//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENE_RENDER_QUEUE_H_ #include "2d/scene/SceneRenderQueue.h" #endif #ifndef _SCENE_RENDER_OBJECT_H_ #include "2d/scene/SceneRenderObject.h" #endif //----------------------------------------------------------------------------- static EnumTable::Enums renderSortLookup[] = { { SceneRenderQueue::RENDER_SORT_OFF, "Off" }, { SceneRenderQueue::RENDER_SORT_NEWEST, "New" }, { SceneRenderQueue::RENDER_SORT_OLDEST, "Old" }, { SceneRenderQueue::RENDER_SORT_BATCH, "Batch" }, { SceneRenderQueue::RENDER_SORT_GROUP, "Group" }, { SceneRenderQueue::RENDER_SORT_XAXIS, "X" }, { SceneRenderQueue::RENDER_SORT_YAXIS, "Y" }, { SceneRenderQueue::RENDER_SORT_ZAXIS, "Z" }, { SceneRenderQueue::RENDER_SORT_INVERSE_XAXIS, "-X" }, { SceneRenderQueue::RENDER_SORT_INVERSE_YAXIS, "-Y" }, { SceneRenderQueue::RENDER_SORT_INVERSE_ZAXIS, "-Z" }, }; EnumTable SceneRenderQueue::renderSortTable(sizeof(renderSortLookup) / sizeof(EnumTable::Enums), &renderSortLookup[0]); //----------------------------------------------------------------------------- SceneRenderQueue::RenderSort SceneRenderQueue::getRenderSortEnum(const char* label) { // Search for Mnemonic. for(U32 i = 0; i < (sizeof(renderSortLookup) / sizeof(EnumTable::Enums)); i++) if( dStricmp(renderSortLookup[i].label, label) == 0) return((RenderSort)renderSortLookup[i].index); // Warn. Con::warnf( "SceneRenderQueue::getRenderSortEnum() - Invalid sort enum of '%s'", label ); return SceneRenderQueue::RENDER_SORT_INVALID; } //----------------------------------------------------------------------------- const char* SceneRenderQueue::getRenderSortDescription( const RenderSort& sortMode ) { // Search for Mnemonic. for (U32 i = 0; i < (sizeof(renderSortLookup) / sizeof(EnumTable::Enums)); i++) { if( renderSortLookup[i].index == sortMode ) return renderSortLookup[i].label; } // Warn. Con::warnf( "SceneRenderQueue::getRenderSortDescription() - Invalid sort enum." ); return StringTable->EmptyString; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredNewFrontSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Use serial Id, return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredOldFrontSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Use reverse serial Id, return pSceneRenderRequestB->mSerialId - pSceneRenderRequestA->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredDepthSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Fetch depths. const F32 depthA = pSceneRenderRequestA->mDepth; const F32 depthB = pSceneRenderRequestB->mDepth; return depthA < depthB ? 1 : depthA > depthB ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseDepthSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Fetch depths. const F32 depthA = pSceneRenderRequestA->mDepth; const F32 depthB = pSceneRenderRequestB->mDepth; return depthA < depthB ? -1 : depthA > depthB ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layerBatchOrderSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Fetch scene render objects. SceneRenderObject* pSceneRenderObjectA = pSceneRenderRequestA->mpSceneRenderObject; SceneRenderObject* pSceneRenderObjectB = pSceneRenderRequestB->mpSceneRenderObject; // Fetch batch render isolation. const bool renderIsolatedA = pSceneRenderObjectA->getBatchIsolated(); const bool renderIsolatedB = pSceneRenderObjectB->getBatchIsolated(); // A not render isolated? if ( !renderIsolatedA ) { // Use the serial Id if neither are render isolated. if ( !renderIsolatedB ) return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; // A not render isolated but B is. return 1; } // B not render isolated? if ( !renderIsolatedB ) { // A is render isolated. return -1; } // A and B are render isolated so use serial Id, return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layerGroupOrderSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); // Fetch the groups. StringTableEntry renderGroupA = pSceneRenderRequestA->mRenderGroup; StringTableEntry renderGroupB = pSceneRenderRequestB->mRenderGroup; // Sort by render group (address, arbitrary but static) and use age if render groups are identical. return renderGroupA == renderGroupB ? pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId : renderGroupA < renderGroupB ? -1 : 1; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredXSortPointSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); const F32 x1 = pSceneRenderRequestA->mWorldPosition.x + pSceneRenderRequestA->mSortPoint.x; const F32 x2 = pSceneRenderRequestB->mWorldPosition.x + pSceneRenderRequestB->mSortPoint.x; // We sort lower x values before higher values. return x1 < x2 ? -1 : x1 > x2 ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredYSortPointSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); const F32 y1 = pSceneRenderRequestA->mWorldPosition.y + pSceneRenderRequestA->mSortPoint.y; const F32 y2 = pSceneRenderRequestB->mWorldPosition.y + pSceneRenderRequestB->mSortPoint.y; // We sort lower y values before higher values. return y1 < y2 ? -1 : y1 > y2 ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseXSortPointSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); const F32 x1 = pSceneRenderRequestA->mWorldPosition.x + pSceneRenderRequestA->mSortPoint.x; const F32 x2 = pSceneRenderRequestB->mWorldPosition.x + pSceneRenderRequestB->mSortPoint.x; // We sort higher x values before lower values. return x1 < x2 ? 1 : x1 > x2 ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; } //----------------------------------------------------------------------------- S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseYSortPointSort(const void* a, const void* b) { // Fetch scene render requests. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a); SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b); const F32 y1 = pSceneRenderRequestA->mWorldPosition.y + pSceneRenderRequestA->mSortPoint.y; const F32 y2 = pSceneRenderRequestB->mWorldPosition.y + pSceneRenderRequestB->mSortPoint.y; // We sort higher y values before lower values. return y1 < y2 ? 1 : y1 > y2 ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId; }