SceneRenderQueue.cpp 11 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SCENE_RENDER_QUEUE_H_
  23. #include "2d/scene/SceneRenderQueue.h"
  24. #endif
  25. #ifndef _SCENE_RENDER_OBJECT_H_
  26. #include "2d/scene/SceneRenderObject.h"
  27. #endif
  28. //-----------------------------------------------------------------------------
  29. static EnumTable::Enums renderSortLookup[] =
  30. {
  31. { SceneRenderQueue::RENDER_SORT_OFF, "Off" },
  32. { SceneRenderQueue::RENDER_SORT_NEWEST, "New" },
  33. { SceneRenderQueue::RENDER_SORT_OLDEST, "Old" },
  34. { SceneRenderQueue::RENDER_SORT_BATCH, "Batch" },
  35. { SceneRenderQueue::RENDER_SORT_GROUP, "Group" },
  36. { SceneRenderQueue::RENDER_SORT_XAXIS, "X" },
  37. { SceneRenderQueue::RENDER_SORT_YAXIS, "Y" },
  38. { SceneRenderQueue::RENDER_SORT_ZAXIS, "Z" },
  39. { SceneRenderQueue::RENDER_SORT_INVERSE_XAXIS, "-X" },
  40. { SceneRenderQueue::RENDER_SORT_INVERSE_YAXIS, "-Y" },
  41. { SceneRenderQueue::RENDER_SORT_INVERSE_ZAXIS, "-Z" },
  42. };
  43. EnumTable SceneRenderQueue::renderSortTable(sizeof(renderSortLookup) / sizeof(EnumTable::Enums), &renderSortLookup[0]);
  44. //-----------------------------------------------------------------------------
  45. SceneRenderQueue::RenderSort SceneRenderQueue::getRenderSortEnum(const char* label)
  46. {
  47. // Search for Mnemonic.
  48. for(U32 i = 0; i < (sizeof(renderSortLookup) / sizeof(EnumTable::Enums)); i++)
  49. if( dStricmp(renderSortLookup[i].label, label) == 0)
  50. return((RenderSort)renderSortLookup[i].index);
  51. // Warn.
  52. Con::warnf( "SceneRenderQueue::getRenderSortEnum() - Invalid sort enum of '%s'", label );
  53. return SceneRenderQueue::RENDER_SORT_INVALID;
  54. }
  55. //-----------------------------------------------------------------------------
  56. const char* SceneRenderQueue::getRenderSortDescription( const RenderSort& sortMode )
  57. {
  58. // Search for Mnemonic.
  59. for (U32 i = 0; i < (sizeof(renderSortLookup) / sizeof(EnumTable::Enums)); i++)
  60. {
  61. if( renderSortLookup[i].index == sortMode )
  62. return renderSortLookup[i].label;
  63. }
  64. // Warn.
  65. Con::warnf( "SceneRenderQueue::getRenderSortDescription() - Invalid sort enum." );
  66. return StringTable->EmptyString;
  67. }
  68. //-----------------------------------------------------------------------------
  69. S32 QSORT_CALLBACK SceneRenderQueue::layeredNewFrontSort(const void* a, const void* b)
  70. {
  71. // Fetch scene render requests.
  72. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  73. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  74. // Use serial Id,
  75. return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  76. }
  77. //-----------------------------------------------------------------------------
  78. S32 QSORT_CALLBACK SceneRenderQueue::layeredOldFrontSort(const void* a, const void* b)
  79. {
  80. // Fetch scene render requests.
  81. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  82. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  83. // Use reverse serial Id,
  84. return pSceneRenderRequestB->mSerialId - pSceneRenderRequestA->mSerialId;
  85. }
  86. //-----------------------------------------------------------------------------
  87. S32 QSORT_CALLBACK SceneRenderQueue::layeredDepthSort(const void* a, const void* b)
  88. {
  89. // Fetch scene render requests.
  90. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  91. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  92. // Fetch depths.
  93. const F32 depthA = pSceneRenderRequestA->mDepth;
  94. const F32 depthB = pSceneRenderRequestB->mDepth;
  95. return depthA < depthB ? 1 : depthA > depthB ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  96. }
  97. //-----------------------------------------------------------------------------
  98. S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseDepthSort(const void* a, const void* b)
  99. {
  100. // Fetch scene render requests.
  101. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  102. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  103. // Fetch depths.
  104. const F32 depthA = pSceneRenderRequestA->mDepth;
  105. const F32 depthB = pSceneRenderRequestB->mDepth;
  106. return depthA < depthB ? -1 : depthA > depthB ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  107. }
  108. //-----------------------------------------------------------------------------
  109. S32 QSORT_CALLBACK SceneRenderQueue::layerBatchOrderSort(const void* a, const void* b)
  110. {
  111. // Fetch scene render requests.
  112. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  113. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  114. // Fetch scene render objects.
  115. SceneRenderObject* pSceneRenderObjectA = pSceneRenderRequestA->mpSceneRenderObject;
  116. SceneRenderObject* pSceneRenderObjectB = pSceneRenderRequestB->mpSceneRenderObject;
  117. // Fetch batch render isolation.
  118. const bool renderIsolatedA = pSceneRenderObjectA->getBatchIsolated();
  119. const bool renderIsolatedB = pSceneRenderObjectB->getBatchIsolated();
  120. // A not render isolated?
  121. if ( !renderIsolatedA )
  122. {
  123. // Use the serial Id if neither are render isolated.
  124. if ( !renderIsolatedB )
  125. return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  126. // A not render isolated but B is.
  127. return 1;
  128. }
  129. // B not render isolated?
  130. if ( !renderIsolatedB )
  131. {
  132. // A is render isolated.
  133. return -1;
  134. }
  135. // A and B are render isolated so use serial Id,
  136. return pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  137. }
  138. //-----------------------------------------------------------------------------
  139. S32 QSORT_CALLBACK SceneRenderQueue::layerGroupOrderSort(const void* a, const void* b)
  140. {
  141. // Fetch scene render requests.
  142. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  143. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  144. // Fetch the groups.
  145. StringTableEntry renderGroupA = pSceneRenderRequestA->mRenderGroup;
  146. StringTableEntry renderGroupB = pSceneRenderRequestB->mRenderGroup;
  147. // Sort by render group (address, arbitrary but static) and use age if render groups are identical.
  148. return renderGroupA == renderGroupB ? pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId : renderGroupA < renderGroupB ? -1 : 1;
  149. }
  150. //-----------------------------------------------------------------------------
  151. S32 QSORT_CALLBACK SceneRenderQueue::layeredXSortPointSort(const void* a, const void* b)
  152. {
  153. // Fetch scene render requests.
  154. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  155. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  156. const F32 x1 = pSceneRenderRequestA->mWorldPosition.x + pSceneRenderRequestA->mSortPoint.x;
  157. const F32 x2 = pSceneRenderRequestB->mWorldPosition.x + pSceneRenderRequestB->mSortPoint.x;
  158. // We sort lower x values before higher values.
  159. return x1 < x2 ? -1 : x1 > x2 ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  160. }
  161. //-----------------------------------------------------------------------------
  162. S32 QSORT_CALLBACK SceneRenderQueue::layeredYSortPointSort(const void* a, const void* b)
  163. {
  164. // Fetch scene render requests.
  165. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  166. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  167. const F32 y1 = pSceneRenderRequestA->mWorldPosition.y + pSceneRenderRequestA->mSortPoint.y;
  168. const F32 y2 = pSceneRenderRequestB->mWorldPosition.y + pSceneRenderRequestB->mSortPoint.y;
  169. // We sort lower y values before higher values.
  170. return y1 < y2 ? -1 : y1 > y2 ? 1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  171. }
  172. //-----------------------------------------------------------------------------
  173. S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseXSortPointSort(const void* a, const void* b)
  174. {
  175. // Fetch scene render requests.
  176. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  177. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  178. const F32 x1 = pSceneRenderRequestA->mWorldPosition.x + pSceneRenderRequestA->mSortPoint.x;
  179. const F32 x2 = pSceneRenderRequestB->mWorldPosition.x + pSceneRenderRequestB->mSortPoint.x;
  180. // We sort higher x values before lower values.
  181. return x1 < x2 ? 1 : x1 > x2 ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  182. }
  183. //-----------------------------------------------------------------------------
  184. S32 QSORT_CALLBACK SceneRenderQueue::layeredInverseYSortPointSort(const void* a, const void* b)
  185. {
  186. // Fetch scene render requests.
  187. SceneRenderRequest* pSceneRenderRequestA = *((SceneRenderRequest**)a);
  188. SceneRenderRequest* pSceneRenderRequestB = *((SceneRenderRequest**)b);
  189. const F32 y1 = pSceneRenderRequestA->mWorldPosition.y + pSceneRenderRequestA->mSortPoint.y;
  190. const F32 y2 = pSceneRenderRequestB->mWorldPosition.y + pSceneRenderRequestB->mSortPoint.y;
  191. // We sort higher y values before lower values.
  192. return y1 < y2 ? 1 : y1 > y2 ? -1 : pSceneRenderRequestA->mSerialId - pSceneRenderRequestB->mSerialId;
  193. }