/* * Copyright 2010, Google Inc. * 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 Google Inc. 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. */ /** * A DrawList gets used during rendering to collect DrawElements to * render. Each Material references a DrawList. Depending on the material, as * DrawElements get collected they will be put on different DrawLists. * @constructor */ o3d.DrawList = function() { o3d.NamedObject.call(this); this.list_ = []; }; o3d.inherit('DrawList', 'NamedObject'); /** * Private list to actually hold the DrawElements * @type {!Array.} */ this.list_ = []; /** * @type {number} */ o3d.DrawList.SortMethod = goog.typedef; /** * SortMethod, * BY_PERFORMANCE * BY_Z_ORDER * BY_PRIORITY * * Method to sort DrawList by. */ o3d.DrawList.BY_PERFORMANCE = 0; o3d.DrawList.BY_Z_ORDER = 1; o3d.DrawList.BY_PRIORITY = 2; /** * Compare function for by-priority sort. */ o3d.DrawList.comparePriority_ = function(drawElementInfoA, drawElementInfoB) { return drawElementInfoA.drawElement.owner.priority - drawElementInfoB.drawElement.owner.priority; }; /** * Compare function for by-z-coordinate sort. * @param {!o3d.DrawElement} drawElementInfoA * @param {!o3d.DrawElement} drawElementInfoB */ o3d.DrawList.compareZ_ = function(drawElementInfoA, drawElementInfoB) { return o3d.Transform.transformPointZOnly( drawElementInfoB.worldViewProjection, drawElementInfoB.drawElement.owner.zSortPoint) - o3d.Transform.transformPointZOnly( drawElementInfoA.worldViewProjection, drawElementInfoA.drawElement.owner.zSortPoint); }; /** * Sorts this list according to the given sort method. * @param {o3d.DrawList.SortMethod} sort_method Which method to use. * @private */ o3d.DrawList.prototype.sort_ = function(sort_method) { switch (sort_method) { case o3d.DrawList.BY_PRIORITY: this.list_.sort(o3d.DrawList.comparePriority_); break; case o3d.DrawList.BY_Z_ORDER: this.list_.sort(o3d.DrawList.compareZ_); break; case o3d.DrawList.BY_PERFORMANCE: default: break; } }; /** * Renders the draw list. */ o3d.DrawList.prototype.render = function() { for (var i = 0; i < this.list_.length; ++i) { var drawElementInfo = this.list_[i]; var world = drawElementInfo.world; var view = drawElementInfo.view; var viewProjection = drawElementInfo.viewProjection; var worldViewProjection = drawElementInfo.worldViewProjection; var projection = drawElementInfo.projection; var transform = drawElementInfo.transform; var drawElement = drawElementInfo.drawElement; var element = drawElement.owner; var material = drawElement.material || element.material; var effect = material.effect; o3d.Param.SAS.setWorld(world); o3d.Param.SAS.setView(view); o3d.Param.SAS.setProjection(projection); o3d.Param.SAS.setViewProjection(viewProjection); o3d.Param.SAS.setWorldViewProjection(worldViewProjection); var paramObjects = [ transform, drawElement, element, material, effect, o3d.Param.SAS ]; effect.searchForParams_(paramObjects); var state_on = (material.state != undefined); if (state_on) { material.state.push_(); } element.render(); if (state_on) { material.state.pop_(); } } };