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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_QT3DS_RENDER_VERTEX_BUFFER_H
#define QT3DS_RENDER_QT3DS_RENDER_VERTEX_BUFFER_H
#include "foundation/Qt3DSOption.h"
#include "foundation/Utils.h"
#include "render/Qt3DSRenderDrawable.h"
#include "render/Qt3DSRenderDataBuffer.h"
namespace qt3ds {
namespace render {
// forward declaration
class NVRenderContextImpl;
///< Vertex buffer representation
class NVRenderVertexBuffer : public NVRenderDataBuffer
{
public:
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] entries Vertex buffer attribute layout entries
* @param[in] size Size of the buffer
* @param[in] bindFlags Where to binf this buffer (e.g. vertex, index, ...)
* For OpenGL this should be a single
*value
* @param[in] usage Usage of the buffer (e.g. static, dynamic...)
* @param[in] data A pointer to the buffer data that is allocated by the
*application.
*
* @return No return.
*/
NVRenderVertexBuffer(NVRenderContextImpl &context, size_t size, QT3DSU32 stride,
NVRenderBufferBindFlags bindFlags,
NVRenderBufferUsageType::Enum usageType, NVDataRef<QT3DSU8> data);
///< destructor
virtual ~NVRenderVertexBuffer();
/**
* @brief return vertex data stride
*
* @return data stride.
*/
virtual QT3DSU32 GetStride() const { return m_Stride; }
/**
* @brief get vertex count
*
* @return vertex count
*/
virtual QT3DSU32 GetNumVertexes() const
{
QT3DS_ASSERT((m_BufferCapacity % m_Stride) == 0);
return m_BufferCapacity / m_Stride;
}
/**
* @brief bind the buffer bypasses the context state
*
* @return no return.
*/
void Bind() override;
/**
* @brief get the backend object handle
*
* @return the backend object handle.
*/
NVRenderBackend::NVRenderBackendBufferObject GetBuffertHandle() const override
{
return m_BufferHandle;
}
// this will be obsolete
const void *GetImplementationHandle() const override
{
return reinterpret_cast<void *>(m_BufferHandle);
}
// No stride means that stride is calculated from the size of last entry found via entry
// offset
// Leaves this buffer temporarily bound.
static NVRenderVertexBuffer *Create(NVRenderContextImpl &context,
NVRenderBufferUsageType::Enum usageType, size_t size,
QT3DSU32 stride, NVConstDataRef<QT3DSU8> bufferData);
private:
QT3DSU32 m_Stride; ///< veretex data stride
};
}
}
#endif
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