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78 lines
3.0 KiB
C++
78 lines
3.0 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfObject.h"
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namespace cvf {
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class PartRenderHintCollection;
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class RenderQueue;
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class Effect;
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class Camera;
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class OpenGLContext;
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//==================================================================================================
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//
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// Populates a render queue based on a part collection
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//
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//==================================================================================================
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class RenderQueueBuilder
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{
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public:
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RenderQueueBuilder(PartRenderHintCollection* srcPartCollection, OpenGLContext* oglContext, const Camera* camera);
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void setFixedEffect(Effect* effect);
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void setRequireDistance(bool requireDistance);
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void setRequirePixelArea(bool requirePixelArea);
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void populateRenderQueue(RenderQueue* renderQueue);
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private:
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ref<PartRenderHintCollection> m_srcPartCollection; // The source part collection
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ref<OpenGLContext> m_oglContext; // OpenGLContext to use. This responsibility should be removed from the render queue builder
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cref<Camera> m_camera; // Camera used when there is a need for computing distance and/or pixel area
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ref<Effect> m_fixedEffect; // If specified, all render items in the queue will have this effect
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bool m_requireDistance;
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bool m_requirePixelArea;
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};
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}
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