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Diffstat (limited to 'src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp')
-rw-r--r-- | src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp b/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp new file mode 100644 index 00000000..e4d38b9d --- /dev/null +++ b/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp @@ -0,0 +1,105 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "render/Qt3DSRenderInputAssembler.h" +#include "render/Qt3DSRenderAttribLayout.h" +#include "render/Qt3DSRenderContext.h" + +namespace qt3ds { +namespace render { + + ///< constructor + NVRenderInputAssembler::NVRenderInputAssembler( + NVRenderContextImpl &context, NVRenderAttribLayout *attribLayout, + NVConstDataRef<NVRenderVertexBuffer *> buffers, const NVRenderIndexBuffer *indexBuffer, + NVConstDataRef<QT3DSU32> strides, NVConstDataRef<QT3DSU32> offsets, + NVRenderDrawMode::Enum primType, QT3DSU32 patchVertexCount) + : m_Context(context) + , m_Foundation(context.GetFoundation()) + , mRefCount(0) + , m_Backend(context.GetBackend()) + , m_AttribLayout(attribLayout) + , m_VertexBuffers(context.GetAllocator(), "m_VertexBuffers") + , m_IndexBuffer(indexBuffer) + , m_PrimitiveType(primType) + , m_PatchVertexCount(patchVertexCount) + { + // we cannot currently attach more than 16 vertex buffers + QT3DS_ASSERT(buffers.size() < 16); + // if primitive is "Patch" we need a patch per vertex count > 0 + QT3DS_ASSERT(m_PrimitiveType != NVRenderDrawMode::Patches || m_PatchVertexCount > 1); + + QT3DSU32 entrySize = sizeof(NVRenderBackend::NVRenderBackendBufferObject) * buffers.size(); + NVRenderBackend::NVRenderBackendBufferObject *bufferHandle = + (NVRenderBackend::NVRenderBackendBufferObject *)QT3DS_ALLOC( + m_Foundation.getAllocator(), entrySize, "NVRenderInputAssembler"); + // setup vertex buffer backend handle array + QT3DS_FOREACH(idx, buffers.size()) + { + m_VertexBuffers.push_back(buffers.mData[idx]); + bufferHandle[idx] = buffers.mData[idx]->GetBuffertHandle(); + }; + + m_VertexbufferHandles = toConstDataRef(bufferHandle, buffers.size()); + + m_InputAssemblertHandle = m_Backend->CreateInputAssembler( + m_AttribLayout->GetAttribLayoutHandle(), m_VertexbufferHandles, + (m_IndexBuffer) ? m_IndexBuffer->GetBuffertHandle() : NULL, strides, offsets, + patchVertexCount); + + attribLayout->addRef(); + } + + ///< destructor + NVRenderInputAssembler::~NVRenderInputAssembler() + { + m_AttribLayout->release(); + + if (m_InputAssemblertHandle) { + m_Backend->ReleaseInputAssembler(m_InputAssemblertHandle); + } + + QT3DS_FREE(m_Foundation.getAllocator(), (void *)m_VertexbufferHandles.mData); + } + + QT3DSU32 NVRenderInputAssembler::GetIndexCount() const + { + return (m_IndexBuffer) ? m_IndexBuffer->GetNumIndices() : 0; + } + + QT3DSU32 NVRenderInputAssembler::GetVertexCount() const + { + // makes only sense if we have a single vertex buffer + QT3DS_ASSERT(m_VertexBuffers.size() == 1); + + return m_VertexBuffers[0]->GetNumVertexes(); + } +} +} |