/**************************************************************************** ** ** 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_SCENE_H #define QT3DS_RENDER_SCENE_H #include "Qt3DSRender.h" #include "foundation/Qt3DSVec4.h" #include "Qt3DSRenderGraphObject.h" namespace qt3ds { namespace render { struct SLayer; struct SPresentation; typedef void *SRenderInstanceId; struct SScene : public SGraphObject { SPresentation *m_Presentation; SLayer *m_FirstChild; QT3DSVec4 m_ClearColor; bool m_UseClearColor; bool m_Dirty; enum RenderClearCommand { ClearIsOptional = 0, DoNotClear = 1, AlwaysClear = 2, }; SScene(); void AddChild(SLayer &inLayer); SLayer *GetLastChild(); // Generic method used during serialization // to remap string and object pointers template void Remap(TRemapperType &inRemapper) { SGraphObject::Remap(inRemapper); inRemapper.Remap(m_Presentation); inRemapper.Remap(m_FirstChild); } // returns true if any of the layers were dirty or if this object was dirty bool PrepareForRender(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext, const SRenderInstanceId id = nullptr); void Render(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext, RenderClearCommand command = ClearIsOptional, const SRenderInstanceId id = nullptr); void RenderWithClear(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext, RenderClearCommand inClearColorBuffer, QT3DSVec4 inclearColor, const SRenderInstanceId id = nullptr); }; } } #endif