/**************************************************************************** ** ** 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 inPathSubPathAnchorPoints) = 0; virtual NVDataRef 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 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