renderPassStateToken.h
Engine/source/renderInstance/renderPassStateToken.h
Classes:
class
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 _RENDERPASSSTATETOKEN_H_ 25#define _RENDERPASSSTATETOKEN_H_ 26 27#ifndef _RENDERBINMANAGER_H_ 28#include "renderInstance/renderBinManager.h" 29#endif 30 31class RenderPassStateBin; 32 33 34class RenderPassStateToken : public SimObject 35{ 36 typedef SimObject Parent; 37 38public: 39 DECLARE_CONOBJECT(RenderPassStateToken); 40 41 static void initPersistFields(); 42 43 // These must be re-implemented, and will assert if called on the base class. 44 // They just can't be pure-virtual, due to SimObject. 45 virtual void process(SceneRenderState *state, RenderPassStateBin *callingBin); 46 virtual void reset(); 47 virtual void enable(bool enabled = true); 48 virtual bool isEnabled() const; 49}; 50 51//------------------------------------------------------------------------------ 52 53class RenderPassStateBin : public RenderBinManager 54{ 55 typedef RenderBinManager Parent; 56 57protected: 58 SimObjectPtr< RenderPassStateToken> mStateToken; 59 60 static bool _setStateToken( void* object, const char* index, const char* data ) 61 { 62 RenderPassStateToken* stateToken; 63 Sim::findObject( data, stateToken ); 64 reinterpret_cast< RenderPassStateBin* >( object )->mStateToken = stateToken; 65 return false; 66 } 67 static const char* _getStateToken( void* object, const char* data ) 68 { 69 RenderPassStateBin* bin = reinterpret_cast< RenderPassStateBin* >( object ); 70 if( bin->mStateToken.isValid() ) 71 return bin->mStateToken->getIdString(); 72 else 73 return "0"; 74 } 75 76public: 77 DECLARE_CONOBJECT(RenderPassStateBin); 78 static void initPersistFields(); 79 80 RenderPassStateBin(); 81 virtual ~RenderPassStateBin(); 82 83 void render(SceneRenderState *state); 84 void clear(); 85 void sort(); 86}; 87 88#endif // _RENDERPASSSTATETOKEN_H_ 89