/**************************************************************************** ** ** 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_GL_IMPL_OBJECTS_H #define QT3DS_RENDER_GL_IMPL_OBJECTS_H #include "render/backends/gl/Qt3DSOpenGLUtil.h" #include "render/Qt3DSRenderTexture2D.h" #include "foundation/StringTable.h" #include "foundation/Qt3DSContainers.h" namespace qt3ds { namespace render { // The set of all properties as they are currently set in hardware. struct SNVGLHardPropertyContext { NVRenderFrameBuffer *m_FrameBuffer; NVRenderShaderProgram *m_ActiveShader; NVRenderProgramPipeline *m_ActiveProgramPipeline; NVRenderInputAssembler *m_InputAssembler; NVRenderBlendFunctionArgument m_BlendFunction; NVRenderBlendEquationArgument m_BlendEquation; bool m_CullingEnabled; NVRenderBoolOp::Enum m_DepthFunction; bool m_BlendingEnabled; bool m_DepthWriteEnabled; bool m_DepthTestEnabled; bool m_StencilTestEnabled; bool m_ScissorTestEnabled; bool m_ColorWritesEnabled; bool m_MultisampleEnabled; NVRenderRect m_ScissorRect; NVRenderRect m_Viewport; QT3DSVec4 m_ClearColor; SNVGLHardPropertyContext() : m_FrameBuffer(NULL) , m_ActiveShader(NULL) , m_ActiveProgramPipeline(NULL) , m_InputAssembler(NULL) , m_CullingEnabled(true) , m_DepthFunction(NVRenderBoolOp::Less) , m_BlendingEnabled(true) , m_DepthWriteEnabled(true) , m_DepthTestEnabled(true) , m_StencilTestEnabled(false) , m_ScissorTestEnabled(true) , m_ColorWritesEnabled(true) , m_MultisampleEnabled(false) , m_ClearColor(0, 0, 0, 1) { } }; } } #endif