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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_RASTERIZER_STATE_H
#define QT3DS_RENDER_RASTERIZER_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 NVRenderRasterizerState : 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::NVRenderBackendRasterizerStateObject
            m_StateHandle; ///< opaque backend handle

    public:
        /**
         * @brief constructor
         *
         * @param[in] context		Pointer to context
         * @param[in] fnd			Pointer to foundation
         * @param[in] depthBias		depth bias
         * @param[in] depthScale	depth multiplicator
         * @param[in] cullFace		which face to cull front or back
         *
         * @return No return.
         */
        NVRenderRasterizerState(NVRenderContextImpl &context, NVFoundationBase &fnd,
                                QT3DSF32 depthBias, QT3DSF32 depthScale, NVRenderFaces::Enum cullFace);

        virtual ~NVRenderRasterizerState();

        // define refcount functions
        QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)

        /**
         * @brief get the backend object handle
         *
         * @return the backend object handle.
         */
        virtual NVRenderBackend::NVRenderBackendRasterizerStateObject GetRasterizerObjectHandle()
        {
            return m_StateHandle;
        }

        static NVRenderRasterizerState *Create(NVRenderContextImpl &context, QT3DSF32 depthBias,
                                               QT3DSF32 depthScale, NVRenderFaces::Enum cullFace);

    private:
    };
}
}

#endif