/**************************************************************************** ** ** 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