/**************************************************************************** ** ** Copyright (C) 2018 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DS_STUDIO_VISUAL_AID_WIDGET_H #define QT3DS_STUDIO_VISUAL_AID_WIDGET_H #include "StudioWidget.h" #include "foundation/Qt3DSContainers.h" #include "render/Qt3DSRenderShaderProgram.h" #include "Qt3DSRenderNode.h" #include "Qt3DSRenderShaderCodeGeneratorV2.h" namespace qt3ds { namespace widgets { struct SVisualAidWidget { SNode *m_node; NVScopedRefCounted m_billboard; NVScopedRefCounted m_cameraBox; NVScopedRefCounted m_directionalLight; NVScopedRefCounted m_pointLight; NVScopedRefCounted m_areaLight; NVScopedRefCounted m_renderCameraShader; NVScopedRefCounted m_renderShader; NVScopedRefCounted m_billboardShader; NVScopedRefCounted m_billboardCameraTexture; NVScopedRefCounted m_billboardLightTexture; bool m_selected; NVAllocatorCallback &m_allocator; volatile QT3DSI32 mRefCount; SVisualAidWidget(NVAllocatorCallback &inAlloc); QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_allocator) NVConstDataRef getCameraBoxAttributesAndStride(QT3DSU32 &stride); NVConstDataRef getLightAttributesAndStride(QT3DSU32 &stride); NVConstDataRef getBillboardAttributesAndStride(QT3DSU32 &stride); void renderCamera(SNode *node, IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); void renderLight(SNode *node, IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); void renderBillboard(SNode *node, IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); void SetNode(SNode *inNode); NVRenderShaderProgram *createRenderShader(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderShaderProgram *createBillboardShader(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderShaderProgram *createRenderCameraShader(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderInputAssembler *createCameraBox(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderInputAssembler *createBillboard(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderInputAssembler *createDirectionalLight(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderInputAssembler *createPointLight(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); NVRenderInputAssembler *createAreaLight(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); void Render(IRenderWidgetContext &inWidgetContext, NVRenderContext &inRenderContext); bool pick(IRenderWidgetContext &inWidgetContext, float &dist, QT3DSVec2 viewport, QT3DSVec2 pos); void setSelected(bool selected) { m_selected = selected; } static SVisualAidWidget &CreateVisualAidWidget(NVAllocatorCallback &inAlloc); }; } } #endif // QT3DS_STUDIO_VISUAL_AID_WIDGET_H