153 lines
6.1 KiB
C++
153 lines
6.1 KiB
C++
/**************************************************************************************/
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/* */
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/* Visualization Library */
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/* http://visualizationlibrary.org */
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/* */
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/* Copyright (c) 2005-2020, Michele Bosi */
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/* All rights reserved. */
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/* */
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/* Redistribution and use in source and binary forms, with or without modification, */
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/* are permitted provided that the following conditions are met: */
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/* */
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/* - Redistributions of source code must retain the above copyright notice, this */
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/* list of conditions and the following disclaimer. */
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/* */
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/* - Redistributions in binary form must reproduce the above copyright notice, this */
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/* list of conditions and the following disclaimer in the documentation and/or */
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/* other materials provided with the distribution. */
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/* */
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/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
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/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
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/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
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/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
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/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
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/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
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/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
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/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
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/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
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/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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/* */
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/**************************************************************************************/
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#ifndef RenderQueue_INCLUDE_ONCE
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#define RenderQueue_INCLUDE_ONCE
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#include <vlGraphics/RenderQueueSorter.hpp>
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namespace vl
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{
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//------------------------------------------------------------------------------
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// RenderQueue
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//------------------------------------------------------------------------------
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/**
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* The RenderQueue class collects a list of RenderToken objects to be sorted and rendered.
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*/
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class RenderQueue: public Object
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{
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VL_INSTRUMENT_CLASS(vl::RenderQueue, Object)
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public:
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RenderQueue(): mSize(0), mSizeMP(0)
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{
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VL_DEBUG_SET_OBJECT_NAME()
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mList.reserve(100);
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mListMP.reserve(100);
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}
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const RenderToken* at(int i) const { return mList[i].get(); }
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RenderToken* at(int i) { return mList[i].get(); }
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RenderToken* newToken(bool multipass)
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{
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if (multipass)
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{
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++mSizeMP;
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if ( mSizeMP > (int)mListMP.size() )
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mListMP.push_back( new RenderToken );
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return mListMP[mSizeMP-1].get();
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}
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else
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{
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++mSize;
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if ( mSize > (int)mList.size() )
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mList.push_back( new RenderToken );
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return mList[mSize-1].get();
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}
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}
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void clear()
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{
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mSize = 0;
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mSizeMP = 0;
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}
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bool empty()
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{
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return mSize == 0;
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}
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int size() const
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{
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return mSize;
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}
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void sort(RenderQueueSorter* sorter, Camera* camera)
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{
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if (sorter->mightNeedZCameraDistance())
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{
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for(int i=0; i<size(); ++i)
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{
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RenderToken* tok = at(i);
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vec3 center = tok->mRenderable->boundingBox().isNull() ? vec3(0,0,0) : tok->mRenderable->boundingBox().center();
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if ( sorter->confirmZCameraDistanceNeed(tok) )
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{
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if (tok->mActor->transform())
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// tok->mCameraDistance = ( camera->viewMatrix() * (tok->mActor->transform()->worldMatrix() * center) ).lengthSquared();
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tok->mCameraDistance = -( camera->viewMatrix() * (tok->mActor->transform()->worldMatrix() * center) ).z();
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else
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// tok->mCameraDistance = ( camera->viewMatrix() * /* I* */ center ).lengthSquared();
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tok->mCameraDistance = -( camera->viewMatrix() * /* I* */ center ).z();
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}
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else
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tok->mCameraDistance = 0;
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}
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}
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VL_CHECK( sorter )
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std::sort( mList.begin(), mList.begin() + size(), Sorter( sorter ) );
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}
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private:
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class Sorter
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{
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public:
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Sorter(const RenderQueueSorter* sorter): mRenderQueueSorter(sorter) {}
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bool operator()(const ref<RenderToken>& a, const ref<RenderToken>& b) const
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{
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VL_CHECK(a && b);
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return mRenderQueueSorter->operator()(a.get(), b.get());
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}
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protected:
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const RenderQueueSorter* mRenderQueueSorter;
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};
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protected:
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// mic fixme: would be nice not to allocate these dinamically.
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// Necessary because:
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// 1- RenderToken.mNextPass: the pointer should be stable across std::vector reallocations.
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// Maybe we can use indices?
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// 2- The sorting sorts only pointers instead of whole structures.
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// Note: we need two lists because the sorting must still respect the multipassing order.
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std::vector< ref<RenderToken> > mList;
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std::vector< ref<RenderToken> > mListMP;
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int mSize;
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int mSizeMP;
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};
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//------------------------------------------------------------------------------
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typedef std::map< float, ref<RenderQueue> > TRenderQueueMap;
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//------------------------------------------------------------------------------
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}
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#endif
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