// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NIALPHASORTPROCESSOR_H #define NIALPHASORTPROCESSOR_H #include "NiBackToFrontSortProcessor.h" class NIMAIN_ENTRY NiAlphaSortProcessor : public NiBackToFrontSortProcessor { NiDeclareRTTI; public: NiAlphaSortProcessor(bool bObserveNoSortHint = true, bool bSortByClosestPoint = false); // Pre-processing function called before any objects are rendered. virtual void PreRenderProcessList(const NiVisibleArray* pkInput, NiVisibleArray& kOutput, void* pvExtraData); // Functions for specifying whether or not to observe the no sort hint on // NiAlphaPropertys when sorting. void SetObserveNoSortHint(bool bObserveNoSortHint); bool GetObserveNoSortHint() const; protected: // Indicates whether or not a geometry object is transparent and should be // sorted. bool IsTransparent(const NiGeometry& kObject); // Indicates whether or not to observe the no sort hint on // NiAlphaPropertys when sorting. bool m_bObserveNoSortHint; }; NiSmartPointer(NiAlphaSortProcessor); #include "NiAlphaSortProcessor.inl" #endif // #ifndef NIALPHASORTPROCESSOR_H