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-rw-r--r--src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp105
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diff --git a/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp b/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp
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+++ b/src/Runtime/Source/render/Qt3DSRenderInputAssembler.cpp
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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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();
+ }
+}
+}