Ogre如何将一个可渲染对象加进渲染队列

判断对象是否半透明实体
    //-----------------------------------------------------------------------
    bool Pass::isTransparent(void) const
    {
		// Transparent if any of the destination colour is taken into account
		if (mDestBlendFactor == SBF_ZERO &&
			mSourceBlendFactor != SBF_DEST_COLOUR &&
			mSourceBlendFactor != SBF_ONE_MINUS_DEST_COLOUR &&
			mSourceBlendFactor != SBF_DEST_ALPHA &&
			mSourceBlendFactor != SBF_ONE_MINUS_DEST_ALPHA)
		{
		    return false;
		}
	         else
		{
		    return true;
		}
    }


 

    //-----------------------------------------------------------------------
    void RenderPriorityGroup::addRenderable(Renderable* rend, Technique* pTech)
    {
        // Transparent and depth/colour settings mean depth sorting is required?
        // Note: colour write disabled with depth check/write enabled means
        //       setup depth buffer for other passes use.
        // 这个很长的if决定对象是否半透明实体
        if (pTech->isTransparentSortingForced() || 
			(pTech->isTransparent() && 
            (!pTech->isDepthWriteEnabled() ||
             !pTech->isDepthCheckEnabled() ||
             pTech->hasColourWriteDisabled())))
        {
			if (pTech->isTransparentSortingEnabled())
				addTransparentRenderable(pTech, rend);
			else
				addUnsortedTransparentRenderable(pTech, rend);
        }
        else
        {
            if (mSplitNoShadowPasses &&
                mParent->getShadowsEnabled() &&
				(!pTech->getParent()->getReceiveShadows() ||
				rend->getCastsShadows() && mShadowCastersNotReceivers))
            {
                // Add solid renderable and add passes to no-shadow group
                addSolidRenderable(pTech, rend, true);
            }
            else
            {
                if (mSplitPassesByLightingType && mParent->getShadowsEnabled())
                {
                    addSolidRenderableSplitByLightType(pTech, rend);
                }
                else
                {
                    addSolidRenderable(pTech, rend, false);
                }
            }
        }

    }

 

 

 

每一个RenderPriorityGroup由6个队列组成
+  mSolidsBasic {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection
+  mSolidsDiffuseSpecular {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection
+  mSolidsDecal {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection
+  mSolidsNoShadowReceive {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection
+  mTransparentsUnsorted {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection
+  mTransparents {msRadixSorter1={...} msRadixSorter2={...} mOrganisationMode='' ...} Ogre::QueuedRenderableCollection

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