Torque3D Documentation / _generateds / renderTranslucentMgr.h

renderTranslucentMgr.h

Engine/source/renderInstance/renderTranslucentMgr.h

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 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 _RENDER_TRANSLUCENT_MGR_H_
25#define _RENDER_TRANSLUCENT_MGR_H_
26
27#ifndef _RENDERBINMANAGER_H_
28#include "renderInstance/renderBinManager.h"
29#endif
30#ifndef _MATTEXTURETARGET_H_
31#include "materials/matTextureTarget.h"
32#endif
33
34class RenderParticleMgr;
35
36class RenderTranslucentMgr : public RenderBinManager
37{
38   typedef RenderBinManager Parent;
39
40public:
41
42   RenderTranslucentMgr();
43   RenderTranslucentMgr( F32 renderOrder, F32 processAddOrder );
44   virtual ~RenderTranslucentMgr();
45
46   // RenderBinManager
47   void render(SceneRenderState * state);
48   void addElement( RenderInst *inst );
49   void setupSGData( MeshRenderInst *ri, SceneData &data );
50
51   // ConsoleObject
52   DECLARE_CONOBJECT(RenderTranslucentMgr);
53
54protected:
55   // This is a stateblock per potential blend type, we create 
56   // these as needed.
57   enum
58   {
59      MaxBlend = 256
60   };
61   GFXStateBlockRef mStateBlocks[MaxBlend];
62   
63   GFXStateBlockRef _getStateBlock( U8 transFlag );
64   RenderParticleMgr *mParticleRenderMgr;;
65};
66
67
68#endif // _RENDER_TRANSLUCENT_MGR_H_
69