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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/runtimerender/resourcemanager/Qt3DSRenderBufferManager.h b/src/Runtime/ogl-runtime/src/runtimerender/resourcemanager/Qt3DSRenderBufferManager.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_BUFFER_MANAGER_H
-#define QT3DS_RENDER_BUFFER_MANAGER_H
-#include "Qt3DSRender.h"
-#include "EASTL/utility.h" //pair
-#include "foundation/Qt3DSRefCounted.h"
-#include "foundation/StringTable.h"
-#include "Qt3DSRenderImageTextureData.h"
-#include "foundation/Qt3DSBounds3.h"
-
-namespace qt3dsimp {
- struct Mesh;
-}
-
-namespace qt3ds {
-namespace render {
-
- class IBufferManager : public NVRefCounted
- {
- protected:
- virtual ~IBufferManager() {}
-
- public:
- // Path manipulation used to get the final path form a base path plus relative extension
- virtual CRegisteredString CombineBaseAndRelative(const char8_t *inBase,
- const char8_t *inRelative) = 0;
- virtual void SetImageHasTransparency(CRegisteredString inSourcePath,
- bool inHasTransparency) = 0;
- virtual bool GetImageHasTransparency(CRegisteredString inSourcePath) const = 0;
- virtual void SetImageTransparencyToFalseIfNotSet(CRegisteredString inSourcePath) = 0;
- virtual void SetInvertImageUVCoords(CRegisteredString inSourcePath,
- bool inShouldInvertCoords) = 0;
-
- // Returns true if this image has been loaded into memory
- // This call is threadsafe. Nothing else on this object is guaranteed to be.
- virtual bool IsImageLoaded(CRegisteredString inSourcePath) = 0;
-
- // Alias one image path with another image path. Optionally this object will ignore the
- // call if
- // the source path is already loaded. Aliasing is currently used to allow a default image
- // to be shown
- // in place of an image that is loading offline.
- // Returns true if the image was aliased, false otherwise.
- virtual bool AliasImagePath(CRegisteredString inSourcePath, CRegisteredString inAliasPath,
- bool inIgnoreIfLoaded) = 0;
- virtual void UnaliasImagePath(CRegisteredString inSourcePath) = 0;
-
- // Returns the given source path unless the source path is aliased; in which case returns
- // the aliased path.
- virtual CRegisteredString GetImagePath(CRegisteredString inSourcePath) = 0;
- // Returns a texture and a boolean indicating if this texture has transparency in it or not.
- // Can't name this LoadImage because that gets mangled by windows to LoadImageA (uggh)
- // In some cases we need to only scan particular images for transparency.
- virtual SImageTextureData LoadRenderImage(CRegisteredString inImagePath,
- SLoadedTexture &inTexture,
- bool inForceScanForTransparency = false,
- bool inBsdfMipmaps = false) = 0;
- virtual SImageTextureData LoadRenderImage(CRegisteredString inSourcePath,
- bool inForceScanForTransparency = false,
- bool inBsdfMipmaps = false) = 0;
-
- virtual ReloadableTexturePtr CreateReloadableImage(CRegisteredString inSourcePath,
- bool inForceScanForTransparency = false,
- bool inBsdfMipmaps = false) = 0;
- virtual void enableReloadableResources(bool enable) = 0;
- virtual bool isReloadableResourcesEnabled() const = 0;
-
- virtual void loadSet(const QSet<QString> &imageSet) = 0;
- virtual void unloadSet(const QSet<QString> &imageSet) = 0;
-
- virtual void loadCustomMesh(const QString &name, qt3dsimp::Mesh *mesh) = 0;
- virtual SRenderMesh *LoadMesh(CRegisteredString inSourcePath) = 0;
-
- virtual SRenderMesh *CreateMesh(const char *inSourcePath, QT3DSU8 *inVertData,
- QT3DSU32 inNumVerts, QT3DSU32 inVertStride, QT3DSU32 *inIndexData,
- QT3DSU32 inIndexCount, qt3ds::NVBounds3 inBounds) = 0;
-
- // Remove *all* buffers from the buffer manager;
- virtual void Clear() = 0;
- virtual void InvalidateBuffer(CRegisteredString inSourcePath) = 0;
- virtual IStringTable &GetStringTable() = 0;
-
- static IBufferManager &Create(NVRenderContext &inRenderContext, IStringTable &inStrTable,
- IInputStreamFactory &inInputStreamFactory,
- IPerfTimer &inTimer);
- };
-}
-}
-
-#endif