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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_DEPTH_STENCIL_STATE_H
#define QT3DS_RENDER_DEPTH_STENCIL_STATE_H
#include "render/Qt3DSRenderBaseTypes.h"
#include "foundation/Qt3DSRefCounted.h"
#include "foundation/Qt3DSOption.h"
#include "foundation/Qt3DSAtomic.h"
#include "render/backends/Qt3DSRenderBackend.h"
namespace qt3ds {
namespace render {
class NVRenderContextImpl;
// currently this handles only stencil state
class NVRenderDepthStencilState : public NVRefCounted
{
private:
NVRenderContextImpl &m_Context; ///< pointer to context
NVFoundationBase &m_Foundation; ///< pointer to foundation
volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation
NVRenderBackend *m_Backend; ///< pointer to backend
NVRenderBackend::NVRenderBackendDepthStencilStateObject
m_StateHandle; ///< opaque backend handle
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] fnd Pointer to foundation
* @param[in] enableDepth enable depth test
* @param[in] depthMask enable depth writes
* @param[in] depthFunc depth compare function
* @param[in] enableStencil enable stencil test
* @param[in] stencilFuncFront stencil setup front faces
* @param[in] stencilFuncBack stencil setup back faces
* @param[in] depthStencilOpFront depth/stencil operations front faces
* @param[in] depthStencilOpBack depth/stencil operations back faces
*
* @return No return.
*/
NVRenderDepthStencilState(NVRenderContextImpl &context, NVFoundationBase &fnd,
bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc,
bool enableStencil,
NVRenderStencilFunctionArgument &stencilFuncFront,
NVRenderStencilFunctionArgument &stencilFuncBack,
NVRenderStencilOperationArgument &depthStencilOpFront,
NVRenderStencilOperationArgument &depthStencilOpBack);
virtual ~NVRenderDepthStencilState();
// define refcount functions
QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
///< various get functions
const NVRenderStencilFunctionArgument GetStencilFunc(NVRenderFaces::Enum face) const
{
return (face == NVRenderFaces::Back) ? m_StencilFuncBack : m_StencilFuncFront;
}
const NVRenderStencilOperationArgument GetStencilOp(NVRenderFaces::Enum face) const
{
return (face == NVRenderFaces::Back) ? m_DepthStencilOpBack : m_DepthStencilOpFront;
}
NVRenderBoolOp::Enum GetDepthFunc() const { return m_DepthFunc; }
bool GetDepthEnabled() const { return m_DepthEnabled; }
bool GetStencilEnabled() const { return m_StencilEnabled; }
bool GetDepthMask() const { return m_DepthMask; }
/**
* @brief get the backend object handle
*
* @return the backend object handle.
*/
virtual NVRenderBackend::NVRenderBackendDepthStencilStateObject
GetDepthStencilObjectHandle()
{
return m_StateHandle;
}
static NVRenderDepthStencilState *
Create(NVRenderContextImpl &context, bool enableDepth, bool depthMask,
NVRenderBoolOp::Enum depthFunc, bool enableStencil,
NVRenderStencilFunctionArgument &stencilFuncFront,
NVRenderStencilFunctionArgument &stencilFuncBack,
NVRenderStencilOperationArgument &depthStencilOpFront,
NVRenderStencilOperationArgument &depthStencilOpBack);
private:
bool m_DepthEnabled; ///< depth test enabled
bool m_DepthMask; ///< depth writes enabled
NVRenderBoolOp::Enum m_DepthFunc; ///< depth comparison func
bool m_StencilEnabled; ///< stencil test enabled
NVRenderStencilFunctionArgument m_StencilFuncFront; ///< stencil setup front faces
NVRenderStencilFunctionArgument m_StencilFuncBack; ///< stencil setup back faces
NVRenderStencilOperationArgument
m_DepthStencilOpFront; ///< depth stencil operation front faces
NVRenderStencilOperationArgument
m_DepthStencilOpBack; ///< depth stencil operation back faces
};
}
}
#endif
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