//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2012 Ceetron AS // // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfObject.h" namespace cvf { class RenderQueue; class RenderItem; //================================================================================================== // // // //================================================================================================== class RenderQueueSorter : public Object { public: RenderQueueSorter(); virtual void sort(RenderQueue* renderQueue) const = 0; virtual bool requireDistance() const = 0; virtual bool requirePixelArea() const = 0; }; //================================================================================================== // // // //================================================================================================== class RenderQueueSorterBasic : public RenderQueueSorter { public: enum SortStrategy { MINIMAL, // Does a minimum of sorting, currently only sorts on priority EFFECT_ONLY, // A simple render queue sorter ordering the items by effect object (and priority) STANDARD, // Currently experimental, but should eventually become the default sorter BACK_TO_FRONT // Sorts parts in a back to front order (useful for e.g. transparency) }; public: RenderQueueSorterBasic(SortStrategy strategy); SortStrategy strategy() const; virtual void sort(RenderQueue* renderQueue) const; virtual bool requireDistance() const; virtual bool requirePixelArea() const; private: SortStrategy m_strategy; }; //================================================================================================== // // // //================================================================================================== class RenderQueueSorterTargetFramerate : public RenderQueueSorter { public: RenderQueueSorterTargetFramerate(); void setMaxNumPartsToDraw(size_t maxNumPartsToDraw); void clearMaxNumPartsToDraw(); void setNumPartsToDistanceSort(size_t numPartsToDistanceSort); virtual void sort(RenderQueue* renderQueue) const; virtual bool requireDistance() const; virtual bool requirePixelArea() const; private: size_t m_maxNumPartsToDraw; // The maximum number of parts we will draw. Will do as little work as possible for the remaining parts. size_t m_numPartsToDistanceSort; // The number of parts that will be sorted according to distance. }; }