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Engine directory for ticket #1
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Engine/source/renderInstance/renderTranslucentMgr.h
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Engine/source/renderInstance/renderTranslucentMgr.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _RENDER_TRANSLUCENT_MGR_H_
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#define _RENDER_TRANSLUCENT_MGR_H_
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#ifndef _RENDERBINMANAGER_H_
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#include "renderInstance/renderBinManager.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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class RenderParticleMgr;
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class RenderTranslucentMgr : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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public:
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RenderTranslucentMgr();
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RenderTranslucentMgr( F32 renderOrder, F32 processAddOrder );
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virtual ~RenderTranslucentMgr();
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// RenderBinManager
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void render(SceneRenderState * state);
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void addElement( RenderInst *inst );
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void setupSGData( MeshRenderInst *ri, SceneData &data );
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// ConsoleObject
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DECLARE_CONOBJECT(RenderTranslucentMgr);
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protected:
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// This is a stateblock per potential blend type, we create
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// these as needed.
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enum
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{
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MaxBlend = 256
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};
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GFXStateBlockRef mStateBlocks[MaxBlend];
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GFXStateBlockRef _getStateBlock( U8 transFlag );
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RenderParticleMgr *mParticleRenderMgr;;
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};
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#endif // _RENDER_TRANSLUCENT_MGR_H_
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