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-rw-r--r--src/render/Qt3DSRenderDepthStencilState.cpp91
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diff --git a/src/render/Qt3DSRenderDepthStencilState.cpp b/src/render/Qt3DSRenderDepthStencilState.cpp
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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "foundation/Qt3DSAllocator.h"
+#include "foundation/Qt3DSFoundation.h"
+#include "foundation/Qt3DSBroadcastingAllocator.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "EASTL/vector.h"
+#include "render/Qt3DSRenderContext.h"
+#include "render/Qt3DSRenderDepthStencilState.h"
+#include "foundation/Qt3DSDataRef.h"
+
+namespace qt3ds {
+namespace render {
+
+ NVRenderDepthStencilState::NVRenderDepthStencilState(
+ NVRenderContextImpl &context, NVFoundationBase &fnd, bool enableDepth, bool depthMask,
+ NVRenderBoolOp::Enum depthFunc, bool enableStencil,
+ NVRenderStencilFunctionArgument &stencilFuncFront,
+ NVRenderStencilFunctionArgument &stencilFuncBack,
+ NVRenderStencilOperationArgument &depthStencilOpFront,
+ NVRenderStencilOperationArgument &depthStencilOpBack)
+ : m_Context(context)
+ , m_Foundation(fnd)
+ , mRefCount(0)
+ , m_Backend(context.GetBackend())
+ , m_DepthEnabled(enableDepth)
+ , m_DepthMask(depthMask)
+ , m_DepthFunc(depthFunc)
+ , m_StencilEnabled(enableStencil)
+ , m_StencilFuncFront(stencilFuncFront)
+ , m_StencilFuncBack(stencilFuncBack)
+ , m_DepthStencilOpFront(depthStencilOpFront)
+ , m_DepthStencilOpBack(depthStencilOpBack)
+ {
+ // create backend handle
+ m_StateHandle = m_Backend->CreateDepthStencilState(
+ enableDepth, depthMask, depthFunc, enableStencil, stencilFuncFront, stencilFuncBack,
+ depthStencilOpFront, depthStencilOpBack);
+ }
+
+ NVRenderDepthStencilState::~NVRenderDepthStencilState()
+ {
+ if (m_StateHandle) {
+ m_Context.StateDestroyed(*this);
+ m_Backend->ReleaseDepthStencilState(m_StateHandle);
+ }
+ }
+
+ NVRenderDepthStencilState *
+ NVRenderDepthStencilState::Create(NVRenderContextImpl &context, bool enableDepth,
+ bool depthMask, NVRenderBoolOp::Enum depthFunc,
+ bool enableStencil,
+ NVRenderStencilFunctionArgument &stencilFuncFront,
+ NVRenderStencilFunctionArgument &stencilFuncBack,
+ NVRenderStencilOperationArgument &depthStencilOpFront,
+ NVRenderStencilOperationArgument &depthStencilOpBack)
+ {
+ return QT3DS_NEW(context.GetFoundation().getAllocator(), NVRenderDepthStencilState)(
+ context, context.GetFoundation(), enableDepth, depthMask, depthFunc, enableStencil,
+ stencilFuncFront, stencilFuncBack, depthStencilOpFront, depthStencilOpBack);
+ }
+}
+}