//----------------------------------------------------------------------------- // 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 _RENDERFORMATCHANGER_H_ #define _RENDERFORMATCHANGER_H_ #ifndef _RENDERPASSSTATETOKEN_H_ #include "renderInstance/renderPassStateToken.h" #endif #ifndef _MATTEXTURETARGET_H_ #include "materials/matTextureTarget.h" #endif class PostEffect; class RenderFormatToken : public RenderPassStateToken { typedef RenderPassStateToken Parent; public: enum FormatTokenState { FTSDisabled, FTSWaiting, FTSActive, FTSComplete, }; const static U32 TargetChainLength = 1; protected: FormatTokenState mFCState; GFXFormat mColorFormat; GFXFormat mDepthFormat; bool mTargetUpdatePending; U32 mTargetChainIdx; Point2I mTargetSize; S32 mTargetAALevel; SimObjectPtr mCopyPostEffect; SimObjectPtr mResolvePostEffect; NamedTexTarget mTarget; GFXTexHandle mTargetColorTexture[TargetChainLength]; GFXTexHandle mTargetDepthStencilTexture[TargetChainLength]; GFXTextureTargetRef mTargetChain[TargetChainLength]; GFXTexHandle mStoredPassZTarget; void _updateTargets(); void _teardownTargets(); void _onTextureEvent( GFXTexCallbackCode code ); virtual bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event); static bool _setFmt( void *object, const char *index, const char *data ); static const char* _getCopyPostEffect( void* object, const char* data ); static const char* _getResolvePostEffect( void* object, const char* data ); static bool _setCopyPostEffect( void* object, const char* index, const char* data ); static bool _setResolvePostEffect( void* object, const char* index, const char* data ); public: DECLARE_CONOBJECT(RenderFormatToken); static void initPersistFields(); virtual bool onAdd(); virtual void onRemove(); RenderFormatToken(); virtual ~RenderFormatToken(); virtual void process(SceneRenderState *state, RenderPassStateBin *callingBin); virtual void reset(); virtual void enable(bool enabled = true); virtual bool isEnabled() const; }; #endif // _RENDERFORMATCHANGER_H_