/src/ogre/OgreMain/include/OgreRenderQueueSortingGrouping.h
Line | Count | Source (jump to first uncovered line) |
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) 2000-2014 Torus Knot Software Ltd |
8 | | |
9 | | Permission is hereby granted, free of charge, to any person obtaining a copy |
10 | | of this software and associated documentation files (the "Software"), to deal |
11 | | in the Software without restriction, including without limitation the rights |
12 | | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
13 | | copies of the Software, and to permit persons to whom the Software is |
14 | | furnished to do so, subject to the following conditions: |
15 | | |
16 | | The above copyright notice and this permission notice shall be included in |
17 | | all copies or substantial portions of the Software. |
18 | | |
19 | | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
20 | | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
21 | | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
22 | | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
23 | | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
24 | | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
25 | | THE SOFTWARE. |
26 | | ----------------------------------------------------------------------------- |
27 | | */ |
28 | | #ifndef __RenderQueueSortingGrouping_H__ |
29 | | #define __RenderQueueSortingGrouping_H__ |
30 | | |
31 | | // Precompiler options |
32 | | #include "OgrePrerequisites.h" |
33 | | #include "OgrePass.h" |
34 | | #include "OgreHeaderPrefix.h" |
35 | | |
36 | | namespace Ogre { |
37 | | |
38 | | /** \addtogroup Core |
39 | | * @{ |
40 | | */ |
41 | | /** \addtogroup RenderSystem |
42 | | * @{ |
43 | | */ |
44 | | |
45 | | typedef std::vector<Renderable*> RenderableList; |
46 | | |
47 | | /** Struct associating a single Pass with a single Renderable. |
48 | | This is used to for objects sorted by depth and thus not |
49 | | grouped by pass. |
50 | | */ |
51 | | struct RenderablePass |
52 | | { |
53 | | /// Pointer to the Renderable details |
54 | | Renderable* renderable; |
55 | | /// Pointer to the Pass |
56 | | Pass* pass; |
57 | | |
58 | 0 | RenderablePass(Renderable* rend, Pass* p) :renderable(rend), pass(p) {} |
59 | | }; |
60 | | |
61 | | |
62 | | /** Visitor interface for items in a QueuedRenderableCollection. |
63 | | |
64 | | Those wishing to iterate over the items in a |
65 | | QueuedRenderableCollection should implement this visitor pattern, |
66 | | since internal organisation of the collection depends on the |
67 | | sorting method in use. |
68 | | */ |
69 | | class _OgreExport QueuedRenderableVisitor |
70 | | { |
71 | | public: |
72 | 0 | QueuedRenderableVisitor() {} |
73 | 0 | virtual ~QueuedRenderableVisitor() {} |
74 | | |
75 | | /** Called when visiting a RenderablePass, i.e. items in a |
76 | | sorted collection where items are not grouped by pass. |
77 | | |
78 | | If this is called, the other visit method |
79 | | will not be called. |
80 | | */ |
81 | | virtual void visit(RenderablePass* rp) = 0; |
82 | | |
83 | | /** When visiting a collection grouped by pass, this is |
84 | | called. |
85 | | |
86 | | If this method is called, the RenderablePass visit |
87 | | method will not be called for this collection. |
88 | | */ |
89 | | virtual void visit(const Pass* p, RenderableList& rs) = 0; |
90 | | }; |
91 | | |
92 | | /** Lowest level collection of renderables. |
93 | | |
94 | | To iterate over items in this collection, you must call |
95 | | the accept method and supply a QueuedRenderableVisitor. |
96 | | The order of the iteration, and whether that iteration is |
97 | | over a RenderablePass list or a 2-level grouped list which |
98 | | causes a visit call at the Pass level, and a call for each |
99 | | Renderable underneath. |
100 | | */ |
101 | | class _OgreExport QueuedRenderableCollection : public RenderQueueAlloc |
102 | | { |
103 | | public: |
104 | | /** Organisation modes required for this collection. |
105 | | |
106 | | This affects the internal placement of the items added to this collection; |
107 | | if only one type of sorting / grouping is to be required, then renderables |
108 | | can be stored only once, whilst if multiple types are going to be needed |
109 | | then internally there will be multiple organisations. Changing the organisation |
110 | | needs to be done when the collection is empty. |
111 | | */ |
112 | | enum OrganisationMode |
113 | | { |
114 | | /// Group by pass |
115 | | OM_PASS_GROUP = 1, |
116 | | /// Sort descending camera distance |
117 | | OM_SORT_DESCENDING = 2, |
118 | | /** Sort ascending camera distance |
119 | | Note value overlaps with descending since both use same sort |
120 | | */ |
121 | | OM_SORT_ASCENDING = 6 |
122 | | }; |
123 | | |
124 | | private: |
125 | | /// Comparator to order pass groups |
126 | | struct PassGroupLess |
127 | | { |
128 | | bool operator()(const Pass* a, const Pass* b) const |
129 | 0 | { |
130 | 0 | // Sort by passHash, which is pass, then texture unit changes |
131 | 0 | uint32 hasha = a->getHash(); |
132 | 0 | uint32 hashb = b->getHash(); |
133 | 0 | if (hasha == hashb) |
134 | 0 | { |
135 | 0 | // Must differentTransparentQueueItemLessiate by pointer in case 2 passes end up with the same hash |
136 | 0 | return a < b; |
137 | 0 | } |
138 | 0 | else |
139 | 0 | { |
140 | 0 | return hasha < hashb; |
141 | 0 | } |
142 | 0 | } |
143 | | }; |
144 | | /** Vector of RenderablePass objects, this is built on the assumption that |
145 | | vectors only ever increase in size, so even if we do clear() the memory stays |
146 | | allocated, ie fast */ |
147 | | typedef std::vector<RenderablePass> RenderablePassList; |
148 | | /** Map of pass to renderable lists, this is a grouping by pass. */ |
149 | | typedef std::map<Pass*, RenderableList, PassGroupLess> PassGroupRenderableMap; |
150 | | |
151 | | /// Bitmask of the organisation modes requested |
152 | | uint8 mOrganisationMode; |
153 | | |
154 | | /// Grouped |
155 | | PassGroupRenderableMap mGrouped; |
156 | | /// Sorted descending (can iterate backwards to get ascending) |
157 | | RenderablePassList mSortedDescending; |
158 | | |
159 | | /// Internal visitor implementation |
160 | | void acceptVisitorGrouped(QueuedRenderableVisitor* visitor) const; |
161 | | /// Internal visitor implementation |
162 | | void acceptVisitorDescending(QueuedRenderableVisitor* visitor) const; |
163 | | /// Internal visitor implementation |
164 | | void acceptVisitorAscending(QueuedRenderableVisitor* visitor) const; |
165 | | |
166 | | public: |
167 | | QueuedRenderableCollection(); |
168 | | |
169 | | /// Empty the collection |
170 | | void clear(void); |
171 | | |
172 | | /** Remove the group entry (if any) for a given Pass. |
173 | | |
174 | | To be used when a pass is destroyed, such that any |
175 | | grouping level for it becomes useless. |
176 | | */ |
177 | | void removePassGroup(Pass* p); |
178 | | |
179 | | /** Reset the organisation modes required for this collection. |
180 | | |
181 | | You can only do this when the collection is empty. |
182 | | @see OrganisationMode |
183 | | */ |
184 | | void resetOrganisationModes(void) |
185 | 0 | { |
186 | 0 | mOrganisationMode = 0; |
187 | 0 | } |
188 | | |
189 | | /** Add a required sorting / grouping mode to this collection when next used. |
190 | | |
191 | | You can only do this when the collection is empty. |
192 | | @see OrganisationMode |
193 | | */ |
194 | | void addOrganisationMode(OrganisationMode om) |
195 | 0 | { |
196 | 0 | mOrganisationMode |= uint8(om); |
197 | 0 | } |
198 | | |
199 | | /// Add a renderable to the collection using a given pass |
200 | | void addRenderable(Pass* pass, Renderable* rend); |
201 | | |
202 | | /** Perform any sorting that is required on this collection. |
203 | | @param cam The camera |
204 | | */ |
205 | | void sort(const Camera* cam); |
206 | | |
207 | | /** Accept a visitor over the collection contents. |
208 | | @param visitor Visitor class which should be called back |
209 | | @param om The organisation mode which you want to iterate over. |
210 | | Note that this must have been included in an addOrganisationMode |
211 | | call before any renderables were added. |
212 | | */ |
213 | | void acceptVisitor(QueuedRenderableVisitor* visitor, OrganisationMode om) const; |
214 | | |
215 | | /** Merge renderable collection. |
216 | | */ |
217 | | void merge( const QueuedRenderableCollection& rhs ); |
218 | | }; |
219 | | |
220 | | /** Collection of renderables by priority. |
221 | | |
222 | | This class simply groups renderables for rendering. All the |
223 | | renderables contained in this class are destined for the same |
224 | | RenderQueueGroup (coarse groupings like those between the main |
225 | | scene and overlays) and have the same priority (fine groupings |
226 | | for detailed overlap control). |
227 | | @par |
228 | | This class can order solid renderables by a number of criteria; |
229 | | it can optimise them into groups based on pass to reduce render |
230 | | state changes, or can sort them by ascending or descending view |
231 | | depth. Transparent objects are always ordered by descending depth. |
232 | | @par |
233 | | To iterate over items in the collections held by this object |
234 | | you should retrieve the collection in use (e.g. solids, solids with |
235 | | no shadows, transparents) and use the accept() method, providing |
236 | | a class implementing QueuedRenderableVisitor. |
237 | | |
238 | | */ |
239 | | class _OgreExport RenderPriorityGroup : public RenderQueueAlloc |
240 | | { |
241 | | private: |
242 | | |
243 | | /// Parent queue group |
244 | | RenderQueueGroup* mParent; |
245 | | bool mSplitPassesByLightingType; |
246 | | bool mSplitNoShadowPasses; |
247 | | bool mShadowCastersNotReceivers; |
248 | | /// Solid pass list, used when no shadows, modulative shadows, or ambient passes for additive |
249 | | QueuedRenderableCollection mSolidsBasic; |
250 | | /// Solid per-light pass list, used with additive shadows |
251 | | QueuedRenderableCollection mSolidsDiffuseSpecular; |
252 | | /// Solid decal (texture) pass list, used with additive shadows |
253 | | QueuedRenderableCollection mSolidsDecal; |
254 | | /// Solid pass list, used when shadows are enabled but shadow receive is turned off for these passes |
255 | | QueuedRenderableCollection mSolidsNoShadowReceive; |
256 | | /// Unsorted transparent list |
257 | | QueuedRenderableCollection mTransparentsUnsorted; |
258 | | /// Transparent list |
259 | | QueuedRenderableCollection mTransparents; |
260 | | |
261 | | /// remove a pass entry from all collections |
262 | | void removePassEntry(Pass* p); |
263 | | /// Internal method for adding a solid renderable |
264 | | void addSolidRenderableSplitByLightType(Technique* pTech, Renderable* rend); |
265 | | |
266 | | public: |
267 | | RenderPriorityGroup(RenderQueueGroup* parent, |
268 | | bool splitPassesByLightingType, |
269 | | bool splitNoShadowPasses, |
270 | | bool shadowCastersNotReceivers); |
271 | | |
272 | 0 | ~RenderPriorityGroup() { } |
273 | | |
274 | | /** Get the collection of basic solids currently queued, this includes |
275 | | all solids when there are no shadows, or all solids which have shadow |
276 | | receiving enabled when using modulative shadows, or all ambient passes |
277 | | of solids which have shadow receive enabled for additive shadows. */ |
278 | | const QueuedRenderableCollection& getSolidsBasic(void) const |
279 | 0 | { return mSolidsBasic; } |
280 | | /** Get the collection of solids currently queued per light (only applicable in |
281 | | additive shadow modes). */ |
282 | | const QueuedRenderableCollection& getSolidsDiffuseSpecular(void) const |
283 | 0 | { return mSolidsDiffuseSpecular; } |
284 | | /** Get the collection of solids currently queued for decal passes (only |
285 | | applicable in additive shadow modes). */ |
286 | | const QueuedRenderableCollection& getSolidsDecal(void) const |
287 | 0 | { return mSolidsDecal; } |
288 | | /** Get the collection of solids for which shadow receipt is disabled (only |
289 | | applicable when shadows are enabled). */ |
290 | | const QueuedRenderableCollection& getSolidsNoShadowReceive(void) const |
291 | 0 | { return mSolidsNoShadowReceive; } |
292 | | /** Get the collection of transparent objects currently queued */ |
293 | | const QueuedRenderableCollection& getTransparentsUnsorted(void) const |
294 | 0 | { return mTransparentsUnsorted; } |
295 | | /** Get the collection of transparent objects currently queued */ |
296 | | const QueuedRenderableCollection& getTransparents(void) const |
297 | 0 | { return mTransparents; } |
298 | | |
299 | | |
300 | | /** Reset the organisation modes required for the solids in this group. |
301 | | |
302 | | You can only do this when the group is empty, i.e. after clearing the |
303 | | queue. |
304 | | @see QueuedRenderableCollection::OrganisationMode |
305 | | */ |
306 | | void resetOrganisationModes(void); |
307 | | |
308 | | /** Add a required sorting / grouping mode for the solids in this group. |
309 | | |
310 | | You can only do this when the group is empty, i.e. after clearing the |
311 | | queue. |
312 | | @see QueuedRenderableCollection::OrganisationMode |
313 | | */ |
314 | | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om); |
315 | | |
316 | | /** Set the sorting / grouping mode for the solids in this group to the default. |
317 | | |
318 | | You can only do this when the group is empty, i.e. after clearing the |
319 | | queue. |
320 | | @see QueuedRenderableCollection::OrganisationMode |
321 | | */ |
322 | | void defaultOrganisationMode(void); |
323 | | |
324 | | /** Add a renderable to this group. */ |
325 | | void addRenderable(Renderable* pRend, Technique* pTech); |
326 | | |
327 | | /** Sorts the objects which have been added to the queue; transparent objects by their |
328 | | depth in relation to the passed in Camera. */ |
329 | | void sort(const Camera* cam); |
330 | | |
331 | | /** Clears this group of renderables. |
332 | | */ |
333 | | void clear(void); |
334 | | |
335 | | /** Sets whether or not the queue will split passes by their lighting type, |
336 | | ie ambient, per-light and decal. |
337 | | */ |
338 | | void setSplitPassesByLightingType(bool split) |
339 | 0 | { |
340 | 0 | mSplitPassesByLightingType = split; |
341 | 0 | } |
342 | | |
343 | | /** Sets whether or not passes which have shadow receive disabled should |
344 | | be separated. |
345 | | */ |
346 | | void setSplitNoShadowPasses(bool split) |
347 | 0 | { |
348 | 0 | mSplitNoShadowPasses = split; |
349 | 0 | } |
350 | | |
351 | | /** Sets whether or not objects which cast shadows should be treated as |
352 | | never receiving shadows. |
353 | | */ |
354 | | void setShadowCastersCannotBeReceivers(bool ind) |
355 | 0 | { |
356 | 0 | mShadowCastersNotReceivers = ind; |
357 | 0 | } |
358 | | |
359 | | /** Merge group of renderables. |
360 | | */ |
361 | | void merge( const RenderPriorityGroup* rhs ); |
362 | | |
363 | | |
364 | | }; |
365 | | |
366 | | |
367 | | /** A grouping level underneath RenderQueue which groups renderables |
368 | | to be issued at coarsely the same time to the renderer. |
369 | | |
370 | | Each instance of this class itself hold RenderPriorityGroup instances, |
371 | | which are the groupings of renderables by priority for fine control |
372 | | of ordering (not required for most instances). |
373 | | */ |
374 | | class _OgreExport RenderQueueGroup : public RenderQueueAlloc |
375 | | { |
376 | | public: |
377 | | typedef std::map<ushort, RenderPriorityGroup*, std::less<ushort> > PriorityMap; |
378 | | typedef MapIterator<PriorityMap> PriorityMapIterator; |
379 | | typedef ConstMapIterator<PriorityMap> ConstPriorityMapIterator; |
380 | | private: |
381 | | bool mSplitPassesByLightingType; |
382 | | bool mSplitNoShadowPasses; |
383 | | bool mShadowCastersNotReceivers; |
384 | | /// Map of RenderPriorityGroup objects |
385 | | PriorityMap mPriorityGroups; |
386 | | /// Whether shadows are enabled for this queue |
387 | | bool mShadowsEnabled; |
388 | | /// Bitmask of the organisation modes requested (for new priority groups) |
389 | | uint8 mOrganisationMode; |
390 | | |
391 | | |
392 | | public: |
393 | | RenderQueueGroup(bool splitPassesByLightingType, |
394 | | bool splitNoShadowPasses, |
395 | | bool shadowCastersNotReceivers) |
396 | | : mSplitPassesByLightingType(splitPassesByLightingType) |
397 | | , mSplitNoShadowPasses(splitNoShadowPasses) |
398 | | , mShadowCastersNotReceivers(shadowCastersNotReceivers) |
399 | | , mShadowsEnabled(true) |
400 | | , mOrganisationMode(0) |
401 | 0 | { |
402 | 0 | } |
403 | | |
404 | 0 | ~RenderQueueGroup() { |
405 | 0 | // destroy contents now |
406 | 0 | PriorityMap::iterator i; |
407 | 0 | for (i = mPriorityGroups.begin(); i != mPriorityGroups.end(); ++i) |
408 | 0 | { |
409 | 0 | OGRE_DELETE i->second; |
410 | 0 | } |
411 | 0 | } |
412 | | |
413 | 0 | const PriorityMap& getPriorityGroups() const { return mPriorityGroups; } |
414 | | |
415 | | /** Add a renderable to this group, with the given priority. */ |
416 | | void addRenderable(Renderable* pRend, Technique* pTech, ushort priority) |
417 | 0 | { |
418 | 0 | // Check if priority group is there |
419 | 0 | PriorityMap::iterator i = mPriorityGroups.find(priority); |
420 | 0 | RenderPriorityGroup* pPriorityGrp; |
421 | 0 | if (i == mPriorityGroups.end()) |
422 | 0 | { |
423 | 0 | // Missing, create |
424 | 0 | pPriorityGrp = OGRE_NEW RenderPriorityGroup(this, |
425 | 0 | mSplitPassesByLightingType, |
426 | 0 | mSplitNoShadowPasses, |
427 | 0 | mShadowCastersNotReceivers); |
428 | 0 | if (mOrganisationMode) |
429 | 0 | { |
430 | 0 | pPriorityGrp->resetOrganisationModes(); |
431 | 0 | pPriorityGrp->addOrganisationMode((QueuedRenderableCollection::OrganisationMode)mOrganisationMode); |
432 | 0 | } |
433 | 0 |
|
434 | 0 | mPriorityGroups.emplace(priority, pPriorityGrp); |
435 | 0 | } |
436 | 0 | else |
437 | 0 | { |
438 | 0 | pPriorityGrp = i->second; |
439 | 0 | } |
440 | 0 |
|
441 | 0 | // Add |
442 | 0 | pPriorityGrp->addRenderable(pRend, pTech); |
443 | 0 |
|
444 | 0 | } |
445 | | |
446 | | /** Clears this group of renderables. |
447 | | @param destroy |
448 | | If false, doesn't delete any priority groups, just empties them. Saves on |
449 | | memory deallocations since the chances are roughly the same kinds of |
450 | | renderables are going to be sent to the queue again next time. If |
451 | | true, completely destroys. |
452 | | */ |
453 | | void clear(bool destroy = false) |
454 | 0 | { |
455 | 0 | PriorityMap::iterator i, iend; |
456 | 0 | iend = mPriorityGroups.end(); |
457 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
458 | 0 | { |
459 | 0 | if (destroy) |
460 | 0 | OGRE_DELETE i->second; |
461 | 0 | else |
462 | 0 | i->second->clear(); |
463 | 0 | } |
464 | 0 |
|
465 | 0 | if (destroy) |
466 | 0 | mPriorityGroups.clear(); |
467 | 0 |
|
468 | 0 | } |
469 | | |
470 | | /** Indicate whether a given queue group will be doing any |
471 | | shadow setup. |
472 | | |
473 | | This method allows you to inform the queue about a queue group, and to |
474 | | indicate whether this group will require shadow processing of any sort. |
475 | | In order to preserve rendering order, OGRE has to treat queue groups |
476 | | as very separate elements of the scene, and this can result in it |
477 | | having to duplicate shadow setup for each group. Therefore, if you |
478 | | know that a group which you are using will never need shadows, you |
479 | | should preregister the group using this method in order to improve |
480 | | the performance. |
481 | | */ |
482 | 0 | void setShadowsEnabled(bool enabled) { mShadowsEnabled = enabled; } |
483 | | |
484 | | /** Are shadows enabled for this queue? */ |
485 | 0 | bool getShadowsEnabled(void) const { return mShadowsEnabled; } |
486 | | |
487 | | /** Sets whether or not the queue will split passes by their lighting type, |
488 | | ie ambient, per-light and decal. |
489 | | */ |
490 | | void setSplitPassesByLightingType(bool split) |
491 | 0 | { |
492 | 0 | mSplitPassesByLightingType = split; |
493 | 0 | PriorityMap::iterator i, iend; |
494 | 0 | iend = mPriorityGroups.end(); |
495 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
496 | 0 | { |
497 | 0 | i->second->setSplitPassesByLightingType(split); |
498 | 0 | } |
499 | 0 | } |
500 | | /** Sets whether or not the queue will split passes which have shadow receive |
501 | | turned off (in their parent material), which is needed when certain shadow |
502 | | techniques are used. |
503 | | */ |
504 | | void setSplitNoShadowPasses(bool split) |
505 | 0 | { |
506 | 0 | mSplitNoShadowPasses = split; |
507 | 0 | PriorityMap::iterator i, iend; |
508 | 0 | iend = mPriorityGroups.end(); |
509 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
510 | 0 | { |
511 | 0 | i->second->setSplitNoShadowPasses(split); |
512 | 0 | } |
513 | 0 | } |
514 | | /** Sets whether or not objects which cast shadows should be treated as |
515 | | never receiving shadows. |
516 | | */ |
517 | | void setShadowCastersCannotBeReceivers(bool ind) |
518 | 0 | { |
519 | 0 | mShadowCastersNotReceivers = ind; |
520 | 0 | PriorityMap::iterator i, iend; |
521 | 0 | iend = mPriorityGroups.end(); |
522 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
523 | 0 | { |
524 | 0 | i->second->setShadowCastersCannotBeReceivers(ind); |
525 | 0 | } |
526 | 0 | } |
527 | | /** Reset the organisation modes required for the solids in this group. |
528 | | |
529 | | You can only do this when the group is empty, ie after clearing the |
530 | | queue. |
531 | | @see QueuedRenderableCollection::OrganisationMode |
532 | | */ |
533 | | void resetOrganisationModes(void) |
534 | 0 | { |
535 | 0 | mOrganisationMode = 0; |
536 | 0 |
|
537 | 0 | PriorityMap::iterator i, iend; |
538 | 0 | iend = mPriorityGroups.end(); |
539 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
540 | 0 | { |
541 | 0 | i->second->resetOrganisationModes(); |
542 | 0 | } |
543 | 0 | } |
544 | | |
545 | | /** Add a required sorting / grouping mode for the solids in this group. |
546 | | |
547 | | You can only do this when the group is empty, ie after clearing the |
548 | | queue. |
549 | | @see QueuedRenderableCollection::OrganisationMode |
550 | | */ |
551 | | void addOrganisationMode(QueuedRenderableCollection::OrganisationMode om) |
552 | 0 | { |
553 | 0 | mOrganisationMode |= uint8(om); |
554 | 0 |
|
555 | 0 | PriorityMap::iterator i, iend; |
556 | 0 | iend = mPriorityGroups.end(); |
557 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
558 | 0 | { |
559 | 0 | i->second->addOrganisationMode(om); |
560 | 0 | } |
561 | 0 | } |
562 | | |
563 | | /** Setthe sorting / grouping mode for the solids in this group to the default. |
564 | | |
565 | | You can only do this when the group is empty, ie after clearing the |
566 | | queue. |
567 | | @see QueuedRenderableCollection::OrganisationMode |
568 | | */ |
569 | | void defaultOrganisationMode(void) |
570 | 0 | { |
571 | 0 | mOrganisationMode = 0; |
572 | 0 |
|
573 | 0 | PriorityMap::iterator i, iend; |
574 | 0 | iend = mPriorityGroups.end(); |
575 | 0 | for (i = mPriorityGroups.begin(); i != iend; ++i) |
576 | 0 | { |
577 | 0 | i->second->defaultOrganisationMode(); |
578 | 0 | } |
579 | 0 | } |
580 | | |
581 | | /** Merge group of renderables. |
582 | | */ |
583 | | void merge( const RenderQueueGroup* rhs ) |
584 | 0 | { |
585 | 0 | for ( const auto& pg : rhs->getPriorityGroups() ) |
586 | 0 | { |
587 | 0 | ushort priority = pg.first; |
588 | 0 | RenderPriorityGroup* pSrcPriorityGrp = pg.second; |
589 | 0 | RenderPriorityGroup* pDstPriorityGrp; |
590 | 0 |
|
591 | 0 | // Check if priority group is there |
592 | 0 | PriorityMap::iterator i = mPriorityGroups.find(priority); |
593 | 0 | if (i == mPriorityGroups.end()) |
594 | 0 | { |
595 | 0 | // Missing, create |
596 | 0 | pDstPriorityGrp = OGRE_NEW RenderPriorityGroup(this, |
597 | 0 | mSplitPassesByLightingType, |
598 | 0 | mSplitNoShadowPasses, |
599 | 0 | mShadowCastersNotReceivers); |
600 | 0 | if (mOrganisationMode) |
601 | 0 | { |
602 | 0 | pDstPriorityGrp->resetOrganisationModes(); |
603 | 0 | pDstPriorityGrp->addOrganisationMode((QueuedRenderableCollection::OrganisationMode)mOrganisationMode); |
604 | 0 | } |
605 | 0 |
|
606 | 0 | mPriorityGroups.emplace(priority, pDstPriorityGrp); |
607 | 0 | } |
608 | 0 | else |
609 | 0 | { |
610 | 0 | pDstPriorityGrp = i->second; |
611 | 0 | } |
612 | 0 |
|
613 | 0 | // merge |
614 | 0 | pDstPriorityGrp->merge( pSrcPriorityGrp ); |
615 | 0 | } |
616 | 0 | } |
617 | | }; |
618 | | |
619 | | /** @} */ |
620 | | /** @} */ |
621 | | |
622 | | |
623 | | } |
624 | | |
625 | | #include "OgreHeaderSuffix.h" |
626 | | |
627 | | #endif |
628 | | |
629 | | |