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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/Qt3DSRenderPathManager.h b/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRenderPathManager.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_PATH_MANAGER_H
-#define QT3DS_RENDER_PATH_MANAGER_H
-#include "Qt3DSRender.h"
-#include "foundation/Qt3DSRefCounted.h"
-#include "foundation/StringTable.h"
-#include "Qt3DSRenderShaderCache.h" //TShaderFeatureSet
-#include "foundation/Qt3DSVec2.h"
-#include "foundation/Qt3DSBounds3.h"
-//#include "Qt3DSRenderDefaultMaterialShaderGenerator.h" //SLayerGlobalRenderProperties
-
-namespace qt3ds {
-namespace render {
-
- struct SLayerGlobalRenderProperties;
-
- struct SPathAnchorPoint
- {
- QT3DSVec2 m_Position;
- QT3DSF32 m_IncomingAngle;
- QT3DSF32 m_OutgoingAngle;
- QT3DSF32 m_IncomingDistance;
- QT3DSF32 m_OutgoingDistance;
- SPathAnchorPoint() {}
- SPathAnchorPoint(QT3DSVec2 inPos, QT3DSF32 inAngle, QT3DSF32 outAngle, QT3DSF32 inDis, QT3DSF32 outDis)
- : m_Position(inPos)
- , m_IncomingAngle(inAngle)
- , m_OutgoingAngle(outAngle)
- , m_IncomingDistance(inDis)
- , m_OutgoingDistance(outDis)
- {
- }
- };
-
- class IPathManagerCore : public NVRefCounted
- {
- public:
- // returns the path buffer id
- //!! Note this call is made from multiple threads simultaneously during binary load.
- //!! - see UICRenderGraphObjectSerializer.cpp
- virtual void
- SetPathSubPathData(const SPathSubPath &inPathSubPath,
- NVConstDataRef<SPathAnchorPoint> inPathSubPathAnchorPoints) = 0;
-
- virtual NVDataRef<SPathAnchorPoint>
- GetPathSubPathBuffer(const SPathSubPath &inPathSubPath) = 0;
- // Marks the PathSubPath anchor points as dirty. This will mean rebuilding any PathSubPath
- // context required to render the PathSubPath.
- virtual NVDataRef<SPathAnchorPoint>
- ResizePathSubPathBuffer(const SPathSubPath &inPathSubPath, QT3DSU32 inNumAnchors) = 0;
- virtual NVBounds3 GetBounds(const SPath &inPath) = 0;
-
- // Helper functions used in various locations
- // Angles here are in degrees because that is how they are represented in the data.
- static QT3DSVec2 GetControlPointFromAngleDistance(QT3DSVec2 inPosition, float inAngle,
- float inDistance);
-
- // Returns angle in x, distance in y.
- static QT3DSVec2 GetAngleDistanceFromControlPoint(QT3DSVec2 inPosition, QT3DSVec2 inControlPoint);
-
- virtual IPathManager &OnRenderSystemInitialize(IQt3DSRenderContext &context) = 0;
-
- static IPathManagerCore &CreatePathManagerCore(IQt3DSRenderContextCore &inContext);
- };
-
- struct SPathRenderContext; // UICRenderPathRenderContext.h
-
- class IPathManager : public IPathManagerCore
- {
- public:
- // The path segments are next expected to change after this call; changes will be ignored.
- virtual bool PrepareForRender(const SPath &inPath) = 0;
-
- virtual void RenderDepthPrepass(SPathRenderContext &inRenderContext,
- SLayerGlobalRenderProperties inRenderProperties,
- TShaderFeatureSet inFeatureSet) = 0;
-
- virtual void RenderShadowMapPass(SPathRenderContext &inRenderContext,
- SLayerGlobalRenderProperties inRenderProperties,
- TShaderFeatureSet inFeatureSet) = 0;
-
- virtual void RenderCubeFaceShadowPass(SPathRenderContext &inRenderContext,
- SLayerGlobalRenderProperties inRenderProperties,
- TShaderFeatureSet inFeatureSet) = 0;
-
- virtual void RenderPath(SPathRenderContext &inRenderContext,
- SLayerGlobalRenderProperties inRenderProperties,
- TShaderFeatureSet inFeatureSet) = 0;
- };
-}
-}
-#endif \ No newline at end of file