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OgreRenderQueue.cpp

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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004     (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright © 2000-2002 The OGRE Team
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 -----------------------------------------------------------------------------
00024 */
00025 #include "OgreStableHeaders.h"
00026 
00027 #include "OgreRenderQueue.h"
00028 
00029 #include "OgreRenderable.h"
00030 #include "OgreMaterial.h"
00031 #include "OgreRenderQueueSortingGrouping.h"
00032 #include "OgrePass.h"
00033 
00034 namespace Ogre {
00035 
00036     //---------------------------------------------------------------------
00037     RenderQueue::RenderQueue() : mSplitPassesByLightingType(false), mSplitNoShadowPasses(false)
00038     {
00039         // Create the 'main' queue up-front since we'll always need that
00040         mGroups.insert(
00041             RenderQueueGroupMap::value_type(
00042                 RENDER_QUEUE_MAIN, 
00043                 new RenderQueueGroup(this, mSplitPassesByLightingType, mSplitNoShadowPasses)
00044                 )
00045             );
00046 
00047         // set default queue
00048         mDefaultQueueGroup = RENDER_QUEUE_MAIN;
00049         mDefaultRenderablePriority = RENDERABLE_DEFAULT_PRIORITY;
00050 
00051     }
00052     //---------------------------------------------------------------------
00053     RenderQueue::~RenderQueue()
00054     {
00055         
00056         // trigger the pending pass updates, otherwise we could leak
00057         Pass::processPendingPassUpdates();
00058         
00059         // Destroy the queues for good
00060         RenderQueueGroupMap::iterator i, iend;
00061         i = mGroups.begin();
00062         iend = mGroups.end();
00063         for (; i != iend; ++i)
00064         {
00065             delete i->second;
00066         }
00067         mGroups.clear();
00068 
00069 
00070 
00071 
00072     }
00073     //-----------------------------------------------------------------------
00074     void RenderQueue::addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority)
00075     {
00076         // Find group
00077         RenderQueueGroup* pGroup = getQueueGroup(groupID);
00078 
00079         // tell material it's been used
00080         pRend->getMaterial()->touch();
00081         pGroup->addRenderable(pRend, priority);
00082 
00083     }
00084     //-----------------------------------------------------------------------
00085     void RenderQueue::clear(void)
00086     {
00087         // Clear the queues
00088         RenderQueueGroupMap::iterator i, iend;
00089         i = mGroups.begin();
00090         iend = mGroups.end();
00091         for (; i != iend; ++i)
00092         {
00093             i->second->clear();
00094         }
00095 
00096         // Now trigger the pending pass updates
00097         Pass::processPendingPassUpdates();
00098 
00099         // NB this leaves the items present (but empty)
00100         // We're assuming that frame-by-frame, the same groups are likely to 
00101         //  be used, so no point destroying the vectors and incurring the overhead
00102         //  that would cause, let them be destroyed in the destructor.
00103     }
00104     //-----------------------------------------------------------------------
00105     RenderQueue::QueueGroupIterator RenderQueue::_getQueueGroupIterator(void)
00106     {
00107         return QueueGroupIterator(mGroups.begin(), mGroups.end());
00108     }
00109     //-----------------------------------------------------------------------
00110     void RenderQueue::addRenderable(Renderable* pRend, RenderQueueGroupID groupID)
00111     {
00112         addRenderable(pRend, groupID, mDefaultRenderablePriority);
00113     }
00114     //-----------------------------------------------------------------------
00115     void RenderQueue::addRenderable(Renderable* pRend)
00116     {
00117         addRenderable(pRend, mDefaultQueueGroup, mDefaultRenderablePriority);
00118     }
00119     //-----------------------------------------------------------------------
00120     RenderQueueGroupID RenderQueue::getDefaultQueueGroup(void) const
00121     {
00122         return mDefaultQueueGroup;
00123     }
00124     //-----------------------------------------------------------------------
00125     void RenderQueue::setDefaultQueueGroup(RenderQueueGroupID grp)
00126     {
00127         mDefaultQueueGroup = grp;
00128     }
00129     //-----------------------------------------------------------------------
00130     ushort RenderQueue::getDefaultRenderablePriority(void) const
00131     {
00132         return mDefaultRenderablePriority;
00133     }
00134     //-----------------------------------------------------------------------
00135     void RenderQueue::setDefaultRenderablePriority(ushort priority)
00136     {
00137         mDefaultRenderablePriority = priority;
00138     }
00139     
00140     
00141     //-----------------------------------------------------------------------
00142     RenderQueueGroup* RenderQueue::getQueueGroup(RenderQueueGroupID groupID)
00143     {
00144         // Find group
00145         RenderQueueGroupMap::iterator groupIt;
00146         RenderQueueGroup* pGroup;
00147 
00148         groupIt = mGroups.find(groupID);
00149         if (groupIt == mGroups.end())
00150         {
00151             // Insert new
00152             pGroup = new RenderQueueGroup(this, mSplitPassesByLightingType, mSplitNoShadowPasses);
00153             mGroups.insert(RenderQueueGroupMap::value_type(groupID, pGroup));
00154         }
00155         else
00156         {
00157             pGroup = groupIt->second;
00158         }
00159 
00160         return pGroup;
00161 
00162     }
00163     //-----------------------------------------------------------------------
00164     void RenderQueue::setSplitPassesByLightingType(bool split)
00165     {
00166         mSplitPassesByLightingType = split;
00167 
00168         RenderQueueGroupMap::iterator i, iend;
00169         i = mGroups.begin();
00170         iend = mGroups.end();
00171         for (; i != iend; ++i)
00172         {
00173             i->second->setSplitPassesByLightingType(split);
00174         }
00175     }
00176     //-----------------------------------------------------------------------
00177     void RenderQueue::setSplitNoShadowPasses(bool split)
00178     {
00179         mSplitNoShadowPasses = split;
00180 
00181         RenderQueueGroupMap::iterator i, iend;
00182         i = mGroups.begin();
00183         iend = mGroups.end();
00184         for (; i != iend; ++i)
00185         {
00186             i->second->setSplitNoShadowPasses(split);
00187         }
00188     }
00189 
00190 }
00191 

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:42 2004