[115] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 | #include "OgreStableHeaders.h"
|
---|
| 26 | #include "OgreRenderQueueSortingGrouping.h"
|
---|
| 27 |
|
---|
| 28 | namespace Ogre {
|
---|
| 29 |
|
---|
| 30 | //-----------------------------------------------------------------------
|
---|
| 31 | void RenderPriorityGroup::destroySolidPassMap(SolidRenderablePassMap& passmap)
|
---|
| 32 | {
|
---|
| 33 | // destroy all the pass map entries
|
---|
| 34 | SolidRenderablePassMap::iterator i, iend;
|
---|
| 35 | iend = passmap.end();
|
---|
| 36 | for (i = passmap.begin(); i != iend; ++i)
|
---|
| 37 | {
|
---|
| 38 | // Free the list associated with this pass
|
---|
| 39 | delete i->second;
|
---|
| 40 | }
|
---|
| 41 | passmap.clear();
|
---|
| 42 | }
|
---|
| 43 | //-----------------------------------------------------------------------
|
---|
| 44 | void RenderPriorityGroup::removeSolidPassEntry(Pass* p)
|
---|
| 45 | {
|
---|
| 46 | SolidRenderablePassMap::iterator i;
|
---|
| 47 |
|
---|
| 48 | i = mSolidPasses.find(p);
|
---|
| 49 | if (i != mSolidPasses.end())
|
---|
| 50 | {
|
---|
| 51 | // free memory
|
---|
| 52 | delete i->second;
|
---|
| 53 | // erase from map
|
---|
| 54 | mSolidPasses.erase(i);
|
---|
| 55 | }
|
---|
| 56 |
|
---|
| 57 | i = mSolidPassesDiffuseSpecular.find(p);
|
---|
| 58 | if (i != mSolidPassesDiffuseSpecular.end())
|
---|
| 59 | {
|
---|
| 60 | // free memory
|
---|
| 61 | delete i->second;
|
---|
| 62 | // erase from map
|
---|
| 63 | mSolidPassesDiffuseSpecular.erase(i);
|
---|
| 64 | }
|
---|
| 65 | i = mSolidPassesDecal.find(p);
|
---|
| 66 | if (i != mSolidPassesDecal.end())
|
---|
| 67 | {
|
---|
| 68 | // free memory
|
---|
| 69 | delete i->second;
|
---|
| 70 | // erase from map
|
---|
| 71 | mSolidPassesDecal.erase(i);
|
---|
| 72 | }
|
---|
| 73 | i = mSolidPassesNoShadow.find(p);
|
---|
| 74 | if (i != mSolidPassesNoShadow.end())
|
---|
| 75 | {
|
---|
| 76 | // free memory
|
---|
| 77 | delete i->second;
|
---|
| 78 | // erase from map
|
---|
| 79 | mSolidPassesNoShadow.erase(i);
|
---|
| 80 | }
|
---|
| 81 |
|
---|
| 82 | }
|
---|
| 83 | //-----------------------------------------------------------------------
|
---|
| 84 | void RenderPriorityGroup::clearSolidPassMap(SolidRenderablePassMap& passmap)
|
---|
| 85 | {
|
---|
| 86 | SolidRenderablePassMap::iterator i, iend;
|
---|
| 87 | iend = passmap.end();
|
---|
| 88 | for (i = passmap.begin(); i != iend; ++i)
|
---|
| 89 | {
|
---|
| 90 | // Clear the list associated with this pass, but leave the pass entry
|
---|
| 91 | i->second->clear();
|
---|
| 92 | }
|
---|
| 93 | }
|
---|
| 94 | //-----------------------------------------------------------------------
|
---|
| 95 | void RenderPriorityGroup::addRenderable(Renderable* rend)
|
---|
| 96 | {
|
---|
| 97 | // Check material & technique supplied (the former since the default implementation
|
---|
| 98 | // of getTechnique is based on it for backwards compatibility
|
---|
| 99 | Technique* pTech;
|
---|
| 100 | if(rend->getMaterial().isNull() || !rend->getTechnique())
|
---|
| 101 | {
|
---|
| 102 | // Use default base white
|
---|
| 103 | MaterialPtr baseWhite = MaterialManager::getSingleton().getByName("BaseWhite");
|
---|
| 104 | pTech = baseWhite->getTechnique(0);
|
---|
| 105 | }
|
---|
| 106 | else
|
---|
| 107 | {
|
---|
| 108 | // Get technique
|
---|
| 109 | pTech = rend->getTechnique();
|
---|
| 110 | }
|
---|
| 111 |
|
---|
| 112 | // Transparent and depth settings mean depth sorting is required?
|
---|
| 113 | if (pTech->isTransparent() &&
|
---|
| 114 | !(pTech->isDepthWriteEnabled() && pTech->isDepthCheckEnabled()) )
|
---|
| 115 | {
|
---|
| 116 | addTransparentRenderable(pTech, rend);
|
---|
| 117 | }
|
---|
| 118 | else
|
---|
| 119 | {
|
---|
| 120 | if (mSplitNoShadowPasses && !pTech->getParent()->getReceiveShadows())
|
---|
| 121 | {
|
---|
| 122 | // Add solid renderable and add passes to no-shadow group
|
---|
| 123 | addSolidRenderable(pTech, rend, true);
|
---|
| 124 | }
|
---|
| 125 | else
|
---|
| 126 | {
|
---|
| 127 | if (mSplitPassesByLightingType)
|
---|
| 128 | {
|
---|
| 129 | addSolidRenderableSplitByLightType(pTech, rend);
|
---|
| 130 | }
|
---|
| 131 | else
|
---|
| 132 | {
|
---|
| 133 | addSolidRenderable(pTech, rend, false);
|
---|
| 134 | }
|
---|
| 135 | }
|
---|
| 136 | }
|
---|
| 137 |
|
---|
| 138 | }
|
---|
| 139 | //-----------------------------------------------------------------------
|
---|
| 140 | void RenderPriorityGroup::addSolidRenderable(Technique* pTech,
|
---|
| 141 | Renderable* rend, bool addToNoShadow)
|
---|
| 142 | {
|
---|
| 143 | Technique::PassIterator pi = pTech->getPassIterator();
|
---|
| 144 |
|
---|
| 145 | SolidRenderablePassMap* passMap;
|
---|
| 146 | if (addToNoShadow)
|
---|
| 147 | {
|
---|
| 148 | passMap = &mSolidPassesNoShadow;
|
---|
| 149 | }
|
---|
| 150 | else
|
---|
| 151 | {
|
---|
| 152 | passMap = &mSolidPasses;
|
---|
| 153 | }
|
---|
| 154 |
|
---|
| 155 |
|
---|
| 156 | while (pi.hasMoreElements())
|
---|
| 157 | {
|
---|
| 158 | // Insert into solid list
|
---|
| 159 | Pass* p = pi.getNext();
|
---|
| 160 | SolidRenderablePassMap::iterator i = passMap->find(p);
|
---|
| 161 | if (i == passMap->end())
|
---|
| 162 | {
|
---|
| 163 | std::pair<SolidRenderablePassMap::iterator, bool> retPair;
|
---|
| 164 | // Create new pass entry, build a new list
|
---|
| 165 | // Note that this pass and list are never destroyed until the engine
|
---|
| 166 | // shuts down, although the lists will be cleared
|
---|
| 167 | retPair = passMap->insert(
|
---|
| 168 | SolidRenderablePassMap::value_type(p, new RenderableList() ) );
|
---|
| 169 | assert(retPair.second && "Error inserting new pass entry into SolidRenderablePassMap");
|
---|
| 170 | i = retPair.first;
|
---|
| 171 | }
|
---|
| 172 | // Insert renderable
|
---|
| 173 | i->second->push_back(rend);
|
---|
| 174 |
|
---|
| 175 | }
|
---|
| 176 | }
|
---|
| 177 | //-----------------------------------------------------------------------
|
---|
| 178 | void RenderPriorityGroup::addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend)
|
---|
| 179 | {
|
---|
| 180 | // Divide the passes into the 3 categories
|
---|
| 181 | Technique::IlluminationPassIterator pi =
|
---|
| 182 | pTech->getIlluminationPassIterator();
|
---|
| 183 |
|
---|
| 184 | while (pi.hasMoreElements())
|
---|
| 185 | {
|
---|
| 186 | // Insert into solid list
|
---|
| 187 | IlluminationPass* p = pi.getNext();
|
---|
| 188 | SolidRenderablePassMap* passMap;
|
---|
| 189 | switch(p->stage)
|
---|
| 190 | {
|
---|
| 191 | case IS_AMBIENT:
|
---|
| 192 | passMap = &mSolidPasses;
|
---|
| 193 | break;
|
---|
| 194 | case IS_PER_LIGHT:
|
---|
| 195 | passMap = &mSolidPassesDiffuseSpecular;
|
---|
| 196 | break;
|
---|
| 197 | case IS_DECAL:
|
---|
| 198 | passMap = &mSolidPassesDecal;
|
---|
| 199 | break;
|
---|
| 200 | };
|
---|
| 201 |
|
---|
| 202 | SolidRenderablePassMap::iterator i = passMap->find(p->pass);
|
---|
| 203 | if (i == passMap->end())
|
---|
| 204 | {
|
---|
| 205 | std::pair<SolidRenderablePassMap::iterator, bool> retPair;
|
---|
| 206 | // Create new pass entry, build a new list
|
---|
| 207 | // Note that this pass and list are never destroyed until the engine
|
---|
| 208 | // shuts down, although the lists will be cleared
|
---|
| 209 | retPair = passMap->insert(
|
---|
| 210 | SolidRenderablePassMap::value_type(p->pass, new RenderableList() ) );
|
---|
| 211 | assert(retPair.second && "Error inserting new pass entry into SolidRenderablePassMap");
|
---|
| 212 | i = retPair.first;
|
---|
| 213 | }
|
---|
| 214 | // Insert renderable
|
---|
| 215 | i->second->push_back(rend);
|
---|
| 216 | }
|
---|
| 217 | }
|
---|
| 218 | //-----------------------------------------------------------------------
|
---|
| 219 | void RenderPriorityGroup::addTransparentRenderable(Technique* pTech, Renderable* rend)
|
---|
| 220 | {
|
---|
| 221 | Technique::PassIterator pi = pTech->getPassIterator();
|
---|
| 222 |
|
---|
| 223 | while (pi.hasMoreElements())
|
---|
| 224 | {
|
---|
| 225 | // Insert into transparent list
|
---|
| 226 | mTransparentPasses.push_back(RenderablePass(rend, pi.getNext()));
|
---|
| 227 | }
|
---|
| 228 | }
|
---|
| 229 | //-----------------------------------------------------------------------
|
---|
| 230 | void RenderPriorityGroup::sort(const Camera* cam)
|
---|
| 231 | {
|
---|
| 232 | TransparentQueueItemLess transFunctor;
|
---|
| 233 | transFunctor.camera = cam;
|
---|
| 234 |
|
---|
| 235 | std::stable_sort(mTransparentPasses.begin(), mTransparentPasses.end(),
|
---|
| 236 | transFunctor);
|
---|
| 237 | }
|
---|
| 238 | //-----------------------------------------------------------------------
|
---|
| 239 | void RenderPriorityGroup::clear(void)
|
---|
| 240 | {
|
---|
| 241 | SolidRenderablePassMap::iterator i, iend;
|
---|
| 242 | // Delete queue groups which are using passes which are to be
|
---|
| 243 | // deleted, we won't need these any more and they clutter up
|
---|
| 244 | // the list and can cause problems with future clones
|
---|
| 245 | const Pass::PassSet& graveyardList = Pass::getPassGraveyard();
|
---|
| 246 | Pass::PassSet::const_iterator gi, giend;
|
---|
| 247 | giend = graveyardList.end();
|
---|
| 248 | for (gi = graveyardList.begin(); gi != giend; ++gi)
|
---|
| 249 | {
|
---|
| 250 | removeSolidPassEntry(*gi);
|
---|
| 251 | }
|
---|
| 252 |
|
---|
| 253 | // Now remove any dirty passes, these will have their hashes recalculated
|
---|
| 254 | // by the parent queue after all groups have been processed
|
---|
| 255 | // If we don't do this, the std::map will become inconsistent for new insterts
|
---|
| 256 | const Pass::PassSet& dirtyList = Pass::getDirtyHashList();
|
---|
| 257 | Pass::PassSet::const_iterator di, diend;
|
---|
| 258 | diend = dirtyList.end();
|
---|
| 259 | for (di = dirtyList.begin(); di != diend; ++di)
|
---|
| 260 | {
|
---|
| 261 | removeSolidPassEntry(*di);
|
---|
| 262 | }
|
---|
| 263 | // NB we do NOT clear the graveyard or the dirty list here, because
|
---|
| 264 | // it needs to be acted on for all groups, the parent queue takes
|
---|
| 265 | // care of this afterwards
|
---|
| 266 |
|
---|
| 267 | // We do not clear the unchanged solid pass maps, only the contents of each list
|
---|
| 268 | // This is because we assume passes are reused a lot and it saves resorting
|
---|
| 269 | clearSolidPassMap(mSolidPasses);
|
---|
| 270 | clearSolidPassMap(mSolidPassesDecal);
|
---|
| 271 | clearSolidPassMap(mSolidPassesDiffuseSpecular);
|
---|
| 272 | clearSolidPassMap(mSolidPassesNoShadow);
|
---|
| 273 |
|
---|
| 274 | // Always empty the transparents list
|
---|
| 275 | mTransparentPasses.clear();
|
---|
| 276 |
|
---|
| 277 | }
|
---|
| 278 | #ifdef GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 279 | //-----------------------------------------------------------------------
|
---|
[343] | 280 | void RenderPriorityGroup::clear(const int leavePassesInQueue)
|
---|
[115] | 281 | {
|
---|
[343] | 282 | //-- standard method if no passes are left in queue
|
---|
| 283 | if (leavePassesInQueue == 0)
|
---|
| 284 | {
|
---|
| 285 | clear();
|
---|
| 286 | return;
|
---|
| 287 | }
|
---|
| 288 |
|
---|
| 289 | // We do not clear the unchanged solid pass maps, only the contents of each list
|
---|
| 290 | // This is because we assume passes are reused a lot and it saves resorting
|
---|
| 291 | if (!(leavePassesInQueue & SOLID_PASSES))
|
---|
| 292 | destroySolidPassMap(mSolidPasses);
|
---|
| 293 | if (!(leavePassesInQueue & SOLID_PASSES_DECAL))
|
---|
| 294 | destroySolidPassMap(mSolidPassesDecal);
|
---|
| 295 | if (!(leavePassesInQueue & SOLID_PASSES_DIFFUSE_SPECULAR))
|
---|
| 296 | destroySolidPassMap(mSolidPassesDiffuseSpecular);
|
---|
| 297 | if (!(leavePassesInQueue & SOLID_PASSES_NOSHADOW))
|
---|
| 298 | destroySolidPassMap(mSolidPassesNoShadow);
|
---|
| 299 |
|
---|
| 300 | if (!(leavePassesInQueue & TRANSPARENT_PASSES))
|
---|
| 301 | mTransparentPasses.clear();
|
---|
| 302 | }
|
---|
| 303 | //-----------------------------------------------------------------------
|
---|
| 304 | void RenderPriorityGroup::destroyPassMaps(const int leavePassesInQueue)
|
---|
| 305 | {
|
---|
| 306 | /*
|
---|
[115] | 307 | const Pass::PassSet& graveyardList = Pass::getPassGraveyard();
|
---|
| 308 | Pass::PassSet::const_iterator gi, giend;
|
---|
| 309 | giend = graveyardList.end();
|
---|
| 310 | for (gi = graveyardList.begin(); gi != giend; ++gi)
|
---|
| 311 | {
|
---|
| 312 | removeSolidPassEntry(*gi);
|
---|
| 313 | }
|
---|
| 314 |
|
---|
| 315 | const Pass::PassSet& dirtyList = Pass::getDirtyHashList();
|
---|
| 316 | Pass::PassSet::const_iterator di, diend;
|
---|
| 317 | diend = dirtyList.end();
|
---|
| 318 | for (di = dirtyList.begin(); di != diend; ++di)
|
---|
| 319 | {
|
---|
| 320 | removeSolidPassEntry(*di);
|
---|
[139] | 321 | }
|
---|
[343] | 322 | */
|
---|
[139] | 323 |
|
---|
| 324 | // We do not clear the unchanged solid pass maps, only the contents of each list
|
---|
| 325 | // This is because we assume passes are reused a lot and it saves resorting
|
---|
| 326 | if (!(leavePassesInQueue & SOLID_PASSES))
|
---|
[343] | 327 | destroySolidPassMap(mSolidPasses);
|
---|
[139] | 328 | if (!(leavePassesInQueue & SOLID_PASSES_DECAL))
|
---|
[343] | 329 | destroySolidPassMap(mSolidPassesDecal);
|
---|
[139] | 330 | if (!(leavePassesInQueue & SOLID_PASSES_DIFFUSE_SPECULAR))
|
---|
[343] | 331 | destroySolidPassMap(mSolidPassesDiffuseSpecular);
|
---|
[139] | 332 | if (!(leavePassesInQueue & SOLID_PASSES_NOSHADOW))
|
---|
[343] | 333 | destroySolidPassMap(mSolidPassesNoShadow);
|
---|
[139] | 334 | }
|
---|
[115] | 335 | #endif // GTP_VISIBILITY_MODIFIED_OGRE
|
---|
| 336 | //-----------------------------------------------------------------------
|
---|
| 337 |
|
---|
| 338 | }
|
---|
| 339 |
|
---|