//----------------------------------------------------------------------------- // 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 _FORESTCELLBATCH_H_ #define _FORESTCELLBATCH_H_ #include "scene/sceneRenderState.h" class ForestItem; class ForestCellBatch { protected: /// Used to detect when the batch rendering /// objects need to be repacked. bool mDirty; /// The items in the batch. Vector mItems; /// The world space bounding box of this batch. Box3F mBounds; virtual bool _prepBatch( const ForestItem &item ) = 0; virtual void _rebuildBatch() = 0; virtual void _render( const SceneRenderState *state ) = 0; public: ForestCellBatch(); virtual ~ForestCellBatch(); bool add( const ForestItem &item ); S32 getItemCount() const { return mItems.size(); } void render( SceneRenderState *state ); const Box3F& getWorldBox() const { return mBounds; } }; #endif // _FORESTCELLBATCH_H_