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Diffstat (limited to 'src/render/Qt3DSRenderTessellationShader.h')
-rw-r--r-- | src/render/Qt3DSRenderTessellationShader.h | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/src/render/Qt3DSRenderTessellationShader.h b/src/render/Qt3DSRenderTessellationShader.h new file mode 100644 index 0000000..b69e56b --- /dev/null +++ b/src/render/Qt3DSRenderTessellationShader.h @@ -0,0 +1,132 @@ +/**************************************************************************** +** +** 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_TESSELLATION_SHADER_H +#define QT3DS_RENDER_TESSELLATION_SHADER_H + +#include "foundation/Qt3DSBroadcastingAllocator.h" +#include "foundation/Qt3DSAtomic.h" +#include "render/Qt3DSRenderShader.h" + +namespace qt3ds { +namespace render { + using namespace foundation; + + class NVRenderContextImpl; + + ///< This class represents a tessellation control shader + class NVRenderTessControlShader : public NVRenderShader + { + + public: + /** + * @brief constructor + * + * @param[in] context Pointer to render context + * @param[in] fnd Pointer to foundation + * @param[in] source Pointer to shader source code + * @param[in] binaryProgram true if this is a binary program + * + * @return No return. + */ + NVRenderTessControlShader(NVRenderContextImpl &context, NVFoundationBase &fnd, + NVConstDataRef<QT3DSI8> source, bool binaryProgram); + + /// @brief destructor + ~NVRenderTessControlShader(); + + /** + * @brief Query if shader compiled succesfuly + * + * @return True if shader is valid. + */ + bool IsValid() override { return (m_ShaderHandle != NULL); } + + /** + * @brief get the backend object handle + * + * @return the backend object handle. + */ + virtual NVRenderBackend::NVRenderBackendTessControlShaderObject GetShaderHandle() + { + return m_ShaderHandle; + } + + private: + NVRenderBackend::NVRenderBackendTessControlShaderObject + m_ShaderHandle; ///< opaque backend handle + }; + + ///< This class represents a tessellation evaluation shader + class NVRenderTessEvaluationShader : public NVRenderShader + { + + public: + /** + * @brief constructor + * + * @param[in] context Pointer to render context + * @param[in] fnd Pointer to foundation + * @param[in] source Pointer to shader source code + * @param[in] binaryProgram true if this is a binary program + * + * @return No return. + */ + NVRenderTessEvaluationShader(NVRenderContextImpl &context, NVFoundationBase &fnd, + NVConstDataRef<QT3DSI8> source, bool binaryProgram); + + /// @brief destructor + ~NVRenderTessEvaluationShader(); + + /** + * @brief Query if shader compiled succesfuly + * + * @return True if shader is valid. + */ + bool IsValid() override { return (m_ShaderHandle != NULL); } + + /** + * @brief get the backend object handle + * + * @return the backend object handle. + */ + virtual NVRenderBackend::NVRenderBackendTessEvaluationShaderObject GetShaderHandle() + { + return m_ShaderHandle; + } + + private: + NVRenderBackend::NVRenderBackendTessEvaluationShaderObject + m_ShaderHandle; ///< opaque backend handle + }; +} +} + +#endif |