Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef RenderQueue_INCLUDE_ONCE 00033 #define RenderQueue_INCLUDE_ONCE 00034 00035 #include <vlGraphics/RenderQueueSorter.hpp> 00036 00037 namespace vl 00038 { 00039 //------------------------------------------------------------------------------ 00040 // RenderQueue 00041 //------------------------------------------------------------------------------ 00045 class RenderQueue: public Object 00046 { 00047 VL_INSTRUMENT_CLASS(vl::RenderQueue, Object) 00048 00049 public: 00050 RenderQueue(): mSize(0), mSizeMP(0) 00051 { 00052 VL_DEBUG_SET_OBJECT_NAME() 00053 mList.reserve(100); 00054 mListMP.reserve(100); 00055 } 00056 00057 const RenderToken* at(int i) const { return mList[i].get(); } 00058 00059 RenderToken* at(int i) { return mList[i].get(); } 00060 00061 RenderToken* newToken(bool multipass) 00062 { 00063 if (multipass) 00064 { 00065 ++mSizeMP; 00066 if ( mSizeMP > (int)mListMP.size() ) 00067 mListMP.push_back( new RenderToken ); 00068 return mListMP[mSizeMP-1].get(); 00069 } 00070 else 00071 { 00072 ++mSize; 00073 if ( mSize > (int)mList.size() ) 00074 mList.push_back( new RenderToken ); 00075 return mList[mSize-1].get(); 00076 } 00077 } 00078 00079 void clear() 00080 { 00081 mSize = 0; 00082 mSizeMP = 0; 00083 } 00084 00085 bool empty() 00086 { 00087 return mSize == 0; 00088 } 00089 00090 int size() const 00091 { 00092 return mSize; 00093 } 00094 00095 void sort(RenderQueueSorter* sorter, Camera* camera) 00096 { 00097 if (sorter->mightNeedZCameraDistance()) 00098 { 00099 for(int i=0; i<size(); ++i) 00100 { 00101 RenderToken* tok = at(i); 00102 vec3 center = tok->mRenderable->boundingBox().isNull() ? vec3(0,0,0) : tok->mRenderable->boundingBox().center(); 00103 if ( sorter->confirmZCameraDistanceNeed(tok) ) 00104 { 00105 if (tok->mActor->transform()) 00106 // tok->mCameraDistance = ( camera->viewMatrix() * (tok->mActor->transform()->worldMatrix() * center) ).lengthSquared(); 00107 tok->mCameraDistance = -( camera->viewMatrix() * (tok->mActor->transform()->worldMatrix() * center) ).z(); 00108 else 00109 // tok->mCameraDistance = ( camera->viewMatrix() * /* I* */ center ).lengthSquared(); 00110 tok->mCameraDistance = -( camera->viewMatrix() * /* I* */ center ).z(); 00111 } 00112 else 00113 tok->mCameraDistance = 0; 00114 } 00115 } 00116 00117 VL_CHECK( sorter ) 00118 std::sort( mList.begin(), mList.begin() + size(), Sorter( sorter ) ); 00119 } 00120 00121 private: 00122 class Sorter 00123 { 00124 public: 00125 Sorter(const RenderQueueSorter* sorter): mRenderQueueSorter(sorter) {} 00126 bool operator()(const ref<RenderToken>& a, const ref<RenderToken>& b) const 00127 { 00128 VL_CHECK(a && b); 00129 return mRenderQueueSorter->operator()(a.get(), b.get()); 00130 } 00131 protected: 00132 const RenderQueueSorter* mRenderQueueSorter; 00133 }; 00134 00135 protected: 00136 // mic fixme: would be nice not to allocate these dinamically. 00137 // Necessary because: 00138 // 1- RenderToken.mNextPass: the pointer should be stable across std::vector reallocations. 00139 // Maybe we can use indices? 00140 // 2- The sorting sorts only pointers instead of whole structures. 00141 // Note: we need two lists because the sorting must still respect the multipassing order. 00142 std::vector< ref<RenderToken> > mList; 00143 std::vector< ref<RenderToken> > mListMP; 00144 int mSize; 00145 int mSizeMP; 00146 }; 00147 //------------------------------------------------------------------------------ 00148 typedef std::map< float, ref<RenderQueue> > TRenderQueueMap; 00149 //------------------------------------------------------------------------------ 00150 } 00151 00152 #endif