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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_VERTEX_SHADER_H
#define QT3DS_RENDER_VERTEX_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 vertex shader
class NVRenderVertexShader : 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.
*/
NVRenderVertexShader(NVRenderContextImpl &context, NVFoundationBase &fnd,
NVConstDataRef<QT3DSI8> source, bool binaryProgram);
/// @brief destructor
~NVRenderVertexShader();
/**
* @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::NVRenderBackendVertexShaderObject GetShaderHandle()
{
return m_ShaderHandle;
}
private:
NVRenderBackend::NVRenderBackendVertexShaderObject
m_ShaderHandle; ///< opaque backend handle
};
}
}
#endif
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