Torque3D Documentation / _generateds / renderPassStateToken.h

renderPassStateToken.h

Engine/source/renderInstance/renderPassStateToken.h

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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