//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "renderInstance/renderPassStateToken.h" #include "console/consoleTypes.h" #include "console/engineAPI.h" IMPLEMENT_CONOBJECT(RenderPassStateToken); ConsoleDocClass( RenderPassStateToken, "@brief Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager\n\n" "You cannot actually instantiate RenderPassToken, only its child: RenderFormatToken. " "RenderFormatToken is an implementation which changes the format of the " "back buffer and/or the depth buffer.\n\n" "The RenderPassStateBin manager changes the rendering state associated with " "a token it is declared with. In stock Torque 3D, a single example exists in the " "way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the " "render managers are intialized, and a single RenderFormatToken is used. This " "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n" "@see RenderFormatToken\n" "@see RenderPassStateBin\n" "@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n" "@ingroup RenderBin\n" ); void RenderPassStateToken::process(SceneRenderState *state, RenderPassStateBin *callingBin) { TORQUE_UNUSED(state); TORQUE_UNUSED(callingBin); AssertWarn(false, "RenderPassStateToken is an abstract class, you must re-implement process()"); } void RenderPassStateToken::reset() { AssertWarn(false, "RenderPassStateToken is an abstract class, you must re-implement reset()"); } void RenderPassStateToken::enable( bool enabled /*= true*/ ) { TORQUE_UNUSED(enabled); AssertWarn(false, "RenderPassStateToken is an abstract class, you must re-implement enable()"); } bool RenderPassStateToken::isEnabled() const { AssertWarn(false, "RenderPassStateToken is an abstract class, you must re-implement isEnabled()"); return false; } static bool _set_enable( void *object, const char *index, const char *data ) { reinterpret_cast(object)->enable(dAtob(data)); return false; } static const char *_get_enable(void* obj, const char* data) { TORQUE_UNUSED(data); return reinterpret_cast(obj)->isEnabled() ? "true" : "false"; } void RenderPassStateToken::initPersistFields() { docsURL; addProtectedField("enabled", TypeBool, 0, &_set_enable, &_get_enable, "Enables or disables this token."); Parent::initPersistFields(); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(RenderPassStateBin); ConsoleDocClass( RenderPassStateBin, "@brief A non-rendering render bin used to enable/disable a RenderPassStateToken.\n\n" "This is a utility RenderBinManager which does not render any render instances. Its only " "used to define a point in the render bin order at which a RenderPassStateToken is triggered.\n\n" "@see RenderPassStateToken\n" "@ingroup RenderBin\n" ); RenderPassStateBin::RenderPassStateBin() : Parent() { } RenderPassStateBin::~RenderPassStateBin() { } void RenderPassStateBin::render(SceneRenderState *state) { if(mStateToken.isValid()) mStateToken->process(state, this); } void RenderPassStateBin::clear() { if(mStateToken.isValid()) mStateToken->reset(); } void RenderPassStateBin::sort() { } void RenderPassStateBin::initPersistFields() { docsURL; addProtectedField( "stateToken", TYPEID< RenderPassStateToken >(), Offset( mStateToken, RenderPassStateBin ), _setStateToken, _getStateToken, ""); Parent::initPersistFields(); } //------------------------------------------------------------------------------ DefineEngineMethod(RenderPassStateToken, enable, void, (),, "@brief Enables the token." ) { object->enable(true); } DefineEngineMethod(RenderPassStateToken, disable, void, (),, "@brief Disables the token.") { object->enable(false); } DefineEngineMethod(RenderPassStateToken, toggle, void, (),, "@brief Toggles the token from enabled to disabled or vice versa." ) { object->enable(!object->isEnabled()); }