/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qglshader_p.h" // Windows needs to resolve OpenGL 2.0 function pointers for each context. The // QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter. #define Q_CTX QGLContext* ctx = d->ctx; \ if (!ctx) \ return false; \ ctx->makeCurrent(); \ class QGLShaderPrivate { public: QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {} GLuint shaderId; QString source; bool valid; QGLShader::ShaderType type; QGLContext* ctx; }; QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx) : d_ptr(new QGLShaderPrivate) { Q_D(QGLShader); if (!ctx) ctx = QGLContext::currentContext(); if (!ctx) { qWarning("QGLShader being created without a context"); return; } d->ctx = const_cast(ctx); d->ctx->makeCurrent(); if (type == QGLShader::FragmentShader) d->shaderId = glCreateShader(GL_FRAGMENT_SHADER); else d->shaderId = glCreateShader(GL_VERTEX_SHADER); if (d->shaderId == 0) { qWarning("Error creating shader object"); return; } d->type = type; } GLuint QGLShader::id() { Q_D(QGLShader); return d->shaderId; } const QGLContext* QGLShader::context() { Q_D(QGLShader); return d->ctx; } void QGLShader::clearSource() { Q_D(QGLShader); d->source.clear(); d->valid = false; } void QGLShader::addSource(const QLatin1String& newSource) { Q_D(QGLShader); d->source += newSource; d->valid = false; } bool QGLShader::compile() { Q_D(QGLShader); d->valid = false; if (d->source.size() == 0) return false; const QByteArray src_ba = d->source.toAscii(); const char* src = src_ba.constData(); glShaderSource(d->shaderId, 1, &src, 0); glCompileShader(d->shaderId); GLint shaderCompiled; glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled); if (!shaderCompiled) return false; d->valid = true; return true; } bool QGLShader::isValid() { Q_D(QGLShader); return d->valid; } QString QGLShader::log() { Q_D(QGLShader); char* logData; GLint logSize; GLint logLength; glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize); if (!logSize) return QString(); logData = new char[logSize]; glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData); QString result = QString::fromAscii(logData); delete [] logData; return result; } class QGLShaderProgramPrivate { public: QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {} void populateVariableLists(); QVector shaders; QGLUniformList uniforms; QGLVertexAttributeList attributeArrays; bool valid; GLuint programId; QGLContext* ctx; }; void QGLShaderProgramPrivate::populateVariableLists() { attributeArrays.clear(); uniforms.clear(); int count; int sizeOfNameBuff; char* name; GLint nameLength; GLenum type; GLint size; GLint location; glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count); glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff); name = new char[sizeOfNameBuff]; for (int i = 0; i < count; ++i) { nameLength = -1; glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name); if (nameLength == -1) continue; location = glGetAttribLocation(programId, name); attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx)); } delete [] name; glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count); glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff); name = new char[sizeOfNameBuff]; for (int i = 0; i < count; ++i) { nameLength = -1; glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name); if (nameLength == -1) continue; location = glGetUniformLocation(programId, name); uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx)); } } QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx) : d_ptr(new QGLShaderProgramPrivate) { Q_D(QGLShaderProgram); if (!ctx) ctx = QGLContext::currentContext(); if (!ctx) { qWarning("QGLShaderProgram being created without a context"); return; } d->ctx = const_cast(ctx); d->ctx->makeCurrent(); d->programId = glCreateProgram(); d->valid = false; } const QGLUniformList & QGLShaderProgram::uniforms() { Q_D(QGLShaderProgram); return const_cast(d->uniforms); } const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes() { Q_D(QGLShaderProgram); return const_cast(d->attributeArrays); } bool QGLShaderProgram::addShader(QGLShader* newShader) { Q_D(QGLShaderProgram); if (!newShader || !d->ctx) return false; if (newShader->context() != d->ctx) { qWarning("Shader object's context does not match program's context"); return false; } if (!newShader->isValid()) return false; QGLContext* ctx = d->ctx; if (!ctx) return false; ctx->makeCurrent(); glAttachShader(d->programId, newShader->id()); d->shaders.append(newShader); return true; } bool QGLShaderProgram::removeShader(QGLShader* oldShader) { Q_D(QGLShaderProgram); int idx = d->shaders.indexOf(oldShader); if (idx == -1) return false; d->shaders.remove(idx); QGLContext* ctx = d->ctx; if (!ctx) return false; ctx->makeCurrent(); glDetachShader(d->programId, oldShader->id()); return true; } bool QGLShaderProgram::removeAllShaders() { Q_D(QGLShaderProgram); QGLContext* ctx = d->ctx; if (!ctx) return false; ctx->makeCurrent(); foreach (QGLShader* shader, d->shaders) glDetachShader(d->programId, shader->id()); d->shaders.clear(); return true; } #include bool QGLShaderProgram::link() { Q_D(QGLShaderProgram); QGLContext* ctx = d->ctx; if (!ctx) return false; ctx->makeCurrent(); glLinkProgram(d->programId); GLint linked; glGetProgramiv(d->programId, GL_LINK_STATUS, &linked); if (!linked) return false; d->populateVariableLists(); d->valid = true; return true; } void QGLShaderProgram::use() { Q_D(QGLShaderProgram); if (!d->valid) return; glUseProgram(d->programId); } QString QGLShaderProgram::log() { Q_D(QGLShaderProgram); QGLContext* ctx = d->ctx; if (!ctx) return QString(); ctx->makeCurrent(); GLint logSize = -666; glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize); char* logData = new char[logSize]; GLint logLength; glGetProgramInfoLog(d->programId, logSize, &logLength, logData); QString result = QString::fromAscii(logData); delete [] logData; return result; } GLuint QGLShaderProgram::id() { Q_D(QGLShaderProgram); return d->programId; } ///////////////////////////////////////////////////////////////////////// QGLUniform::QGLUniform() : m_id(0), m_type(QGLInvalidType), ctx(0) { qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link"); } const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const { if (m_type != QGLFloatType) return *this; glUniform1f(m_id, rhs); return *this; } const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const { if (m_type != QGLVec2Type) return *this; glUniform2fv(m_id, 1, (const GLfloat*)&rhs); return *this; } const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const { if (m_type != QGLVec2Type) return *this; glUniform2f(m_id, rhs.width(), rhs.height()); return *this; } const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const { if (m_type != QGLVec2Type) return *this; glUniform2f(m_id, rhs.x(), rhs.y()); return *this; } const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const { if (m_type != QGLVec3Type) return *this; glUniform3fv(m_id, 1, (const GLfloat*)&rhs); return *this; } const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const { if (m_type != QGLVec4Type) return *this; glUniform4fv(m_id, 1, (const GLfloat*)&rhs); return *this; } const QGLUniform& QGLUniform::operator=(const QColor& rhs) const { if (m_type != QGLVec4Type) return *this; glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF()); return *this; } const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const { if (m_type != QGLMat2Type) return *this; glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); return *this; } const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const { if (m_type != QGLMat3Type) return *this; glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); return *this; } // Transposes ready for GL const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const { if (m_type != QGLMat3Type) return *this; GLfloat mat3[3][3] = { {rhs.m11(), rhs.m12(), rhs.m13()}, {rhs.m21(), rhs.m22(), rhs.m23()}, {rhs.m31(), rhs.m32(), rhs.m33()} }; glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3); return *this; } const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const { if (m_type != QGLMat4Type) return *this; glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); return *this; } const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const { if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType)) return *this; glUniform1i(m_id, rhs); return *this; } ///////////////////////////////////////////////////////////////////////// QGLVertexAttribute::QGLVertexAttribute() : m_id(0), m_type(QGLInvalidType), ctx(0) { qWarning("Unknown vertex attribute!"); } void QGLVertexAttribute::enable() const { glEnableVertexAttribArray(m_id); } void QGLVertexAttribute::disable() const { glDisableVertexAttribArray(m_id); } // NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this // method isn't very useful. I.e. The datatypes are needed to distinguish the different // sizes for the function signatures. const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const { int size = -1; if (m_type == QGLFloatType) size = 1; else if (m_type == QGLVec2Type) size = 2; else if (m_type == QGLVec3Type) size = 3; else if (m_type == QGLVec4Type) size = 4; else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes... size = 4; else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes... size = 9; else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes... size = 16; else return *this; glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs); return *this; } const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const { glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs); return *this; }