/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This file contains the declaration of the RenderContext class. #ifndef O3D_CORE_CROSS_RENDER_CONTEXT_H_ #define O3D_CORE_CROSS_RENDER_CONTEXT_H_ #include namespace o3d { class RenderNode; class Renderer; // Array container for RenderNodes. typedef std::vector RenderNodeArray; // Iterators for RenderNodeArray typedef RenderNodeArray::const_iterator RenderNodeArrayConstIterator; typedef RenderNodeArray::iterator RenderNodeArrayIterator; // The RenderContext class passed down the render graph // as the render graph is walked to hold state information // and other context needed while walking the render graph. class RenderContext { public: explicit RenderContext(Renderer* renderer); // Adds a Render Node to the current render list. void AddToRenderList(RenderNode* render_node); // Sets the renderlist that will be used when AddToRenderList is called. void set_render_list(RenderNodeArray* render_list); Renderer* renderer(); private: // The current list used by AddToRenderList. RenderNodeArray* render_list_; Renderer* renderer_; }; inline Renderer* RenderContext::renderer() { return renderer_; } inline void RenderContext::AddToRenderList(RenderNode* render_node) { if (render_list_) { render_list_->push_back(render_node); } } inline void RenderContext::set_render_list(RenderNodeArray* render_list) { render_list_ = render_list; } } // namespace o3d #endif // O3D_CORE_CROSS_RENDER_CONTEXT_H_