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/*
* Copyright 2010 Inalogic® Inc.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>
*
* Authored by: Jay Taoko <jaytaoko@inalogic.com>
*
*/
#ifndef TEMPLATEPRIMITIVEBUFFER_H
#define TEMPLATEPRIMITIVEBUFFER_H
namespace nux
{
class IOpenGLVertexBuffer;
class IOpenGLIndexBuffer;
class GpuDevice;
typedef struct
{
Vector4 v0;
Vector4 v1;
Vector4 v2;
Vector4 v3;
} QuadAttributeParam;
class TemplateQuadBuffer
{
public:
TemplateQuadBuffer(GpuDevice *, ShaderType Type = SHADER_TYPE_GLSL, int NumQuads = 256);
~TemplateQuadBuffer();
//! Bind GLSL parameter
void BindAttribute(INT AttributeLocation, UINT AttributeIndex);
//! Bind NVidia CG parameter
#if (NUX_ENABLE_CG_SHADERS)
void BindCGAttribute(CGparameter AttributeLocation, UINT AttributeIndex);
void UnBindCGAttribute(CGparameter AttributeLocation);
#endif
void UnBindAttribute(INT AttributeLocation);
void UnBind();
void Render(INT NumPrimitives);
//! Set the Vertices's attribute on a per quad basis.
/*!
Set the Vertices's attribute on a per quad basis.
All vertex of the quad will have the same value for the attribute index.
*/
void SetPerQuadAttribute(UINT AttributeIndex, INT Num, Vector4 *);
//! Set the Vertices's attribute on a per vertex basis.
/*!
Set the vertex attribute on a per vertex basis.
*/
void SetPerVertexAttribute(UINT AttributeIndex, INT Num, Vector4 *pVector);
void UnSetQuadAttribute(UINT AttributeIndex);
void SetNumQuads(int NumQuads);
int GetNumQuads() const;
protected:
//IOpenGLVertexBuffer* m_VB;
ObjectPtr<IOpenGLIndexBuffer> m_IB;
void FormatQuads();
private:
ShaderType m_ShaderType;
ObjectPtr<IOpenGLVertexBuffer> VertexAttributeBuffer[16];
GpuDevice *m_pDeviceFactory;
INT m_NumVertex;
INT m_NumQuad;
};
}
#endif //TEMPLATEPRIMITIVEBUFFER_H
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