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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