forestCellBatch.h
Engine/source/forest/forestCellBatch.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _FORESTCELLBATCH_H_ 25#define _FORESTCELLBATCH_H_ 26 27#include "scene/sceneRenderState.h" 28 29class ForestItem; 30 31 32class ForestCellBatch 33{ 34protected: 35 36 /// Used to detect when the batch rendering 37 /// objects need to be repacked. 38 bool mDirty; 39 40 /// The items in the batch. 41 Vector<ForestItem> mItems; 42 43 /// The world space bounding box of this batch. 44 Box3F mBounds; 45 46 virtual bool _prepBatch( const ForestItem &item ) = 0; 47 virtual void _rebuildBatch() = 0; 48 virtual void _render( const SceneRenderState *state ) = 0; 49 50public: 51 52 ForestCellBatch(); 53 virtual ~ForestCellBatch(); 54 55 bool add( const ForestItem &item ); 56 S32 getItemCount() const { return mItems.size(); } 57 58 void render( SceneRenderState *state ); 59 const Box3F& getWorldBox() const { return mBounds; } 60}; 61 62 63#endif // _FORESTCELLBATCH_H_ 64