Torque3D/Engine/source/renderInstance/renderOcclusionMgr.h
2012-11-08 17:47:32 -05:00

67 lines
2.4 KiB
C++

//-----------------------------------------------------------------------------
// 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 _RENDEROCCLUSIONMGR_H_
#define _RENDEROCCLUSIONMGR_H_
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
class Material;
class BaseMatInstance;
//**************************************************************************
// RenderOcclusionMgr
//**************************************************************************
class RenderOcclusionMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
public:
RenderOcclusionMgr();
RenderOcclusionMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderOcclusionMgr
virtual void init();
virtual void render(SceneRenderState * state);
// ConsoleObject
static void consoleInit();
static void initPersistFields();
DECLARE_CONOBJECT(RenderOcclusionMgr);
protected:
GFXStateBlockRef mRenderSB;
GFXStateBlockRef mTestSB;
/// The material for rendering occluders.
SimObjectPtr<Material> mMaterial;
BaseMatInstance *mMatInstance;
static bool smDebugRender;
GFXVertexBufferHandle<GFXVertexP> mBoxBuff;
GFXVertexBufferHandle<GFXVertexP> mSphereBuff;
U32 mSpherePrimCount;
};
#endif // _RENDEROCCLUSIONMGR_H_