6e8fbca745
match the genesis editor version 1.3.0.653.
297 lines
7.6 KiB
C++
297 lines
7.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "RenderData.h"
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#include "graphicsystem/Material/materialinstance.h"
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#include "graphicsystem/Renderable/Renderable.h"
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#include "graphicsystem/Camera/RenderPipeline/VisibleNode.h"
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#include "foundation/util/stl.h"
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namespace Graphic
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{
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// ------------------------------------ ²ÄÖÊÅÅÐò ---------------------------------------------------
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template<bool opaque>
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class RenderDataSorter
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{
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public:
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RenderDataSorter(const RenderData* _data)
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{
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data = _data;
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}
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bool operator() (const int& l, const int& r) const;
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private:
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const RenderData* data;
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};
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template<bool opaque>
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bool RenderDataSorter<opaque>::operator() (const int& lIndrex, const int& rIndex) const
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{
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const RenderData& lhs = data[lIndrex];
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const RenderData& rhs = data[rIndex];
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if (lhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex() != rhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex())
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{
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return lhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex() < rhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex();
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}
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if (!opaque)
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{
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float lhsOrder = lhs.onwer->distance + lhs.renderable->GetSort();
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float rhsOrder = rhs.onwer->distance + rhs.renderable->GetSort();
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if (lhsOrder != rhsOrder)
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{
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return lhsOrder > rhsOrder;
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}
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}
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if (lhs.renderable->GetMaterial()->GetSort() != rhs.renderable->GetMaterial()->GetSort())
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{
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return lhs.renderable->GetMaterial()->GetSort() < rhs.renderable->GetMaterial()->GetSort();
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}
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if (lhs.renderable->GetMaterial()->GetShaderInstanceID() != rhs.renderable->GetMaterial()->GetShaderInstanceID())
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{
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return lhs.renderable->GetMaterial()->GetShaderInstanceID() < rhs.renderable->GetMaterial()->GetShaderInstanceID();
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}
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if (opaque)
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{
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return lhs.onwer->distance < rhs.onwer->distance;
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}
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return lIndrex < rIndex;
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}
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class ScreenDataSorter
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{
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public:
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ScreenDataSorter(const RenderData* _data)
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{
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data = _data;
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}
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bool operator()(const int& lIndrex, const int& rIndex) const;
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private:
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const RenderData* data;
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};
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bool ScreenDataSorter::operator() (const int& lIndrex, const int& rIndex) const
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{
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const RenderData& lhs = data[lIndrex];
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const RenderData& rhs = data[rIndex];
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return lhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex() < rhs.renderable->GetMaterial()->GetRenderQueue().GetQueueIndex();
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}
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class DepthSorter
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{
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public:
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DepthSorter(const RenderData* _data)
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{
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data = _data;
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}
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bool operator()(const int& lIndrex, const int& rIndex) const;
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private:
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const RenderData* data;
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};
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bool DepthSorter::operator() (const int& lIndrex, const int& rIndex) const
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{
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const RenderData& lhs = data[lIndrex];
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const RenderData& rhs = data[rIndex];
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if (lhs.renderable->GetMaterial()->GetSort() != rhs.renderable->GetMaterial()->GetSort())
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{
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return lhs.renderable->GetMaterial()->GetSort() < rhs.renderable->GetMaterial()->GetSort();
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}
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if (lhs.renderable->GetMaterial()->GetShaderInstanceID() != rhs.renderable->GetMaterial()->GetShaderInstanceID())
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{
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return lhs.renderable->GetMaterial()->GetShaderInstanceID() < rhs.renderable->GetMaterial()->GetShaderInstanceID();
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}
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return lhs.onwer->distance < rhs.onwer->distance;
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}
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const SizeT RenderDataManager::sDefualtSize = 50;
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RenderDataManager::RenderDataManager()
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:mUseFor(Super::Unknown)
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,mCurrNode(NULL)
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,mIsMainCamera(false)
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{
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}
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RenderDataCollection::UseFor RenderDataManager::GetUseFor() const
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{
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return mUseFor;
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}
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void RenderDataManager::Push(Renderable* renderable)
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{
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RenderQueue::QueueType renderQueueType = renderable->GetMaterial()->GetRenderQueue().GetQueueType();
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int partIndex = 0;
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switch ( renderQueueType )
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{
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case RenderQueue::eRQTBackGround:
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{
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partIndex = RenderData::Background;
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}
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break;
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case RenderQueue::eRQTOpaque:
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case RenderQueue::eRQTAlphaTest:
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{
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partIndex = RenderData::Opaque;
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}
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break;
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case RenderQueue::eRQTAlphaBlend:
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{
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partIndex = RenderData::Alpha;
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}
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break;
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case RenderQueue::eRQTGlass:
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{
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if (mIsMainCamera)
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{
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partIndex = RenderData::Glass;
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}
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else
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{
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return;
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}
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}
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break;
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case RenderQueue::eRQParticleDecal:
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{
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if (mIsMainCamera)
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{
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partIndex = RenderData::ParticleDecal;
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}
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else
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{
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return;
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}
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}
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break;
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case RenderQueue::eRQParticlePost:
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{
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if (mIsMainCamera)
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{
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partIndex = RenderData::ParticlePost;
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}
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else
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{
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return;
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}
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}
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break;
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case RenderQueue::eRQTCustomDraw:
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{
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if (mIsMainCamera)
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{
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partIndex = RenderData::Custom;
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}
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else
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{
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return;
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}
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}
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case RenderQueue::eRQTDebugPrimitive:
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{
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partIndex = RenderData::Custom;
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}
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break;
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case RenderQueue::eRQTScreen:
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{
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if (mIsMainCamera)
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{
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partIndex = RenderData::Screen;
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}
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else
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{
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return;
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}
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}
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break;
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default:
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{
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RenderQueue rq = renderable->GetMaterial()->GetRenderQueue();
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n_warning("unknown render queue(type:%d, sort: %d) of material(%s).", (int)rq.GetQueueType(), (int)rq.GetSort(), renderable->GetMaterial()->GetMaterialID().AsString().AsCharPtr());
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return;
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}
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}
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mSorteCaches[partIndex].PushBack(mRenderDatas.Count());
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RenderData& data = mRenderDatas.PushBack();
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data.onwer = mCurrNode;
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data.renderable = renderable;
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}
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void RenderDataManager::Sort()
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{
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switch(mUseFor)
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{
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case Super::Normal:
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{
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_sort<true>(mSorteCaches[RenderData::Opaque]);
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_sort<false>(mSorteCaches[RenderData::Alpha]);
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if (mSorteCaches->Count())
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{
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_sortScreen(mSorteCaches[RenderData::Screen]);
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}
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break;
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}
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case Super::Shadow:
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{
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_sortDepth(mSorteCaches[RenderData::Opaque]);
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break;
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}
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default:
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break;
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}
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}
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void RenderDataManager::Reset(bool isMain)
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{
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mRenderDatas.Clear();
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for (int i = 0; i < RenderData::TypeCount; ++i)
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{
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mSorteCaches[i].Clear();
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}
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mIsMainCamera = isMain;
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}
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template<bool Opaque>
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void RenderDataManager::_sort(RenderDataIndexArray& cache)
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{
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RenderDataSorter<Opaque> sorter(mRenderDatas.Begin());
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Util::STL::sort(cache.Begin(), cache.End(), sorter);
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}
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void RenderDataManager::_sortScreen(RenderDataIndexArray& cache)
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{
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ScreenDataSorter sorter(mRenderDatas.Begin());
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Util::STL::sort(cache.Begin(), cache.End(), sorter);
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}
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void RenderDataManager::_sortDepth(RenderDataIndexArray& cache)
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{
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DepthSorter sorter(mRenderDatas.Begin());
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Util::STL::sort(cache.Begin(), cache.End(), sorter);
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}
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} |