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#ifndef QSSG_RENDER_CUSTOM_MATERIAL_RENDER_CONTEXT_H
#define QSSG_RENDER_CUSTOM_MATERIAL_RENDER_CONTEXT_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/QMatrix4x4>
#include <QtGui/QMatrix3x3>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
QT_BEGIN_NAMESPACE
struct QSSGLayerRenderData;
struct QSSGRenderSubset;
struct QSSGRenderCustomMaterial;
struct QSSGRenderableImage;
struct QSSGCustomMaterialRenderContext
{
// The lights and camera will not change per layer,
// so that information can be set once for all the shaders.
const QSSGRenderLayer &layer;
const QSSGLayerRenderData &layerData;
const QVector<QSSGRenderLight *> &lights;
const QSSGRenderCamera &camera;
// Per-object information.
const QSSGRenderModel &model;
const QSSGRenderSubset &subset;
const QMatrix4x4 &modelViewProjection;
const QMatrix4x4 &modelMatrix; ///< model to world transformation
const QMatrix3x3 &normalMatrix;
const QSSGRenderCustomMaterial &material;
const QSSGRef<QSSGRenderTexture2D> depthTexture;
const QSSGRef<QSSGRenderTexture2D> aoTexture;
QSSGShaderDefaultMaterialKey materialKey;
QSSGRenderableImage *firstImage;
float opacity;
QSSGCustomMaterialRenderContext(const QSSGRenderLayer &inLayer,
const QSSGLayerRenderData &inData,
const QVector<QSSGRenderLight *> &inLights,
const QSSGRenderCamera &inCamera,
const QSSGRenderModel &inModel,
const QSSGRenderSubset &inSubset,
const QMatrix4x4 &inMvp,
const QMatrix4x4 &inWorld,
const QMatrix3x3 &inNormal,
const QSSGRenderCustomMaterial &inMaterial,
const QSSGRef<QSSGRenderTexture2D> &inDepthTex,
const QSSGRef<QSSGRenderTexture2D> &inAoTex,
QSSGShaderDefaultMaterialKey inMaterialKey,
QSSGRenderableImage *inFirstImage = nullptr,
float inOpacity = 1.0);
~QSSGCustomMaterialRenderContext();
};
QT_END_NAMESPACE
#endif