mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
100 lines
3.3 KiB
C++
100 lines
3.3 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 _RENDERFORMATCHANGER_H_
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#define _RENDERFORMATCHANGER_H_
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#ifndef _RENDERPASSSTATETOKEN_H_
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#include "renderInstance/renderPassStateToken.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 PostEffect;
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class RenderFormatToken : public RenderPassStateToken
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{
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typedef RenderPassStateToken Parent;
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public:
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enum FormatTokenState
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{
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FTSDisabled,
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FTSWaiting,
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FTSActive,
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FTSComplete,
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};
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const static U32 TargetChainLength = 1;
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protected:
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FormatTokenState mFCState;
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GFXFormat mColorFormat;
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GFXFormat mDepthFormat;
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bool mTargetUpdatePending;
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U32 mTargetChainIdx;
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Point2I mTargetSize;
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S32 mTargetAALevel;
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SimObjectPtr<PostEffect> mCopyPostEffect;
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SimObjectPtr<PostEffect> mResolvePostEffect;
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NamedTexTarget mTarget;
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GFXTexHandle mTargetColorTexture[TargetChainLength];
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GFXTexHandle mTargetDepthStencilTexture[TargetChainLength];
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GFXTextureTargetRef mTargetChain[TargetChainLength];
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GFXTexHandle mStoredPassZTarget;
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void _updateTargets();
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void _teardownTargets();
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void _onTextureEvent( GFXTexCallbackCode code );
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virtual bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event);
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static bool _setFmt( void *object, const char *index, const char *data );
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static const char* _getCopyPostEffect( void* object, const char* data );
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static const char* _getResolvePostEffect( void* object, const char* data );
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static bool _setCopyPostEffect( void* object, const char* index, const char* data );
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static bool _setResolvePostEffect( void* object, const char* index, const char* data );
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public:
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DECLARE_CONOBJECT(RenderFormatToken);
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static void initPersistFields();
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virtual bool onAdd();
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virtual void onRemove();
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RenderFormatToken();
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virtual ~RenderFormatToken();
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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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#endif // _RENDERFORMATCHANGER_H_
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