/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.renderer.queue; import com.jme3.post.SceneProcessor; import com.jme3.renderer.Camera; import com.jme3.renderer.RenderManager; import com.jme3.scene.Geometry; import com.jme3.scene.Spatial; /** * <code>RenderQueue</code> is used to queue up and sort * {@link Geometry geometries} for rendering. * * @author Kirill Vainer */ public class RenderQueue { private GeometryList opaqueList; private GeometryList guiList; private GeometryList transparentList; private GeometryList translucentList; private GeometryList skyList; /** * Creates a new RenderQueue, the default {@link GeometryComparator comparators} * are used for all {@link GeometryList geometry lists}. */ public RenderQueue() { this.opaqueList = new GeometryList(new OpaqueComparator()); this.guiList = new GeometryList(new GuiComparator()); this.transparentList = new GeometryList(new TransparentComparator()); this.translucentList = new GeometryList(new TransparentComparator()); this.skyList = new GeometryList(new NullComparator()); } /** * The render queue <code>Bucket</code> specifies the bucket * to which the spatial will be placed when rendered. * <p> * The behavior of the rendering will differ depending on which * bucket the spatial is placed. A spatial's queue bucket can be set * via {@link Spatial#setQueueBucket(com.jme3.renderer.queue.RenderQueue.Bucket) }. */ public enum Bucket { /** * The renderer will try to find the optimal order for rendering all * objects using this mode. * You should use this mode for most normal objects, except transparent * ones, as it could give a nice performance boost to your application. */ Opaque, /** * This is the mode you should use for object with * transparency in them. It will ensure the objects furthest away are * rendered first. That ensures when another transparent object is drawn on * top of previously drawn objects, you can see those (and the object drawn * using Opaque) through the transparent parts of the newly drawn * object. */ Transparent, /** * A special mode used for rendering really far away, flat objects - * e.g. skies. In this mode, the depth is set to infinity so * spatials in this bucket will appear behind everything, the downside * to this bucket is that 3D objects will not be rendered correctly * due to lack of depth testing. */ Sky, /** * A special mode used for rendering transparent objects that * should not be effected by {@link SceneProcessor}. * Generally this would contain translucent objects, and * also objects that do not write to the depth buffer such as * particle emitters. */ Translucent, /** * This is a special mode, for drawing 2D object * without perspective (such as GUI or HUD parts). * The spatial's world coordinate system has the range * of [0, 0, -1] to [Width, Height, 1] where Width/Height is * the resolution of the screen rendered to. Any spatials * outside of that range are culled. */ Gui, /** * A special mode, that will ensure that this spatial uses the same * mode as the parent Node does. */ Inherit, } /** * <code>ShadowMode</code> is a marker used to specify how shadow * effects should treat the spatial. */ public enum ShadowMode { /** * Disable both shadow casting and shadow receiving for this spatial. * Generally used for special effects like particle emitters. */ Off, /** * Enable casting of shadows but not receiving them. */ Cast, /** * Enable receiving of shadows but not casting them. */ Receive, /** * Enable both receiving and casting of shadows. */ CastAndReceive, /** * Inherit the <code>ShadowMode</code> from the parent node. */ Inherit } /** * Sets a different geometry comparator for the specified bucket, one * of Gui, Opaque, Sky, Transparent, or Translucent. The GeometryComparators are * used to sort the accumulated list of geometries before actual rendering * occurs. * * <p>The most significant comparator is the one for the transparent * bucket since there is no correct way to sort the transparent bucket * that will handle all geometry all the time. In certain cases, the * application may know the best way to sort and now has the option of * configuring a specific implementation.</p> * * <p>The default comparators are:</p> * <ul> * <li>Bucket.Opaque: {@link com.jme3.renderer.queue.OpaqueComparator} which sorts * by material first and front to back within the same material. * <li>Bucket.Transparent: {@link com.jme3.renderer.queue.TransparentComparator} which * sorts purely back to front by leading bounding edge with no material sort. * <li>Bucket.Translucent: {@link com.jme3.renderer.queue.TransparentComparator} which * sorts purely back to front by leading bounding edge with no material sort. this bucket is rendered after post processors. * <li>Bucket.Sky: {@link com.jme3.renderer.queue.NullComparator} which does no sorting * at all. * <li>Bucket.Gui: {@link com.jme3.renderer.queue.GuiComparator} sorts geometries back to * front based on their Z values. */ public void setGeometryComparator(Bucket bucket, GeometryComparator c) { switch (bucket) { case Gui: guiList = new GeometryList(c); break; case Opaque: opaqueList = new GeometryList(c); break; case Sky: skyList = new GeometryList(c); break; case Transparent: transparentList = new GeometryList(c); break; case Translucent: translucentList = new GeometryList(c); break; default: throw new UnsupportedOperationException("Unknown bucket type: " + bucket); } } /** * Returns the current GeometryComparator used by the specified bucket, * one of Gui, Opaque, Sky, Transparent, or Translucent. */ public GeometryComparator getGeometryComparator(Bucket bucket) { switch (bucket) { case Gui: return guiList.getComparator(); case Opaque: return opaqueList.getComparator(); case Sky: return skyList.getComparator(); case Transparent: return transparentList.getComparator(); case Translucent: return translucentList.getComparator(); default: throw new UnsupportedOperationException("Unknown bucket type: " + bucket); } } /** * Adds a geometry to the given bucket. * The {@link RenderManager} automatically handles this task * when flattening the scene graph. The bucket to add * the geometry is determined by {@link Geometry#getQueueBucket() }. * * @param g The geometry to add * @param bucket The bucket to add to, usually * {@link Geometry#getQueueBucket() }. */ public void addToQueue(Geometry g, Bucket bucket) { switch (bucket) { case Gui: guiList.add(g); break; case Opaque: opaqueList.add(g); break; case Sky: skyList.add(g); break; case Transparent: transparentList.add(g); break; case Translucent: translucentList.add(g); break; default: throw new UnsupportedOperationException("Unknown bucket type: " + bucket); } } private void renderGeometryList(GeometryList list, RenderManager rm, Camera cam, boolean clear) { list.setCamera(cam); // select camera for sorting list.sort(); for (int i = 0; i < list.size(); i++) { Geometry obj = list.get(i); assert obj != null; rm.renderGeometry(obj); obj.queueDistance = Float.NEGATIVE_INFINITY; } if (clear) { list.clear(); } } public void renderShadowQueue(GeometryList list, RenderManager rm, Camera cam, boolean clear) { renderGeometryList(list, rm, cam, clear); } public boolean isQueueEmpty(Bucket bucket) { switch (bucket) { case Gui: return guiList.size() == 0; case Opaque: return opaqueList.size() == 0; case Sky: return skyList.size() == 0; case Transparent: return transparentList.size() == 0; case Translucent: return translucentList.size() == 0; default: throw new UnsupportedOperationException("Unsupported bucket type: " + bucket); } } public void renderQueue(Bucket bucket, RenderManager rm, Camera cam) { renderQueue(bucket, rm, cam, true); } public void renderQueue(Bucket bucket, RenderManager rm, Camera cam, boolean clear) { switch (bucket) { case Gui: renderGeometryList(guiList, rm, cam, clear); break; case Opaque: renderGeometryList(opaqueList, rm, cam, clear); break; case Sky: renderGeometryList(skyList, rm, cam, clear); break; case Transparent: renderGeometryList(transparentList, rm, cam, clear); break; case Translucent: renderGeometryList(translucentList, rm, cam, clear); break; default: throw new UnsupportedOperationException("Unsupported bucket type: " + bucket); } } public void clear() { opaqueList.clear(); guiList.clear(); transparentList.clear(); translucentList.clear(); skyList.clear(); } }