191 | // Delete queue groups which are using passes which are to be
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192 | // deleted, we won't need these any more and they clutter up
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193 | // the list and can cause problems with future clones
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194 | const Pass::PassSet& graveyardList = Pass::getPassGraveyard();
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195 | Pass::PassSet::const_iterator gi, giend;
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196 | giend = graveyardList.end();
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197 | for (gi = graveyardList.begin(); gi != giend; ++gi)
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198 | {
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199 | removePassEntry(*gi);
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200 | }
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201 |
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202 | // Now remove any dirty passes, these will have their hashes recalculated
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203 | // by the parent queue after all groups have been processed
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204 | // If we don't do this, the std::map will become inconsistent for new insterts
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205 | const Pass::PassSet& dirtyList = Pass::getDirtyHashList();
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206 | Pass::PassSet::const_iterator di, diend;
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207 | diend = dirtyList.end();
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208 | for (di = dirtyList.begin(); di != diend; ++di)
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209 | {
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210 | removePassEntry(*di);
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211 | }
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212 | // NB we do NOT clear the graveyard or the dirty list here, because
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213 | // it needs to be acted on for all groups, the parent queue takes
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214 | // care of this afterwards
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215 |
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216 | // Now empty the remaining collections
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217 | // Note that groups don't get deleted, just emptied hence the difference
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218 | // between the pass groups which are removed above, and clearing done
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219 | // here
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220 | mSolidsBasic.clear();
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221 | mSolidsDecal.clear();
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222 | mSolidsDiffuseSpecular.clear();
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223 | mSolidsNoShadowReceive.clear();
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224 | mTransparents.clear();
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225 |
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226 | }
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227 | //-----------------------------------------------------------------------
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228 | void RenderPriorityGroup::sort(const Camera* cam)
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229 | {
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230 | mSolidsBasic.sort(cam);
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231 | mSolidsDecal.sort(cam);
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232 | mSolidsDiffuseSpecular.sort(cam);
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233 | mSolidsNoShadowReceive.sort(cam);
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234 | mTransparents.sort(cam);
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235 | }
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236 | //-----------------------------------------------------------------------
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237 | QueuedRenderableCollection::QueuedRenderableCollection(void)
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238 | :mOrganisationMode(0)
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239 | {
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240 | }
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241 | //-----------------------------------------------------------------------
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242 | QueuedRenderableCollection::~QueuedRenderableCollection(void)
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243 | {
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244 | // destroy all the pass map entries (rather than clearing)
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245 | PassGroupRenderableMap::iterator i, iend;
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246 | iend = mGrouped.end();
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247 | for (i = mGrouped.begin(); i != iend; ++i)
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248 | {
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249 | // Free the list associated with this pass
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250 | delete i->second;
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251 | }
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252 |
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253 | }
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254 | //-----------------------------------------------------------------------
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255 | void QueuedRenderableCollection::clear(void)
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256 | {
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257 | PassGroupRenderableMap::iterator i, iend;
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258 | iend = mGrouped.end();
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259 | for (i = mGrouped.begin(); i != iend; ++i)
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260 | {
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261 | // Clear the list associated with this pass, but leave the pass entry
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262 | i->second->clear();
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263 | }
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264 |
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265 | // Clear sorted list
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266 | mSortedDescending.clear();
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267 | }
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268 | //-----------------------------------------------------------------------
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269 | void QueuedRenderableCollection::removePassGroup(Pass* p)
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270 | {
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271 | PassGroupRenderableMap::iterator i;
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272 |
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273 | i = mGrouped.find(p);
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274 | if (i != mGrouped.end())
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275 | {
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276 | // free memory
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277 | delete i->second;
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278 | // erase from map
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279 | mGrouped.erase(i);
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280 | }
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281 | }
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282 | //-----------------------------------------------------------------------
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283 | void QueuedRenderableCollection::sort(const Camera* cam)
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284 | {
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285 | // ascending and descending sort both set bit 1
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286 | if (mOrganisationMode & OM_SORT_DESCENDING)
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287 | {
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288 |
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289 | // We can either use a stable_sort and the 'less' implementation,
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290 | // or a 2-pass radix sort (once by pass, then by distance, since
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291 | // radix sorting is inherently stable this will work)
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292 | // We use stable_sort if the number of items is 512 or less, since
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293 | // the complexity of the radix sort is approximately O(10N), since
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294 | // each sort is O(5N) (1 pass histograms, 4 passes sort)
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295 | // Since stable_sort has a worst-case performance of O(N(logN)^2)
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296 | // the performance tipping point is from about 1500 items, but in
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297 | // stable_sorts best-case scenario O(NlogN) it would be much higher.
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298 | // Take a stab at 2000 items.
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299 |
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300 | if (mSortedDescending.size() > 2000)
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301 | {
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302 | // sort by pass
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303 | msRadixSorter1.sort(mSortedDescending, RadixSortFunctorPass());
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304 | // sort by depth
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305 | msRadixSorter2.sort(mSortedDescending, RadixSortFunctorDistance(cam));
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306 | }
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307 | else
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308 | {
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309 | std::stable_sort(
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310 | mSortedDescending.begin(), mSortedDescending.end(),
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311 | DepthSortDescendingLess(cam));
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312 | }
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313 | }
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314 |
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315 | // Nothing needs to be done for pass groups, they auto-organise
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316 |
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317 | }
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318 | //-----------------------------------------------------------------------
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319 | void QueuedRenderableCollection::addRenderable(Pass* pass, Renderable* rend)
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320 | {
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321 | // ascending and descending sort both set bit 1
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322 | if (mOrganisationMode & OM_SORT_DESCENDING)
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323 | {
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324 | mSortedDescending.push_back(RenderablePass(rend, pass));
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325 | }
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326 |
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327 | if (mOrganisationMode & OM_PASS_GROUP)
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328 | {
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329 | PassGroupRenderableMap::iterator i = mGrouped.find(pass);
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330 | if (i == mGrouped.end())
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331 | {
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332 | std::pair<PassGroupRenderableMap::iterator, bool> retPair;
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333 | // Create new pass entry, build a new list
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334 | // Note that this pass and list are never destroyed until the
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335 | // engine shuts down, or a pass is destroyed or has it's hash
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336 | // recalculated, although the lists will be cleared
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337 | retPair = mGrouped.insert(
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338 | PassGroupRenderableMap::value_type(
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339 | pass, new RenderableList() ));
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340 | assert(retPair.second &&
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341 | "Error inserting new pass entry into PassGroupRenderableMap");
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342 | i = retPair.first;
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343 | }
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344 | // Insert renderable
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345 | i->second->push_back(rend);
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346 |
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347 | }
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348 |
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349 | }
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350 | //-----------------------------------------------------------------------
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351 | void QueuedRenderableCollection::acceptVisitor(
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352 | QueuedRenderableVisitor* visitor, OrganisationMode om) const
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353 | {
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354 | if ((om & mOrganisationMode) == 0)
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355 | {
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356 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
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357 | "Organisation mode requested in acceptVistor was not notified "
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358 | "to this class ahead of time, therefore may not be supported.",
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359 | "QueuedRenderableCollection::acceptVisitor");
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360 | }
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361 |
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362 | switch(om)
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363 | {
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364 | case OM_PASS_GROUP:
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365 | acceptVisitorGrouped(visitor);
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366 | break;
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367 | case OM_SORT_DESCENDING:
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368 | acceptVisitorDescending(visitor);
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369 | break;
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370 | case OM_SORT_ASCENDING:
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371 | acceptVisitorAscending(visitor);
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372 | break;
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373 | }
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374 |
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375 | }
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376 | //-----------------------------------------------------------------------
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377 | void QueuedRenderableCollection::acceptVisitorGrouped(
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378 | QueuedRenderableVisitor* visitor) const
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379 | {
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380 | PassGroupRenderableMap::const_iterator ipass, ipassend;
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381 | ipassend = mGrouped.end();
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382 | for (ipass = mGrouped.begin(); ipass != ipassend; ++ipass)
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383 | {
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384 | // Fast bypass if this group is now empty
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385 | if (ipass->second->empty()) continue;
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386 |
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387 | // Visit Pass - allow skip
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388 | if (!visitor->visit(ipass->first))
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389 | continue;
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390 |
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391 | RenderableList* rendList = ipass->second;
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392 | RenderableList::const_iterator irend, irendend;
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393 | irendend = rendList->end();
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394 | for (irend = rendList->begin(); irend != irendend; ++irend)
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395 | {
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396 | // Visit Renderable
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397 | visitor->visit(*irend);
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398 | }
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399 | }
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400 |
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401 | }
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402 | //-----------------------------------------------------------------------
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403 | void QueuedRenderableCollection::acceptVisitorDescending(
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404 | QueuedRenderableVisitor* visitor) const
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405 | {
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406 | // List is already in descending order, so iterate forward
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407 | RenderablePassList::const_iterator i, iend;
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408 |
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409 | iend = mSortedDescending.end();
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410 | for (i = mSortedDescending.begin(); i != iend; ++i)
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411 | {
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412 | visitor->visit(&(*i));
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413 | }
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414 | }
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415 | //-----------------------------------------------------------------------
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416 | void QueuedRenderableCollection::acceptVisitorAscending(
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417 | QueuedRenderableVisitor* visitor) const
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418 | {
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419 | // List is in descending order, so iterate in reverse
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420 | RenderablePassList::const_reverse_iterator i, iend;
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421 |
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422 | iend = mSortedDescending.rend();
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423 | for (i = mSortedDescending.rbegin(); i != iend; ++i)
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424 | {
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425 | visitor->visit(&(*i));
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426 | }
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427 |
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428 | }
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429 |
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430 |
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431 | }
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432 |
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