/**************************************************************************** ** ** 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_CUSTOM_MATERIAL_RENDER_CONTEXT_H #define QT3DS_RENDER_CUSTOM_MATERIAL_RENDER_CONTEXT_H #include "Qt3DSRender.h" #include "foundation/Qt3DSRefCounted.h" #include "foundation/Qt3DSMat44.h" #include "foundation/Qt3DSMat33.h" #include "Qt3DSRenderShaderKeys.h" namespace qt3ds { namespace render { struct SLayerRenderData; struct SCustomMaterialRenderContext { // The lights and camera will not change per layer, // so that information can be set once for all the shaders. const SLayer &m_Layer; const SLayerRenderData &m_LayerData; NVDataRef m_Lights; const SCamera &m_Camera; // Per-object information. const SModel &m_Model; const SRenderSubset &m_Subset; const QT3DSMat44 &m_ModelViewProjection; const QT3DSMat44 &m_ModelMatrix; ///< model to world transformation const QT3DSMat33 &m_NormalMatrix; const SCustomMaterial &m_Material; const NVRenderTexture2D *m_DepthTexture; const NVRenderTexture2D *m_AOTexture; SShaderDefaultMaterialKey m_MaterialKey; SRenderableImage *m_FirstImage; QT3DSF32 m_Opacity; SCustomMaterialRenderContext( const SLayer &layer, const SLayerRenderData &data, NVDataRef lights, const SCamera &cam, const SModel &m, const SRenderSubset &subset, const QT3DSMat44 &mvp, const QT3DSMat44 &world, const QT3DSMat33 &nm, const SCustomMaterial &material, const NVRenderTexture2D *depthTex, const NVRenderTexture2D *aoTex, SShaderDefaultMaterialKey inMaterialKey, SRenderableImage *inFirstImage = NULL, QT3DSF32 opacity = 1.0) : m_Layer(layer) , m_LayerData(data) , m_Lights(lights) , m_Camera(cam) , m_Model(m) , m_Subset(subset) , m_ModelViewProjection(mvp) , m_ModelMatrix(world) , m_NormalMatrix(nm) , m_Material(material) , m_DepthTexture(depthTex) , m_AOTexture(aoTex) , m_MaterialKey(inMaterialKey) , m_FirstImage(inFirstImage) , m_Opacity(opacity) { } }; } } #endif