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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;
typedef void *SRenderInstanceId;
struct SScene : public SGraphObject
{
SPresentation *m_Presentation;
SLayer *m_FirstChild;
QT3DSVec3 m_ClearColor;
bool m_UseClearColor;
bool m_Dirty;
enum RenderClearCommand {
ClearIsOptional = 0,
DoNotClear = 1,
AlwaysClear = 2,
};
SScene();
void AddChild(SLayer &inLayer);
SLayer *GetLastChild();
// 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);
}
// returns true if any of the layers were dirty or if this object was dirty
bool PrepareForRender(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
const SRenderInstanceId id = nullptr);
void Render(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
RenderClearCommand command = ClearIsOptional,
const SRenderInstanceId id = nullptr);
void RenderWithClear(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
RenderClearCommand inClearColorBuffer,
QT3DSVec3 inclearColor, const SRenderInstanceId id = nullptr);
};
}
}
#endif
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