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+/****************************************************************************
+**
+** 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<SLight *> 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<SLight *> 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