/**************************************************************************** ** ** 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_QT3DS_RENDER_VERTEX_BUFFER_H #define QT3DS_RENDER_QT3DS_RENDER_VERTEX_BUFFER_H #include "foundation/Qt3DSOption.h" #include "foundation/Utils.h" #include "render/Qt3DSRenderDrawable.h" #include "render/Qt3DSRenderDataBuffer.h" namespace qt3ds { namespace render { // forward declaration class NVRenderContextImpl; ///< Vertex buffer representation class NVRenderVertexBuffer : public NVRenderDataBuffer { public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] entries Vertex buffer attribute layout entries * @param[in] size Size of the buffer * @param[in] bindFlags Where to binf this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the *application. * * @return No return. */ NVRenderVertexBuffer(NVRenderContextImpl &context, size_t size, QT3DSU32 stride, NVRenderBufferBindFlags bindFlags, NVRenderBufferUsageType::Enum usageType, NVDataRef data); ///< destructor virtual ~NVRenderVertexBuffer(); /** * @brief return vertex data stride * * @return data stride. */ virtual QT3DSU32 GetStride() const { return m_Stride; } /** * @brief get vertex count * * @return vertex count */ virtual QT3DSU32 GetNumVertexes() const { QT3DS_ASSERT((m_BufferCapacity % m_Stride) == 0); return m_BufferCapacity / m_Stride; } /** * @brief bind the buffer bypasses the context state * * @return no return. */ void Bind() override; /** * @brief get the backend object handle * * @return the backend object handle. */ NVRenderBackend::NVRenderBackendBufferObject GetBuffertHandle() const override { return m_BufferHandle; } // this will be obsolete const void *GetImplementationHandle() const override { return reinterpret_cast(m_BufferHandle); } // No stride means that stride is calculated from the size of last entry found via entry // offset // Leaves this buffer temporarily bound. static NVRenderVertexBuffer *Create(NVRenderContextImpl &context, NVRenderBufferUsageType::Enum usageType, size_t size, QT3DSU32 stride, NVConstDataRef bufferData); private: QT3DSU32 m_Stride; ///< veretex data stride }; } } #endif