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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_DEPTH_STENCIL_STATE_H
+#define QT3DS_RENDER_DEPTH_STENCIL_STATE_H
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/Qt3DSOption.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+
+namespace qt3ds {
+namespace render {
+
+ class NVRenderContextImpl;
+
+ // currently this handles only stencil state
+ class NVRenderDepthStencilState : public NVRefCounted
+ {
+
+ private:
+ NVRenderContextImpl &m_Context; ///< pointer to context
+ NVFoundationBase &m_Foundation; ///< pointer to foundation
+ volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation
+ NVRenderBackend *m_Backend; ///< pointer to backend
+ NVRenderBackend::NVRenderBackendDepthStencilStateObject
+ m_StateHandle; ///< opaque backend handle
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to context
+ * @param[in] fnd Pointer to foundation
+ * @param[in] enableDepth enable depth test
+ * @param[in] depthMask enable depth writes
+ * @param[in] depthFunc depth compare function
+ * @param[in] enableStencil enable stencil test
+ * @param[in] stencilFuncFront stencil setup front faces
+ * @param[in] stencilFuncBack stencil setup back faces
+ * @param[in] depthStencilOpFront depth/stencil operations front faces
+ * @param[in] depthStencilOpBack depth/stencil operations back faces
+ *
+ * @return No return.
+ */
+ NVRenderDepthStencilState(NVRenderContextImpl &context, NVFoundationBase &fnd,
+ bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc,
+ bool enableStencil,
+ NVRenderStencilFunctionArgument &stencilFuncFront,
+ NVRenderStencilFunctionArgument &stencilFuncBack,
+ NVRenderStencilOperationArgument &depthStencilOpFront,
+ NVRenderStencilOperationArgument &depthStencilOpBack);
+
+ virtual ~NVRenderDepthStencilState();
+
+ // define refcount functions
+ QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
+
+ ///< various get functions
+ const NVRenderStencilFunctionArgument GetStencilFunc(NVRenderFaces::Enum face) const
+ {
+ return (face == NVRenderFaces::Back) ? m_StencilFuncBack : m_StencilFuncFront;
+ }
+ const NVRenderStencilOperationArgument GetStencilOp(NVRenderFaces::Enum face) const
+ {
+ return (face == NVRenderFaces::Back) ? m_DepthStencilOpBack : m_DepthStencilOpFront;
+ }
+ NVRenderBoolOp::Enum GetDepthFunc() const { return m_DepthFunc; }
+ bool GetDepthEnabled() const { return m_DepthEnabled; }
+ bool GetStencilEnabled() const { return m_StencilEnabled; }
+ bool GetDepthMask() const { return m_DepthMask; }
+
+ /**
+ * @brief get the backend object handle
+ *
+ * @return the backend object handle.
+ */
+ virtual NVRenderBackend::NVRenderBackendDepthStencilStateObject
+ GetDepthStencilObjectHandle()
+ {
+ return m_StateHandle;
+ }
+
+ static NVRenderDepthStencilState *
+ Create(NVRenderContextImpl &context, bool enableDepth, bool depthMask,
+ NVRenderBoolOp::Enum depthFunc, bool enableStencil,
+ NVRenderStencilFunctionArgument &stencilFuncFront,
+ NVRenderStencilFunctionArgument &stencilFuncBack,
+ NVRenderStencilOperationArgument &depthStencilOpFront,
+ NVRenderStencilOperationArgument &depthStencilOpBack);
+
+ private:
+ bool m_DepthEnabled; ///< depth test enabled
+ bool m_DepthMask; ///< depth writes enabled
+ NVRenderBoolOp::Enum m_DepthFunc; ///< depth comparison func
+ bool m_StencilEnabled; ///< stencil test enabled
+ NVRenderStencilFunctionArgument m_StencilFuncFront; ///< stencil setup front faces
+ NVRenderStencilFunctionArgument m_StencilFuncBack; ///< stencil setup back faces
+ NVRenderStencilOperationArgument
+ m_DepthStencilOpFront; ///< depth stencil operation front faces
+ NVRenderStencilOperationArgument
+ m_DepthStencilOpBack; ///< depth stencil operation back faces
+ };
+}
+}
+
+#endif