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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_BACKEND_RENDER_STATE_OBJECTS_GL_H
#define QT3DS_RENDER_BACKEND_RENDER_STATE_OBJECTS_GL_H

#include "foundation/Qt3DSFoundation.h"
#include "foundation/Utils.h"
#include "render/Qt3DSRenderBaseTypes.h"

namespace qt3ds {
namespace render {

    ///< this class handles the shader input variables
    class NVRenderBackendDepthStencilStateGL
    {
    public:
        ///< constructor
        NVRenderBackendDepthStencilStateGL(bool enableDepth, bool depthMask,
                                           NVRenderBoolOp::Enum depthFunc, bool enableStencil,
                                           NVRenderStencilFunctionArgument &stencilFuncFront,
                                           NVRenderStencilFunctionArgument &stencilFuncBack,
                                           NVRenderStencilOperationArgument &depthStencilOpFront,
                                           NVRenderStencilOperationArgument &depthStencilOpBack)
            : m_DepthEnable(enableDepth)
            , m_DepthMask(depthMask)
            , m_DepthFunc(depthFunc)
            , m_StencilEnable(enableStencil)
            , m_StencilFuncFront(stencilFuncFront)
            , m_StencilFuncBack(stencilFuncBack)
            , m_DepthStencilOpFront(depthStencilOpFront)
            , m_DepthStencilOpBack(depthStencilOpBack)
        {
        }

        ///< constructor
        NVRenderBackendDepthStencilStateGL()
            : m_DepthEnable(true)
            , m_DepthMask(true)
            , m_DepthFunc(NVRenderBoolOp::LessThanOrEqual)
            , m_StencilEnable(false)
        {
        }

        ///< destructor
        ~NVRenderBackendDepthStencilStateGL(){}

        ///< assignement
        NVRenderBackendDepthStencilStateGL &operator=(const NVRenderBackendDepthStencilStateGL &rhs)
        {
            // Check for self-assignment!
            if (this == &rhs)
                return *this;

            m_DepthEnable = rhs.m_DepthEnable;
            m_DepthMask = rhs.m_DepthMask;
            m_DepthFunc = rhs.m_DepthFunc;
            m_StencilEnable = rhs.m_StencilEnable;
            m_StencilFuncFront = rhs.m_StencilFuncFront;
            m_StencilFuncBack = rhs.m_StencilFuncBack;
            m_DepthStencilOpFront = rhs.m_DepthStencilOpFront;
            m_DepthStencilOpBack = rhs.m_DepthStencilOpBack;

            return *this;
        }

        bool operator==(const NVRenderBackendDepthStencilStateGL &other) const
        {
            return (m_DepthEnable == other.m_DepthEnable && m_DepthMask == other.m_DepthMask
                    && m_DepthFunc == other.m_DepthFunc && m_StencilEnable == other.m_StencilEnable
                    && m_StencilFuncFront == other.m_StencilFuncFront
                    && m_StencilFuncBack == other.m_StencilFuncBack
                    && m_DepthStencilOpFront == other.m_DepthStencilOpFront
                    && m_DepthStencilOpBack == other.m_DepthStencilOpBack);
        }

        bool m_DepthEnable; ///< depth test enabled
        bool m_DepthMask; ///< enable / disable depth writes
        NVRenderBoolOp::Enum m_DepthFunc; ///< depth comparison func
        bool m_StencilEnable; ///< enable disable stencil test
        NVRenderStencilFunctionArgument m_StencilFuncFront; ///< stencil setup for front faces
        NVRenderStencilFunctionArgument m_StencilFuncBack; ///< stencil setup for back faces
        NVRenderStencilOperationArgument
            m_DepthStencilOpFront; ///< depth stencil operation for front faces
        NVRenderStencilOperationArgument
            m_DepthStencilOpBack; ///< depth stencil operation for back faces
    };

    class NVRenderBackendMiscStateGL
    {
    public:
        ///< constructor
        NVRenderBackendMiscStateGL()
            : m_PatchVertexCount(1)
        {
        }

        QT3DSU32 m_PatchVertexCount; ///< vertex count for a single patch primitive
    };

    class NVRenderBackendRasterizerStateGL
    {
    public:
        ///< constructor
        NVRenderBackendRasterizerStateGL(QT3DSF32 depthBias, QT3DSF32 depthScale,
                                         NVRenderFaces::Enum cullFace)
            : m_DepthBias(depthBias)
            , m_DepthScale(depthScale)
            , m_CullFace(cullFace)
        {
        }
        ///< constructor
        NVRenderBackendRasterizerStateGL()
            : m_DepthBias(0.0)
            , m_DepthScale(0.0)
            , m_CullFace(NVRenderFaces::Back)
        {
        }

        NVRenderBackendRasterizerStateGL &operator=(const NVRenderBackendRasterizerStateGL &rhs)
        {
            // Check for self-assignment!
            if (this == &rhs)
                return *this;

            m_DepthBias = rhs.m_DepthBias;
            m_DepthScale = rhs.m_DepthScale;
            m_CullFace = rhs.m_CullFace;

            return *this;
        }

        bool operator==(const NVRenderBackendRasterizerStateGL &other) const
        {
            return (m_DepthBias == other.m_DepthBias && m_DepthScale == other.m_DepthScale
                    && m_CullFace == other.m_CullFace);
        }

        QT3DSF32 m_DepthBias; ///< depth bias
        QT3DSF32 m_DepthScale; ///< mulitply constant
        NVRenderFaces::Enum m_CullFace; ///< cull face front or back
    };
}
}

#endif