/**************************************************************************** ** ** 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 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 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