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Diffstat (limited to 'src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h')
-rw-r--r-- | src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h b/src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h new file mode 100644 index 0000000..3a74a8e --- /dev/null +++ b/src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h @@ -0,0 +1,173 @@ +/**************************************************************************** +** +** 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_BACKEND_RENDER_STATE_OBJECTS_GL_H +#define QT3DS_RENDER_BACKEND_RENDER_STATE_OBJECTS_GL_H + +#include "foundation/Qt3DSFoundation.h" +#include "foundation/Utils.h" +#include "render/Qt3DSRenderBaseTypes.h" + +namespace qt3ds { +namespace render { + + ///< this class handles the shader input variables + class NVRenderBackendDepthStencilStateGL + { + public: + ///< constructor + NVRenderBackendDepthStencilStateGL(bool enableDepth, bool depthMask, + NVRenderBoolOp::Enum depthFunc, bool enableStencil, + NVRenderStencilFunctionArgument &stencilFuncFront, + NVRenderStencilFunctionArgument &stencilFuncBack, + NVRenderStencilOperationArgument &depthStencilOpFront, + NVRenderStencilOperationArgument &depthStencilOpBack) + : m_DepthEnable(enableDepth) + , m_DepthMask(depthMask) + , m_DepthFunc(depthFunc) + , m_StencilEnable(enableStencil) + , m_StencilFuncFront(stencilFuncFront) + , m_StencilFuncBack(stencilFuncBack) + , m_DepthStencilOpFront(depthStencilOpFront) + , m_DepthStencilOpBack(depthStencilOpBack) + { + } + + ///< constructor + NVRenderBackendDepthStencilStateGL() + : m_DepthEnable(true) + , m_DepthMask(true) + , m_DepthFunc(NVRenderBoolOp::LessThanOrEqual) + , m_StencilEnable(false) + { + } + + ///< destructor + ~NVRenderBackendDepthStencilStateGL(){} + + ///< assignement + NVRenderBackendDepthStencilStateGL &operator=(const NVRenderBackendDepthStencilStateGL &rhs) + { + // Check for self-assignment! + if (this == &rhs) + return *this; + + m_DepthEnable = rhs.m_DepthEnable; + m_DepthMask = rhs.m_DepthMask; + m_DepthFunc = rhs.m_DepthFunc; + m_StencilEnable = rhs.m_StencilEnable; + m_StencilFuncFront = rhs.m_StencilFuncFront; + m_StencilFuncBack = rhs.m_StencilFuncBack; + m_DepthStencilOpFront = rhs.m_DepthStencilOpFront; + m_DepthStencilOpBack = rhs.m_DepthStencilOpBack; + + return *this; + } + + bool operator==(const NVRenderBackendDepthStencilStateGL &other) const + { + return (m_DepthEnable == other.m_DepthEnable && m_DepthMask == other.m_DepthMask + && m_DepthFunc == other.m_DepthFunc && m_StencilEnable == other.m_StencilEnable + && m_StencilFuncFront == other.m_StencilFuncFront + && m_StencilFuncBack == other.m_StencilFuncBack + && m_DepthStencilOpFront == other.m_DepthStencilOpFront + && m_DepthStencilOpBack == other.m_DepthStencilOpBack); + } + + bool m_DepthEnable; ///< depth test enabled + bool m_DepthMask; ///< enable / disable depth writes + NVRenderBoolOp::Enum m_DepthFunc; ///< depth comparison func + bool m_StencilEnable; ///< enable disable stencil test + NVRenderStencilFunctionArgument m_StencilFuncFront; ///< stencil setup for front faces + NVRenderStencilFunctionArgument m_StencilFuncBack; ///< stencil setup for back faces + NVRenderStencilOperationArgument + m_DepthStencilOpFront; ///< depth stencil operation for front faces + NVRenderStencilOperationArgument + m_DepthStencilOpBack; ///< depth stencil operation for back faces + }; + + class NVRenderBackendMiscStateGL + { + public: + ///< constructor + NVRenderBackendMiscStateGL() + : m_PatchVertexCount(1) + { + } + + QT3DSU32 m_PatchVertexCount; ///< vertex count for a single patch primitive + }; + + class NVRenderBackendRasterizerStateGL + { + public: + ///< constructor + NVRenderBackendRasterizerStateGL(QT3DSF32 depthBias, QT3DSF32 depthScale, + NVRenderFaces::Enum cullFace) + : m_DepthBias(depthBias) + , m_DepthScale(depthScale) + , m_CullFace(cullFace) + { + } + ///< constructor + NVRenderBackendRasterizerStateGL() + : m_DepthBias(0.0) + , m_DepthScale(0.0) + , m_CullFace(NVRenderFaces::Back) + { + } + + NVRenderBackendRasterizerStateGL &operator=(const NVRenderBackendRasterizerStateGL &rhs) + { + // Check for self-assignment! + if (this == &rhs) + return *this; + + m_DepthBias = rhs.m_DepthBias; + m_DepthScale = rhs.m_DepthScale; + m_CullFace = rhs.m_CullFace; + + return *this; + } + + bool operator==(const NVRenderBackendRasterizerStateGL &other) const + { + return (m_DepthBias == other.m_DepthBias && m_DepthScale == other.m_DepthScale + && m_CullFace == other.m_CullFace); + } + + QT3DSF32 m_DepthBias; ///< depth bias + QT3DSF32 m_DepthScale; ///< mulitply constant + NVRenderFaces::Enum m_CullFace; ///< cull face front or back + }; +} +} + +#endif |