/**************************************************************************** ** ** 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_BACKEND_INPUT_ASSEMBLER_GL_H #define QT3DS_RENDER_BACKEND_INPUT_ASSEMBLER_GL_H #include "foundation/Qt3DSFoundation.h" #include "foundation/StringTable.h" #include "foundation/Utils.h" #include "render/Qt3DSRenderBaseTypes.h" namespace qt3ds { namespace render { struct NVRenderBackendLayoutEntryGL { CRegisteredString m_AttribName; ///< must be the same name as used in the vertex shader QT3DSU8 m_Normalize; ///< normalize parameter QT3DSU32 m_AttribIndex; ///< attribute index QT3DSU32 m_Type; ///< GL vertex format type @sa GL_FLOAT, GL_INT QT3DSU32 m_NumComponents; ///< component count. max 4 QT3DSU32 m_InputSlot; ///< Input slot where to fetch the data from QT3DSU32 m_Offset; ///< offset in byte }; ///< this class handles the vertex attribute layout setup class NVRenderBackendAttributeLayoutGL { public: ///< constructor NVRenderBackendAttributeLayoutGL(NVDataRef entries, QT3DSU32 maxInputSlot) : m_LayoutAttribEntries(entries) , m_MaxInputSlot(maxInputSlot) { } ///< destructor ~NVRenderBackendAttributeLayoutGL(){} NVRenderBackendLayoutEntryGL *getEntryByName(CRegisteredString entryName) const { QT3DS_FOREACH(idx, m_LayoutAttribEntries.size()) { if (m_LayoutAttribEntries[idx].m_AttribName == entryName) return &m_LayoutAttribEntries.mData[idx]; } return NULL; } Option getEntryByAttribIndex(QT3DSU32 attribIndex) const { QT3DS_FOREACH(idx, m_LayoutAttribEntries.size()) { if (m_LayoutAttribEntries[idx].m_AttribIndex == attribIndex) return m_LayoutAttribEntries[idx]; } return Empty(); } NVDataRef m_LayoutAttribEntries; ///< vertex attribute layout entries QT3DSU32 m_MaxInputSlot; ///< max used input slot }; ///< this class handles the input assembler setup class NVRenderBackendInputAssemblerGL { public: ///< constructor NVRenderBackendInputAssemblerGL( NVFoundationBase &fnd, NVRenderBackendAttributeLayoutGL *attribLayout, NVConstDataRef buffers, const NVRenderBackend::NVRenderBackendBufferObject indexBuffer, NVConstDataRef strides, NVConstDataRef offsets, QT3DSU32 patchVertexCount) : m_Foundation(fnd) , m_attribLayout(attribLayout) , m_VertexbufferHandles(buffers) , m_IndexbufferHandle(indexBuffer) , m_VaoID(0) , m_cachedShaderHandle(0) , m_PatchVertexCount(patchVertexCount) { QT3DSU32 *strideMem = (QT3DSU32 *)QT3DS_ALLOC(fnd.getAllocator(), strides.mSize * sizeof(QT3DSU32), "BackendAttributeLayoutGL:m_strides"); QT3DSU32 *offsetMem = (QT3DSU32 *)QT3DS_ALLOC(fnd.getAllocator(), strides.mSize * sizeof(QT3DSU32), "BackendAttributeLayoutGL:m_strides"); // copy offsets and strides QT3DS_FOREACH(idx, strides.size()) { strideMem[idx] = strides.mData[idx]; offsetMem[idx] = offsets.mData[idx]; } m_strides = toDataRef(strideMem, strides.size()); m_offsets = toDataRef(offsetMem, offsets.size()); } ///< destructor ~NVRenderBackendInputAssemblerGL() { QT3DS_FREE(m_Foundation.getAllocator(), m_strides.mData); QT3DS_FREE(m_Foundation.getAllocator(), m_offsets.mData); }; NVFoundationBase &m_Foundation; ///< pointer to foundation NVRenderBackendAttributeLayoutGL *m_attribLayout; ///< pointer to attribute layout NVConstDataRef m_VertexbufferHandles; ///< opaque vertex buffer backend handles NVRenderBackend::NVRenderBackendBufferObject m_IndexbufferHandle; ///< opaque index buffer backend handles QT3DSU32 m_VaoID; ///< this is only used if GL version is greater or equal 3 QT3DSU32 m_cachedShaderHandle; ///< this is the shader id which was last used with this object QT3DSU32 m_PatchVertexCount; ///< vertex count for a single patch primitive NVDataRef m_strides; ///< buffer strides NVDataRef m_offsets; ///< buffer offsets }; } } #endif