/**************************************************************************** ** ** 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. 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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