#pragma once #include "BsCorePrerequisites.h" namespace BansheeEngine { /** * @brief Slightly more fine grained version of RenderOperation, as each pass * is specified as an individual operation. Used for sorting within the RenderQueue. */ struct BS_CORE_EXPORT SortedRenderOp { SortedRenderOp() :baseOperation(nullptr), passIdx(0) { } const RenderOperation* baseOperation; UINT32 passIdx; }; /** * @brief Render objects determines rendering order of objects contained within it. Normally the rendering * order is determined by object material, and can influence rendering of transparent or opaque objects, * or be used to improve performance by grouping similar objects together. * * You need to provide your own implementation of the render queue sorting method. Likely the sorting method * will need to be closely tied to the renderer used. */ // TODO UNDOCUMENTED class BS_CORE_EXPORT RenderQueue { public: RenderQueue(); void add(const MaterialProxy& material, MeshProxy* mesh, const Vector3& worldPosForSort); /** * @brief Clears all render operations from the queue. */ void clear(); /** * @brief Sorts all the render operations using user-defined rules. */ virtual void sort() = 0; /** * @brief Returns a list of sorted render operations. Caller must ensure * "sort" is called before this method. */ const Vector& getSortedRenderOps() const; protected: Vector mRenderOperations; Vector mSortedRenderOps; }; }