//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#ifndef _RENDER_TRANSLUCENT_MGR_H_
#define _RENDER_TRANSLUCENT_MGR_H_

#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif

class RenderParticleMgr;

class RenderTranslucentMgr : public RenderBinManager
{
   typedef RenderBinManager Parent;

public:

   RenderTranslucentMgr();
   RenderTranslucentMgr( F32 renderOrder, F32 processAddOrder );
   virtual ~RenderTranslucentMgr();

   // RenderBinManager
   void render(SceneRenderState * state);
   void addElement( RenderInst *inst );
   void setupSGData( MeshRenderInst *ri, SceneData &data );

   // ConsoleObject
   DECLARE_CONOBJECT(RenderTranslucentMgr);

protected:
   // This is a stateblock per potential blend type, we create 
   // these as needed.
   enum
   {
      MaxBlend = 256
   };
   GFXStateBlockRef mStateBlocks[MaxBlend];
   
   GFXStateBlockRef _getStateBlock( U8 transFlag );
   RenderParticleMgr *mParticleRenderMgr;;
};


#endif // _RENDER_TRANSLUCENT_MGR_H_
