Torque3D/Engine/source/renderInstance/renderPassStateToken.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 _RENDERPASSSTATETOKEN_H_
#define _RENDERPASSSTATETOKEN_H_
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
class RenderPassStateBin;
class RenderPassStateToken : public SimObject
{
typedef SimObject Parent;
public:
DECLARE_CONOBJECT(RenderPassStateToken);
static void initPersistFields();
// These must be re-implemented, and will assert if called on the base class.
// They just can't be pure-virtual, due to SimObject.
virtual void process(SceneRenderState *state, RenderPassStateBin *callingBin);
virtual void reset();
virtual void enable(bool enabled = true);
virtual bool isEnabled() const;
};
//------------------------------------------------------------------------------
class RenderPassStateBin : public RenderBinManager
{
typedef RenderBinManager Parent;
protected:
SimObjectPtr< RenderPassStateToken > mStateToken;
static bool _setStateToken( void* object, const char* index, const char* data )
{
RenderPassStateToken* stateToken;
Sim::findObject( data, stateToken );
reinterpret_cast< RenderPassStateBin* >( object )->mStateToken = stateToken;
return false;
}
static const char* _getStateToken( void* object, const char* data )
{
RenderPassStateBin* bin = reinterpret_cast< RenderPassStateBin* >( object );
if( bin->mStateToken.isValid() )
return bin->mStateToken->getIdString();
else
return "0";
}
public:
DECLARE_CONOBJECT(RenderPassStateBin);
static void initPersistFields();
RenderPassStateBin();
virtual ~RenderPassStateBin();
void render(SceneRenderState *state);
void clear();
void sort();
};
#endif // _RENDERPASSSTATETOKEN_H_