Torque3D/Engine/source/forest/ts/tsForestCellBatch.h
2012-09-19 11:15:01 -04:00

69 lines
2.2 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 _TSFORESTCELLBATCH_H_
#define _TSFORESTCELLBATCH_H_
#ifndef _FORESTCELLBATCH_H_
#include "renderInstance/renderImposterMgr.h"
#endif
#ifndef _FORESTCELLBATCH_H_
#include "forest/forestCellBatch.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXSTRUCTS_H_
#include "gfx/gfxStructs.h"
#endif
class GFXShader;
class TSForestCellBatch : public ForestCellBatch
{
protected:
/// We use the same shader and vertex format as TSLastDetail.
GFXVertexBufferHandle<ImposterState> mVB;
TSLastDetail *mDetail;
// ForestCellBatch
virtual bool _prepBatch( const ForestItem &item );
virtual void _rebuildBatch();
virtual void _render( const SceneRenderState *state );
public:
TSForestCellBatch( TSLastDetail *detail );
virtual ~TSForestCellBatch();
};
#endif // _TSFORESTCELLBATCH_H_