2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2016-01-15 07:08:27 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2011-04-27 10:05:43 +00:00
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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2016-01-15 07:08:27 +00:00
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** $QT_BEGIN_LICENSE:LGPL$
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2012-09-19 12:28:29 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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2015-01-28 08:44:43 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
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2016-01-15 07:08:27 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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2012-09-19 12:28:29 +00:00
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**
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2011-04-27 10:05:43 +00:00
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** GNU Lesser General Public License Usage
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2012-09-19 12:28:29 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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2016-01-15 07:08:27 +00:00
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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2012-09-19 12:28:29 +00:00
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**
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2016-01-15 07:08:27 +00:00
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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2011-04-27 10:05:43 +00:00
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QGLSHADERPROGRAM_H
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#define QGLSHADERPROGRAM_H
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#include <QtOpenGL/qgl.h>
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#include <QtGui/qvector2d.h>
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#include <QtGui/qvector3d.h>
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#include <QtGui/qvector4d.h>
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#include <QtGui/qmatrix4x4.h>
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QT_BEGIN_NAMESPACE
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class QGLShaderProgram;
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class QGLShaderPrivate;
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class Q_OPENGL_EXPORT QGLShader : public QObject
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{
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Q_OBJECT
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public:
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enum ShaderTypeBit
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{
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Vertex = 0x0001,
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Fragment = 0x0002,
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Geometry = 0x0004
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};
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Q_DECLARE_FLAGS(ShaderType, ShaderTypeBit)
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2017-09-18 09:49:52 +00:00
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explicit QGLShader(QGLShader::ShaderType type, QObject *parent = nullptr);
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QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent = nullptr);
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2011-04-27 10:05:43 +00:00
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virtual ~QGLShader();
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QGLShader::ShaderType shaderType() const;
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bool compileSourceCode(const char *source);
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bool compileSourceCode(const QByteArray& source);
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bool compileSourceCode(const QString& source);
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bool compileSourceFile(const QString& fileName);
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QByteArray sourceCode() const;
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bool isCompiled() const;
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QString log() const;
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GLuint shaderId() const;
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2017-09-18 09:49:52 +00:00
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static bool hasOpenGLShaders(ShaderType type, const QGLContext *context = nullptr);
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2011-04-27 10:05:43 +00:00
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private:
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friend class QGLShaderProgram;
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Q_DISABLE_COPY(QGLShader)
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Q_DECLARE_PRIVATE(QGLShader)
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};
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Q_DECLARE_OPERATORS_FOR_FLAGS(QGLShader::ShaderType)
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class QGLShaderProgramPrivate;
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class Q_OPENGL_EXPORT QGLShaderProgram : public QObject
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{
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Q_OBJECT
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public:
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2017-09-18 09:49:52 +00:00
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explicit QGLShaderProgram(QObject *parent = nullptr);
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explicit QGLShaderProgram(const QGLContext *context, QObject *parent = nullptr);
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2011-04-27 10:05:43 +00:00
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virtual ~QGLShaderProgram();
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bool addShader(QGLShader *shader);
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void removeShader(QGLShader *shader);
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QList<QGLShader *> shaders() const;
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bool addShaderFromSourceCode(QGLShader::ShaderType type, const char *source);
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bool addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source);
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bool addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source);
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bool addShaderFromSourceFile(QGLShader::ShaderType type, const QString& fileName);
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void removeAllShaders();
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virtual bool link();
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bool isLinked() const;
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QString log() const;
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bool bind();
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void release();
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GLuint programId() const;
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int maxGeometryOutputVertices() const;
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void setGeometryOutputVertexCount(int count);
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int geometryOutputVertexCount() const;
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void setGeometryInputType(GLenum inputType);
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GLenum geometryInputType() const;
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void setGeometryOutputType(GLenum outputType);
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GLenum geometryOutputType() const;
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void bindAttributeLocation(const char *name, int location);
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void bindAttributeLocation(const QByteArray& name, int location);
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void bindAttributeLocation(const QString& name, int location);
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int attributeLocation(const char *name) const;
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int attributeLocation(const QByteArray& name) const;
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int attributeLocation(const QString& name) const;
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void setAttributeValue(int location, GLfloat value);
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void setAttributeValue(int location, GLfloat x, GLfloat y);
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void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z);
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void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setAttributeValue(int location, const QVector2D& value);
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void setAttributeValue(int location, const QVector3D& value);
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void setAttributeValue(int location, const QVector4D& value);
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void setAttributeValue(int location, const QColor& value);
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void setAttributeValue(int location, const GLfloat *values, int columns, int rows);
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void setAttributeValue(const char *name, GLfloat value);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setAttributeValue(const char *name, const QVector2D& value);
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void setAttributeValue(const char *name, const QVector3D& value);
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void setAttributeValue(const char *name, const QVector4D& value);
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void setAttributeValue(const char *name, const QColor& value);
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void setAttributeValue(const char *name, const GLfloat *values, int columns, int rows);
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void setAttributeArray
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(int location, const GLfloat *values, int tupleSize, int stride = 0);
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void setAttributeArray
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(int location, const QVector2D *values, int stride = 0);
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void setAttributeArray
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(int location, const QVector3D *values, int stride = 0);
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void setAttributeArray
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(int location, const QVector4D *values, int stride = 0);
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void setAttributeArray
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(int location, GLenum type, const void *values, int tupleSize, int stride = 0);
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void setAttributeArray
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(const char *name, const GLfloat *values, int tupleSize, int stride = 0);
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void setAttributeArray
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(const char *name, const QVector2D *values, int stride = 0);
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void setAttributeArray
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(const char *name, const QVector3D *values, int stride = 0);
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void setAttributeArray
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(const char *name, const QVector4D *values, int stride = 0);
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void setAttributeArray
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(const char *name, GLenum type, const void *values, int tupleSize, int stride = 0);
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void setAttributeBuffer
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(int location, GLenum type, int offset, int tupleSize, int stride = 0);
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void setAttributeBuffer
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(const char *name, GLenum type, int offset, int tupleSize, int stride = 0);
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void enableAttributeArray(int location);
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void enableAttributeArray(const char *name);
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void disableAttributeArray(int location);
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void disableAttributeArray(const char *name);
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int uniformLocation(const char *name) const;
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int uniformLocation(const QByteArray& name) const;
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int uniformLocation(const QString& name) const;
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void setUniformValue(int location, GLfloat value);
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void setUniformValue(int location, GLint value);
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void setUniformValue(int location, GLuint value);
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void setUniformValue(int location, GLfloat x, GLfloat y);
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void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z);
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void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setUniformValue(int location, const QVector2D& value);
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void setUniformValue(int location, const QVector3D& value);
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void setUniformValue(int location, const QVector4D& value);
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void setUniformValue(int location, const QColor& color);
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void setUniformValue(int location, const QPoint& point);
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void setUniformValue(int location, const QPointF& point);
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void setUniformValue(int location, const QSize& size);
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void setUniformValue(int location, const QSizeF& size);
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void setUniformValue(int location, const QMatrix2x2& value);
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void setUniformValue(int location, const QMatrix2x3& value);
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void setUniformValue(int location, const QMatrix2x4& value);
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void setUniformValue(int location, const QMatrix3x2& value);
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void setUniformValue(int location, const QMatrix3x3& value);
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void setUniformValue(int location, const QMatrix3x4& value);
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void setUniformValue(int location, const QMatrix4x2& value);
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void setUniformValue(int location, const QMatrix4x3& value);
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void setUniformValue(int location, const QMatrix4x4& value);
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void setUniformValue(int location, const GLfloat value[2][2]);
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void setUniformValue(int location, const GLfloat value[3][3]);
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void setUniformValue(int location, const GLfloat value[4][4]);
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void setUniformValue(int location, const QTransform& value);
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void setUniformValue(const char *name, GLfloat value);
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void setUniformValue(const char *name, GLint value);
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void setUniformValue(const char *name, GLuint value);
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void setUniformValue(const char *name, GLfloat x, GLfloat y);
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void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
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void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setUniformValue(const char *name, const QVector2D& value);
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void setUniformValue(const char *name, const QVector3D& value);
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void setUniformValue(const char *name, const QVector4D& value);
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void setUniformValue(const char *name, const QColor& color);
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void setUniformValue(const char *name, const QPoint& point);
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void setUniformValue(const char *name, const QPointF& point);
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void setUniformValue(const char *name, const QSize& size);
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void setUniformValue(const char *name, const QSizeF& size);
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void setUniformValue(const char *name, const QMatrix2x2& value);
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void setUniformValue(const char *name, const QMatrix2x3& value);
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void setUniformValue(const char *name, const QMatrix2x4& value);
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void setUniformValue(const char *name, const QMatrix3x2& value);
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void setUniformValue(const char *name, const QMatrix3x3& value);
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void setUniformValue(const char *name, const QMatrix3x4& value);
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void setUniformValue(const char *name, const QMatrix4x2& value);
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void setUniformValue(const char *name, const QMatrix4x3& value);
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void setUniformValue(const char *name, const QMatrix4x4& value);
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void setUniformValue(const char *name, const GLfloat value[2][2]);
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void setUniformValue(const char *name, const GLfloat value[3][3]);
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void setUniformValue(const char *name, const GLfloat value[4][4]);
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void setUniformValue(const char *name, const QTransform& value);
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void setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize);
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void setUniformValueArray(int location, const GLint *values, int count);
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void setUniformValueArray(int location, const GLuint *values, int count);
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void setUniformValueArray(int location, const QVector2D *values, int count);
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void setUniformValueArray(int location, const QVector3D *values, int count);
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void setUniformValueArray(int location, const QVector4D *values, int count);
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void setUniformValueArray(int location, const QMatrix2x2 *values, int count);
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void setUniformValueArray(int location, const QMatrix2x3 *values, int count);
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void setUniformValueArray(int location, const QMatrix2x4 *values, int count);
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void setUniformValueArray(int location, const QMatrix3x2 *values, int count);
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void setUniformValueArray(int location, const QMatrix3x3 *values, int count);
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void setUniformValueArray(int location, const QMatrix3x4 *values, int count);
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void setUniformValueArray(int location, const QMatrix4x2 *values, int count);
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void setUniformValueArray(int location, const QMatrix4x3 *values, int count);
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void setUniformValueArray(int location, const QMatrix4x4 *values, int count);
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void setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize);
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void setUniformValueArray(const char *name, const GLint *values, int count);
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void setUniformValueArray(const char *name, const GLuint *values, int count);
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void setUniformValueArray(const char *name, const QVector2D *values, int count);
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void setUniformValueArray(const char *name, const QVector3D *values, int count);
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void setUniformValueArray(const char *name, const QVector4D *values, int count);
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void setUniformValueArray(const char *name, const QMatrix2x2 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix2x3 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix2x4 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix3x2 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix3x3 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix3x4 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix4x2 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix4x3 *values, int count);
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void setUniformValueArray(const char *name, const QMatrix4x4 *values, int count);
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2017-09-18 09:49:52 +00:00
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static bool hasOpenGLShaderPrograms(const QGLContext *context = nullptr);
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2011-04-27 10:05:43 +00:00
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private Q_SLOTS:
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void shaderDestroyed();
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private:
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Q_DISABLE_COPY(QGLShaderProgram)
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Q_DECLARE_PRIVATE(QGLShaderProgram)
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bool init();
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};
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QT_END_NAMESPACE
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#endif
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