//----------------------------------------------------------------------------- // 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 _RENDER_TRANSLUCENT_MGR_H_ #define _RENDER_TRANSLUCENT_MGR_H_ #ifndef _RENDERBINMANAGER_H_ #include "renderInstance/renderBinManager.h" #endif #ifndef _MATTEXTURETARGET_H_ #include "materials/matTextureTarget.h" #endif class RenderParticleMgr; class RenderTranslucentMgr : public RenderBinManager { typedef RenderBinManager Parent; public: RenderTranslucentMgr(); RenderTranslucentMgr( F32 renderOrder, F32 processAddOrder ); virtual ~RenderTranslucentMgr(); // RenderBinManager void render(SceneRenderState * state); void addElement( RenderInst *inst ); void setupSGData( MeshRenderInst *ri, SceneData &data ); // ConsoleObject DECLARE_CONOBJECT(RenderTranslucentMgr); protected: // This is a stateblock per potential blend type, we create // these as needed. enum { MaxBlend = 256 }; GFXStateBlockRef mStateBlocks[MaxBlend]; GFXStateBlockRef _getStateBlock( U8 transFlag ); RenderParticleMgr *mParticleRenderMgr;; }; #endif // _RENDER_TRANSLUCENT_MGR_H_