1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
/****************************************************************************
**
** 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_GL_IMPL_OBJECTS_H
#define QT3DS_RENDER_GL_IMPL_OBJECTS_H
#include "render/backends/gl/Qt3DSOpenGLUtil.h"
#include "render/Qt3DSRenderTexture2D.h"
#include "foundation/StringTable.h"
#include "foundation/Qt3DSContainers.h"
namespace qt3ds {
namespace render {
// The set of all properties as they are currently set in hardware.
struct SNVGLHardPropertyContext
{
NVRenderFrameBuffer *m_FrameBuffer;
NVRenderShaderProgram *m_ActiveShader;
NVRenderProgramPipeline *m_ActiveProgramPipeline;
NVRenderInputAssembler *m_InputAssembler;
NVRenderBlendFunctionArgument m_BlendFunction;
NVRenderBlendEquationArgument m_BlendEquation;
bool m_CullingEnabled;
NVRenderBoolOp::Enum m_DepthFunction;
bool m_BlendingEnabled;
bool m_DepthWriteEnabled;
bool m_DepthTestEnabled;
bool m_StencilTestEnabled;
bool m_ScissorTestEnabled;
bool m_ColorWritesEnabled;
bool m_MultisampleEnabled;
NVRenderRect m_ScissorRect;
NVRenderRect m_Viewport;
QT3DSVec4 m_ClearColor;
SNVGLHardPropertyContext()
: m_FrameBuffer(NULL)
, m_ActiveShader(NULL)
, m_ActiveProgramPipeline(NULL)
, m_InputAssembler(NULL)
, m_CullingEnabled(true)
, m_DepthFunction(NVRenderBoolOp::Less)
, m_BlendingEnabled(true)
, m_DepthWriteEnabled(true)
, m_DepthTestEnabled(true)
, m_StencilTestEnabled(false)
, m_ScissorTestEnabled(true)
, m_ColorWritesEnabled(true)
, m_MultisampleEnabled(false)
, m_ClearColor(0, 0, 0, 1)
{
}
};
}
}
#endif
|