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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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diff --git a/src/Runtime/ogl-runtime/src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h b/src/Runtime/ogl-runtime/src/render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h
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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_BACKEND_RENDER_STATE_OBJECTS_GL_H
-#define QT3DS_RENDER_BACKEND_RENDER_STATE_OBJECTS_GL_H
-
-#include "foundation/Qt3DSFoundation.h"
-#include "foundation/Utils.h"
-#include "render/Qt3DSRenderBaseTypes.h"
-
-namespace qt3ds {
-namespace render {
-
- ///< this class handles the shader input variables
- class NVRenderBackendDepthStencilStateGL
- {
- public:
- ///< constructor
- NVRenderBackendDepthStencilStateGL(bool enableDepth, bool depthMask,
- NVRenderBoolOp::Enum depthFunc, bool enableStencil,
- NVRenderStencilFunctionArgument &stencilFuncFront,
- NVRenderStencilFunctionArgument &stencilFuncBack,
- NVRenderStencilOperationArgument &depthStencilOpFront,
- NVRenderStencilOperationArgument &depthStencilOpBack)
- : m_DepthEnable(enableDepth)
- , m_DepthMask(depthMask)
- , m_DepthFunc(depthFunc)
- , m_StencilEnable(enableStencil)
- , m_StencilFuncFront(stencilFuncFront)
- , m_StencilFuncBack(stencilFuncBack)
- , m_DepthStencilOpFront(depthStencilOpFront)
- , m_DepthStencilOpBack(depthStencilOpBack)
- {
- }
-
- ///< constructor
- NVRenderBackendDepthStencilStateGL()
- : m_DepthEnable(true)
- , m_DepthMask(true)
- , m_DepthFunc(NVRenderBoolOp::LessThanOrEqual)
- , m_StencilEnable(false)
- {
- }
-
- ///< destructor
- ~NVRenderBackendDepthStencilStateGL(){}
-
- ///< assignement
- NVRenderBackendDepthStencilStateGL &operator=(const NVRenderBackendDepthStencilStateGL &rhs)
- {
- // Check for self-assignment!
- if (this == &rhs)
- return *this;
-
- m_DepthEnable = rhs.m_DepthEnable;
- m_DepthMask = rhs.m_DepthMask;
- m_DepthFunc = rhs.m_DepthFunc;
- m_StencilEnable = rhs.m_StencilEnable;
- m_StencilFuncFront = rhs.m_StencilFuncFront;
- m_StencilFuncBack = rhs.m_StencilFuncBack;
- m_DepthStencilOpFront = rhs.m_DepthStencilOpFront;
- m_DepthStencilOpBack = rhs.m_DepthStencilOpBack;
-
- return *this;
- }
-
- bool operator==(const NVRenderBackendDepthStencilStateGL &other) const
- {
- return (m_DepthEnable == other.m_DepthEnable && m_DepthMask == other.m_DepthMask
- && m_DepthFunc == other.m_DepthFunc && m_StencilEnable == other.m_StencilEnable
- && m_StencilFuncFront == other.m_StencilFuncFront
- && m_StencilFuncBack == other.m_StencilFuncBack
- && m_DepthStencilOpFront == other.m_DepthStencilOpFront
- && m_DepthStencilOpBack == other.m_DepthStencilOpBack);
- }
-
- bool m_DepthEnable; ///< depth test enabled
- bool m_DepthMask; ///< enable / disable depth writes
- NVRenderBoolOp::Enum m_DepthFunc; ///< depth comparison func
- bool m_StencilEnable; ///< enable disable stencil test
- NVRenderStencilFunctionArgument m_StencilFuncFront; ///< stencil setup for front faces
- NVRenderStencilFunctionArgument m_StencilFuncBack; ///< stencil setup for back faces
- NVRenderStencilOperationArgument
- m_DepthStencilOpFront; ///< depth stencil operation for front faces
- NVRenderStencilOperationArgument
- m_DepthStencilOpBack; ///< depth stencil operation for back faces
- };
-
- class NVRenderBackendMiscStateGL
- {
- public:
- ///< constructor
- NVRenderBackendMiscStateGL()
- : m_PatchVertexCount(1)
- {
- }
-
- QT3DSU32 m_PatchVertexCount; ///< vertex count for a single patch primitive
- };
-
- class NVRenderBackendRasterizerStateGL
- {
- public:
- ///< constructor
- NVRenderBackendRasterizerStateGL(QT3DSF32 depthBias, QT3DSF32 depthScale,
- NVRenderFaces::Enum cullFace)
- : m_DepthBias(depthBias)
- , m_DepthScale(depthScale)
- , m_CullFace(cullFace)
- {
- }
- ///< constructor
- NVRenderBackendRasterizerStateGL()
- : m_DepthBias(0.0)
- , m_DepthScale(0.0)
- , m_CullFace(NVRenderFaces::Back)
- {
- }
-
- NVRenderBackendRasterizerStateGL &operator=(const NVRenderBackendRasterizerStateGL &rhs)
- {
- // Check for self-assignment!
- if (this == &rhs)
- return *this;
-
- m_DepthBias = rhs.m_DepthBias;
- m_DepthScale = rhs.m_DepthScale;
- m_CullFace = rhs.m_CullFace;
-
- return *this;
- }
-
- bool operator==(const NVRenderBackendRasterizerStateGL &other) const
- {
- return (m_DepthBias == other.m_DepthBias && m_DepthScale == other.m_DepthScale
- && m_CullFace == other.m_CullFace);
- }
-
- QT3DSF32 m_DepthBias; ///< depth bias
- QT3DSF32 m_DepthScale; ///< mulitply constant
- NVRenderFaces::Enum m_CullFace; ///< cull face front or back
- };
-}
-}
-
-#endif