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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_INPUT_ASSEMBLER_H
+#define QT3DS_RENDER_INPUT_ASSEMBLER_H
+
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/Qt3DSFoundation.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "foundation/Utils.h"
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+
+namespace qt3ds {
+namespace render {
+
+ // forward declarations
+ class NVRenderContextImpl;
+ class NVRenderBackend;
+ class NVRenderAttribLayout;
+
+ ///< this class handles the vertex attribute layout setup
+ class NVRenderInputAssembler : public NVRefCounted
+ {
+ public:
+ /**
+ * @brief constructor
+ *
+ * NOTE: The limit for buffers count is currently 16
+ *
+ * @param[in] context Pointer to context
+ * @param[in] attribLayout Pointer to NVRenderAttribLayout object
+ * @param[in] buffers list of vertex buffers
+ * @param[in] indexBuffer pointer to index buffer. Can be NULL
+ * @param[in] strides list of strides of the buffer
+ * @param[in] offsets list of offsets into the buffer
+ * @param[in] primType primitive type used for drawing
+ * @param[in] patchVertexCount if primitive is "Patch" this is the vertex count for a
+ *single patch
+ *
+ * @return No return.
+ */
+ NVRenderInputAssembler(NVRenderContextImpl &context, NVRenderAttribLayout *attribLayout,
+ NVConstDataRef<NVRenderVertexBuffer *> buffers,
+ const NVRenderIndexBuffer *indexBuffer,
+ NVConstDataRef<QT3DSU32> strides, NVConstDataRef<QT3DSU32> offsets,
+ NVRenderDrawMode::Enum primType = NVRenderDrawMode::Triangles,
+ QT3DSU32 patchVertexCount = 1);
+ ///< destructor
+ ~NVRenderInputAssembler();
+
+ // define refcount functions
+ QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
+
+ /**
+ * @brief get the backend object handle
+ *
+ * @return the backend object handle.
+ */
+ NVRenderBackend::NVRenderBackendInputAssemblerObject GetInputAssemblerHandle() const
+ {
+ return m_InputAssemblertHandle;
+ }
+
+ /**
+ * @brief get the attached index buffer
+ *
+ * @return the index buffer
+ */
+ const NVRenderIndexBuffer *GetIndexBuffer() { return m_IndexBuffer; }
+
+ /**
+ * @brief get the index count of the attached index buffer (if any)
+ *
+ * @return the index buffer count
+ */
+ QT3DSU32 GetIndexCount() const;
+
+ /**
+ * @brief get the vertex count of the buffer
+ * Note this makes only sense if we have a single
+ * interleaved buffer
+ *
+ * @return the vertex buffer count
+ */
+ QT3DSU32 GetVertexCount() const;
+
+ /**
+ * @brief get the primitive type used for drawing
+ *
+ * @return primitive type
+ */
+ NVRenderDrawMode::Enum GetPrimitiveType() const { return m_PrimitiveType; }
+
+ /**
+ * @brief set the per vertex patch count
+ *
+ * @return none
+ */
+ void SetPatchVertexCount(QT3DSU32 count)
+ {
+ if (count != m_PatchVertexCount) {
+ // clamp to 1;
+ m_PatchVertexCount = (count == 0) ? 1 : count;
+ ;
+ m_Backend->SetPatchVertexCount(m_InputAssemblertHandle, m_PatchVertexCount);
+ }
+ }
+
+ 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
+
+ NVRenderAttribLayout *m_AttribLayout; ///< pointer to attribute layout
+ nvvector<NVRenderVertexBuffer *> m_VertexBuffers; ///< vertex buffers
+ const NVRenderIndexBuffer *m_IndexBuffer; ///< index buffer
+ NVConstDataRef<NVRenderBackend::NVRenderBackendBufferObject>
+ m_VertexbufferHandles; ///< opaque vertex buffer backend handles
+
+ NVRenderBackend::NVRenderBackendInputAssemblerObject
+ m_InputAssemblertHandle; ///< opaque backend handle
+ NVRenderDrawMode::Enum m_PrimitiveType; ///< primitive type used for drawing
+ QT3DSU32 m_PatchVertexCount; ///< vertex count if primitive type is patch
+ };
+}
+}
+
+#endif