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/****************************************************************************
**
** 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_FRAGMENT_SHADER_H
#define QT3DS_RENDER_FRAGMENT_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 fragment shader
    class NVRenderFragmentShader : 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.
         */
        NVRenderFragmentShader(NVRenderContextImpl &context, NVFoundationBase &fnd,
                               NVConstDataRef<QT3DSI8> source, bool binaryProgram);

        /// @brief destructor
        ~NVRenderFragmentShader();

        /**
         * @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::NVRenderBackendFragmentShaderObject GetShaderHandle()
        {
            return m_ShaderHandle;
        }

    private:
        NVRenderBackend::NVRenderBackendFragmentShaderObject
            m_ShaderHandle; ///< opaque backend handle
    };
}
}

#endif