renderTranslucentMgr.h 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _RENDER_TRANSLUCENT_MGR_H_
  23. #define _RENDER_TRANSLUCENT_MGR_H_
  24. #ifndef _RENDERBINMANAGER_H_
  25. #include "renderInstance/renderBinManager.h"
  26. #endif
  27. #ifndef _MATTEXTURETARGET_H_
  28. #include "materials/matTextureTarget.h"
  29. #endif
  30. class RenderParticleMgr;
  31. class RenderTranslucentMgr : public RenderBinManager
  32. {
  33. typedef RenderBinManager Parent;
  34. public:
  35. RenderTranslucentMgr();
  36. RenderTranslucentMgr( F32 renderOrder, F32 processAddOrder );
  37. virtual ~RenderTranslucentMgr();
  38. // RenderBinManager
  39. void render(SceneRenderState * state);
  40. void addElement( RenderInst *inst );
  41. void setupSGData( MeshRenderInst *ri, SceneData &data );
  42. // ConsoleObject
  43. DECLARE_CONOBJECT(RenderTranslucentMgr);
  44. protected:
  45. // This is a stateblock per potential blend type, we create
  46. // these as needed.
  47. enum
  48. {
  49. MaxBlend = 256
  50. };
  51. GFXStateBlockRef mStateBlocks[MaxBlend];
  52. GFXStateBlockRef _getStateBlock( U8 transFlag );
  53. RenderParticleMgr *mParticleRenderMgr;;
  54. };
  55. #endif // _RENDER_TRANSLUCENT_MGR_H_