ResInsight/Fwk/VizFwk/LibViewing/cvfRenderQueueSorter.h

123 lines
4.1 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// 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.
};
}