//----------------------------------------------------------------------------- // 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 _RENDERPASSSTATETOKEN_H_ #define _RENDERPASSSTATETOKEN_H_ #ifndef _RENDERBINMANAGER_H_ #include "renderInstance/renderBinManager.h" #endif class RenderPassStateBin; class RenderPassStateToken : public SimObject { typedef SimObject Parent; public: DECLARE_CONOBJECT(RenderPassStateToken); static void initPersistFields(); // These must be re-implemented, and will assert if called on the base class. // They just can't be pure-virtual, due to SimObject. virtual void process(SceneRenderState *state, RenderPassStateBin *callingBin); virtual void reset(); virtual void enable(bool enabled = true); virtual bool isEnabled() const; }; //------------------------------------------------------------------------------ class RenderPassStateBin : public RenderBinManager { typedef RenderBinManager Parent; protected: SimObjectPtr< RenderPassStateToken > mStateToken; static bool _setStateToken( void* object, const char* index, const char* data ) { RenderPassStateToken* stateToken; Sim::findObject( data, stateToken ); reinterpret_cast< RenderPassStateBin* >( object )->mStateToken = stateToken; return false; } static const char* _getStateToken( void* object, const char* data ) { RenderPassStateBin* bin = reinterpret_cast< RenderPassStateBin* >( object ); if( bin->mStateToken.isValid() ) return bin->mStateToken->getIdString(); else return "0"; } public: DECLARE_CONOBJECT(RenderPassStateBin); static void initPersistFields(); RenderPassStateBin(); virtual ~RenderPassStateBin(); void render(SceneRenderState *state); void clear(); void sort(); }; #endif // _RENDERPASSSTATETOKEN_H_