Torque3D/Engine/source/renderInstance/renderTranslucentMgr.h

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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_