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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRenderCustomMaterialRenderContext.h b/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRenderCustomMaterialRenderContext.h
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-/****************************************************************************
-**
-** Copyright (C) 2008-2012 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-#pragma once
-#ifndef QT3DS_RENDER_CUSTOM_MATERIAL_RENDER_CONTEXT_H
-#define QT3DS_RENDER_CUSTOM_MATERIAL_RENDER_CONTEXT_H
-#include "Qt3DSRender.h"
-#include "foundation/Qt3DSRefCounted.h"
-#include "foundation/Qt3DSMat44.h"
-#include "foundation/Qt3DSMat33.h"
-#include "Qt3DSRenderShaderKeys.h"
-
-namespace qt3ds {
-namespace render {
-
- struct SLayerRenderData;
-
- struct SCustomMaterialRenderContext
- {
- // The lights and camera will not change per layer,
- // so that information can be set once for all the shaders.
- const SLayer &m_Layer;
- const SLayerRenderData &m_LayerData;
- NVDataRef<SLight *> m_Lights;
- const SCamera &m_Camera;
-
- // Per-object information.
- const SModel &m_Model;
- const SRenderSubset &m_Subset;
- const QT3DSMat44 &m_ModelViewProjection;
- const QT3DSMat44 &m_ModelMatrix; ///< model to world transformation
- const QT3DSMat33 &m_NormalMatrix;
- const SCustomMaterial &m_Material;
- const NVRenderTexture2D *m_DepthTexture;
- const NVRenderTexture2D *m_AOTexture;
- SShaderDefaultMaterialKey m_MaterialKey;
- SRenderableImage *m_FirstImage;
- QT3DSF32 m_Opacity;
-
- SCustomMaterialRenderContext(
- const SLayer &layer, const SLayerRenderData &data, NVDataRef<SLight *> lights,
- const SCamera &cam, const SModel &m, const SRenderSubset &subset, const QT3DSMat44 &mvp,
- const QT3DSMat44 &world, const QT3DSMat33 &nm, const SCustomMaterial &material,
- const NVRenderTexture2D *depthTex, const NVRenderTexture2D *aoTex,
- SShaderDefaultMaterialKey inMaterialKey, SRenderableImage *inFirstImage = NULL,
- QT3DSF32 opacity = 1.0)
- : m_Layer(layer)
- , m_LayerData(data)
- , m_Lights(lights)
- , m_Camera(cam)
- , m_Model(m)
- , m_Subset(subset)
- , m_ModelViewProjection(mvp)
- , m_ModelMatrix(world)
- , m_NormalMatrix(nm)
- , m_Material(material)
- , m_DepthTexture(depthTex)
- , m_AOTexture(aoTex)
- , m_MaterialKey(inMaterialKey)
- , m_FirstImage(inFirstImage)
- , m_Opacity(opacity)
- {
- }
- };
-}
-}
-
-#endif