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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_RENDER_CONTEXT_H
+#define QT3DS_RENDER_PATH_RENDER_CONTEXT_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 "Qt3DSRenderShaderKeys.h"
+#include "Qt3DSRenderableImage.h"
+
+namespace qt3ds {
+namespace render {
+
+ struct SPathRenderContext
+ {
+ // The lights and camera will not change per layer,
+ // so that information can be set once for all the shaders.
+ NVConstDataRef<SLight *> m_Lights;
+ const SCamera &m_Camera;
+
+ // Per-object information.
+ const SPath &m_Path;
+ const QT3DSMat44 &m_ModelViewProjection;
+ const QT3DSMat44 &m_ModelMatrix; ///< model to world transformation
+ const QT3DSMat33 &m_NormalMatrix;
+
+ QT3DSF32 m_Opacity;
+ const SGraphObject &m_Material;
+ SShaderDefaultMaterialKey m_MaterialKey;
+ SRenderableImage *m_FirstImage;
+ QT3DSVec2 m_CameraVec;
+
+ bool m_EnableWireframe;
+ bool m_HasTransparency;
+ bool m_IsStroke;
+
+ SPathRenderContext(NVConstDataRef<SLight *> lights, const SCamera &cam, const SPath &p,
+ const QT3DSMat44 &mvp, const QT3DSMat44 &world, const QT3DSMat33 &nm,
+ QT3DSF32 inOpacity, const SGraphObject &inMaterial,
+ SShaderDefaultMaterialKey inMaterialKey, SRenderableImage *inFirstImage,
+ bool inWireframe, QT3DSVec2 inCameraVec, bool inHasTransparency,
+ bool inIsStroke)
+
+ : m_Lights(lights)
+ , m_Camera(cam)
+ , m_Path(p)
+ , m_ModelViewProjection(mvp)
+ , m_ModelMatrix(world)
+ , m_NormalMatrix(nm)
+ , m_Opacity(inOpacity)
+ , m_Material(inMaterial)
+ , m_MaterialKey(inMaterialKey)
+ , m_FirstImage(inFirstImage)
+ , m_CameraVec(inCameraVec)
+ , m_EnableWireframe(inWireframe)
+ , m_HasTransparency(inHasTransparency)
+ , m_IsStroke(inIsStroke)
+ {
+ }
+ };
+}
+}
+#endif \ No newline at end of file