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/****************************************************************************
**
** Copyright (C) 2015 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/Qt3DSRenderPathSpecification.h"
#include "render/Qt3DSRenderBaseTypes.h"
#include "render/Qt3DSRenderContext.h"
namespace qt3ds {
namespace render {
NVRenderPathSpecification::NVRenderPathSpecification(NVRenderContextImpl &context,
NVFoundationBase &fnd)
: m_Context(context)
, m_Foundation(fnd)
, m_Backend(context.GetBackend())
, mRefCount(0)
, m_PathCommands(fnd.getAllocator(), "m_PathCommands")
, m_PathCoords(fnd.getAllocator(), "m_PathCoords")
{
}
NVRenderPathSpecification::~NVRenderPathSpecification() {}
void NVRenderPathSpecification::Reset()
{
m_PathCommands.clear();
m_PathCoords.clear();
}
void NVRenderPathSpecification::P(QT3DSVec2 inData)
{
m_PathCoords.push_back(inData.x);
m_PathCoords.push_back(inData.y);
}
void NVRenderPathSpecification::MoveTo(QT3DSVec2 inPoint)
{
// we should actually query the backend for command converesion
// but will we support any other pather render system than nv path?
StaticAssert<NVRenderPathCommands::MoveTo == 0x02>::valid_expression();
m_PathCommands.push_back(NVRenderPathCommands::MoveTo);
P(inPoint);
}
void NVRenderPathSpecification::CubicCurveTo(QT3DSVec2 inC1, QT3DSVec2 inC2, QT3DSVec2 inDest)
{
// we should actually query the backend for command converesion
// but will we support any other pather render system than nv path?
StaticAssert<NVRenderPathCommands::CubicCurveTo == 0x0C>::valid_expression();
m_PathCommands.push_back(NVRenderPathCommands::CubicCurveTo);
P(inC1);
P(inC2);
P(inDest);
}
void NVRenderPathSpecification::ClosePath()
{
// we should actually query the backend for command converesion
// but will we support any other pather render system than nv path?
StaticAssert<NVRenderPathCommands::Close == 0x00>::valid_expression();
m_PathCommands.push_back(NVRenderPathCommands::Close);
}
NVRenderPathSpecification *
NVRenderPathSpecification::CreatePathSpecification(NVRenderContextImpl &context)
{
QT3DS_ASSERT(context.IsPathRenderingSupported());
return QT3DS_NEW(context.GetFoundation().getAllocator(),
NVRenderPathSpecification)(context, context.GetFoundation());
}
}
}
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