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Diffstat (limited to 'src/Runtime/Source/render/Qt3DSRenderImageTexture.h')
-rw-r--r-- | src/Runtime/Source/render/Qt3DSRenderImageTexture.h | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/src/Runtime/Source/render/Qt3DSRenderImageTexture.h b/src/Runtime/Source/render/Qt3DSRenderImageTexture.h new file mode 100644 index 00000000..8b3469b0 --- /dev/null +++ b/src/Runtime/Source/render/Qt3DSRenderImageTexture.h @@ -0,0 +1,143 @@ +/**************************************************************************** +** +** 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_IMAGE_TEXTURE_H +#define QT3DS_RENDER_QT3DS_RENDER_IMAGE_TEXTURE_H +#include "render/Qt3DSRenderBaseTypes.h" +#include "foundation/Qt3DSRefCounted.h" +#include "foundation/Qt3DSOption.h" +#include "foundation/Qt3DSAtomic.h" +#include "render/backends/Qt3DSRenderBackend.h" + +namespace qt3ds { +namespace render { + + class NVRenderContextImpl; + class NVRenderTexture2D; + + // a wrapper class for NVRenderTexture2D + // to use with compute shaders and load / store image shaders + + class NVRenderImage2D : public NVRefCounted + { + + private: + NVRenderContextImpl &m_Context; ///< pointer to context + NVFoundationBase &m_Foundation; ///< pointer to foundation + volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation + NVRenderBackend *m_Backend; ///< pointer to backend + NVRenderTexture2D *m_Texture2D; ///< pointer to texture + QT3DSI32 m_TextureUnit; ///< texture unit this texture should use + NVRenderImageAccessType::Enum + m_AccessType; ///< texture / image access type ( read, write, read_write ) + QT3DSU32 m_TextureLevel; ///< texture level we use for this image + + public: + /** + * @brief constructor + * + * @param[in] context Pointer to context + * @param[in] fnd Pointer to foundation + * @param[in] inTexture Pointer to a NVRenderTexture2D object + * @param[in] inAccess Image access type ( read, write, read_write ) + * + * @return No return. + */ + NVRenderImage2D(NVRenderContextImpl &context, NVFoundationBase &fnd, + NVRenderTexture2D *inTexture, NVRenderImageAccessType::Enum inAccess); + + virtual ~NVRenderImage2D(); + + // define refcount functions + QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation) + + /** + * @brief Set the access rights within the shader. + * Can be read, write or read_write. + * + * @param[in] inAccess Image access type ( read, write, read_write ) + * + * @return No return. + */ + virtual void SetAccessType(NVRenderImageAccessType::Enum inAccess) + { + m_AccessType = inAccess; + } + + /** + * @brief Set the texture level we use for this image + * + * @param[in] inLevel texture level ( must be in range of max levels ) + * + * @return No return. + */ + virtual void SetTextureLevel(QT3DSI32 inLevel); + + /** + * @brief Get texture unit used + * + * + * @return texture unit bound to. + */ + virtual QT3DSU32 GetTextureUnit() const { return m_TextureUnit; } + + /** + * @brief Bind a texture for shader access + * + * @param[in] unit The binding point + * + * @return No return. + */ + virtual void Bind(QT3DSU32 unit); + + /** + * @brief get the backend object handle + * here we return the handle from the wrapped texture + * + * @return the backend object handle. + */ + virtual NVRenderBackend::NVRenderBackendTextureObject GetTextureObjectHandle(); + + /** + * @brief static creation function + * + * @param[in] context Pointer to context + * @param[in] inTexture Pointer to a NVRenderTexture2D object + * @param[in] inAccess Image access type ( read, write, read_write ) + * + * @return No return. + */ + static NVRenderImage2D *Create(NVRenderContextImpl &context, NVRenderTexture2D *inTexture, + NVRenderImageAccessType::Enum inAccess); + }; +} +} + +#endif |