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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_SCENE_H
#define QT3DS_RENDER_SCENE_H
#include "Qt3DSRender.h"
#include "foundation/Qt3DSVec3.h"
#include "Qt3DSRenderGraphObject.h"

namespace qt3ds {
namespace render {
    struct SLayer;
    struct SPresentation;
    struct SDataInput;

    struct SScene : public SGraphObject
    {
        SPresentation *m_Presentation;
        SLayer *m_FirstChild;
        SDataInput *m_FirstDataInput;
        QT3DSVec3 m_ClearColor;
        bool m_UseClearColor;
        bool m_Dirty;

        enum RenderClearCommand {
            ClearIsOptional = 0,
            DoNotClear = 1,
            AlwaysClear = 2,
        };

        SScene();

        void AddChild(SLayer &inLayer);
        void AddDataInput(SDataInput &inDataInput);

        SLayer *GetLastChild();
        SDataInput *GetLastDataInput();

        // Generic method used during serialization
        // to remap string and object pointers
        template <typename TRemapperType>
        void Remap(TRemapperType &inRemapper)
        {
            SGraphObject::Remap(inRemapper);
            inRemapper.Remap(m_Presentation);
            inRemapper.Remap(m_FirstChild);
            inRemapper.Remap(m_FirstDataInput);
        }
        // returns true if any of the layers were dirty or if this object was dirty
        bool PrepareForRender(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext);
        void Render(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
                    RenderClearCommand command = ClearIsOptional);
        void RenderWithClear(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
                             RenderClearCommand inClearColorBuffer, QT3DSVec3 inclearColor);
    };
}
}

#endif