mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
88 lines
3 KiB
C++
88 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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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 _RENDERPASSSTATETOKEN_H_
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#define _RENDERPASSSTATETOKEN_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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class RenderPassStateBin;
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class RenderPassStateToken : public SimObject
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{
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typedef SimObject Parent;
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public:
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DECLARE_CONOBJECT(RenderPassStateToken);
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static void initPersistFields();
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// These must be re-implemented, and will assert if called on the base class.
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// They just can't be pure-virtual, due to SimObject.
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virtual void process(SceneRenderState *state, RenderPassStateBin *callingBin);
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virtual void reset();
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virtual void enable(bool enabled = true);
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virtual bool isEnabled() const;
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};
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//------------------------------------------------------------------------------
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class RenderPassStateBin : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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protected:
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SimObjectPtr< RenderPassStateToken > mStateToken;
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static bool _setStateToken( void* object, const char* index, const char* data )
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{
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RenderPassStateToken* stateToken;
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Sim::findObject( data, stateToken );
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reinterpret_cast< RenderPassStateBin* >( object )->mStateToken = stateToken;
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return false;
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}
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static const char* _getStateToken( void* object, const char* data )
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{
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RenderPassStateBin* bin = reinterpret_cast< RenderPassStateBin* >( object );
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if( bin->mStateToken.isValid() )
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return bin->mStateToken->getIdString();
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else
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return "0";
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}
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public:
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DECLARE_CONOBJECT(RenderPassStateBin);
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static void initPersistFields();
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RenderPassStateBin();
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virtual ~RenderPassStateBin();
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void render(SceneRenderState *state) override;
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void clear() override;
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void sort() override;
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};
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#endif // _RENDERPASSSTATETOKEN_H_
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