/**************************************************************************** ** ** 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // /* Uniform Types in OpenGL ES 2.0 ============================== GL_FLOAT GLfloat GLfloat GL_FLOAT_VEC2 QGLVec2 GLfloat[2] GL_FLOAT_VEC3 QGLVec3 GLfloat[3] GL_FLOAT_VEC4 QGLVec4 GLfloat[4] GL_INT GLint GLint GL_INT_VEC2 QGLIVec2 GLint[2] GL_INT_VEC3 QGLIVec3 GLint[3] GL_INT_VEC4 QGLIVec4 GLint[4] GL_BOOL GLbool GLbool GL_BOOL_VEC2 QGLBVec2 GLbool[2] GL_BOOL_VEC3 QGLBVec3 GLbool[3] GL_BOOL_VEC4 QGLBVec4 GLbool[4] GL_FLOAT_MAT2 QGLMat2 GLfloat[2][2] GL_FLOAT_MAT3 QGLMat3 GLfloat[3][3] GL_FLOAT_MAT4 QGLMat4 GLfloat[4][4] GL_SAMPLER_2D QGLSampler2D GLuint GL_SAMPLER_CUBE QGLSamplerCube GLuint Additional Types in Desktop OpenGL 2.0 ====================================== SAMPLER_1D, SAMPLER_3D, SAMPLER_1D_SHADOW, SAMPLER_2D_SHADOW. */ #include typedef struct { GLfloat a; GLfloat b; } QGLVec2; typedef struct { GLfloat a; GLfloat b; GLfloat c; } QGLVec3; typedef struct { GLfloat a; GLfloat b; GLfloat c; GLfloat d; } QGLVec4; class QGLShaderProgram; class QGLShaderPrivate; class QGLShader : QObject { Q_OBJECT public: enum ShaderType {VertexShader, FragmentShader}; QGLShader(ShaderType type, const QGLContext* ctx = 0); GLuint id(); void clearSource(); void addSource(const QLatin1String& newSource); bool compile(); bool isValid(); QString log(); const QGLContext* context(); //maybe make private with prog a friend? private: QGLShaderPrivate* d_ptr; Q_DECLARE_PRIVATE(QGLShader); /* public slots: void cleanupGLContextRefs(const QGLContext *context); */ }; enum QGLType { QGLInvalidType = 0, QGLFloatType = GL_FLOAT, QGLVec2Type = GL_FLOAT_VEC2, QGLVec3Type = GL_FLOAT_VEC3, QGLVec4Type = GL_FLOAT_VEC4, QGLIntType = GL_INT, QGLIVec2Type = GL_INT_VEC2, QGLIVec3Type = GL_INT_VEC3, QGLIVec4Type = GL_INT_VEC4, QGLBoolType = GL_BOOL, QGLBVec2Type = GL_BOOL_VEC2, QGLBVec3Type = GL_BOOL_VEC3, QGLBVec4Type = GL_BOOL_VEC4, QGLMat2Type = GL_FLOAT_MAT2, QGLMat3Type = GL_FLOAT_MAT3, QGLMat4Type = GL_FLOAT_MAT4, QGLSampler2DType = GL_SAMPLER_2D, QGLSamplerCubeType = GL_SAMPLER_CUBE }; class QGLUniform { public: QGLUniform(GLenum glType, GLint location, QGLContext* context) : m_id(location), m_type(QGLType(glType)), ctx(context) {} QGLUniform(); // Called by QMap when there's no match on the name QGLType type() const {return m_type;} GLuint id() const {return m_id;} // Seems odd to be const, but it doesn't actually modify any of the // class members, only the GL state! const QGLUniform& operator=(const GLfloat&) const; const QGLUniform& operator=(const QGLVec2&) const; const QGLUniform& operator=(const QSizeF&) const; const QGLUniform& operator=(const QPointF&) const; const QGLUniform& operator=(const QGLVec3&) const; const QGLUniform& operator=(const QGLVec4&) const; const QGLUniform& operator=(const QColor&) const; const QGLUniform& operator=(const GLfloat[2][2]) const; const QGLUniform& operator=(const GLfloat[3][3]) const; const QGLUniform& operator=(const QTransform&) const; const QGLUniform& operator=(const GLfloat[4][4]) const; const QGLUniform& operator=(const GLuint&) const; // sampler2d, specifying a texture unit protected: GLuint m_id; QGLType m_type; QGLContext* ctx; }; typedef QMap QGLUniformList; typedef QMapIterator QGLUniformListIterator; class QGLVertexAttribute { public: QGLVertexAttribute(GLenum glType, GLuint location, QGLContext* context) : m_id(location), m_type(QGLType(glType)), ctx(context) {} QGLVertexAttribute(); // Called by QMap when there's no match on the name QGLType type() const {return m_type;} GLuint id() const {return m_id;} void enable() const; void disable() const; const QGLVertexAttribute& operator=(const GLfloat* rhs) const; const QGLVertexAttribute& operator=(const QGLVec3* rhs) const; protected: GLuint m_id; QGLType m_type; QGLContext* ctx; }; //TODO: Convert into setter overloads on QGLShaderProgram typedef QMap QGLVertexAttributeList; typedef QMapIterator QGLVertexAttributeListIterator; class QGLShaderProgramPrivate; class QGLShaderProgram : QObject { Q_OBJECT public: QGLShaderProgram(const QGLContext* ctx = 0); const QGLUniformList & uniforms(); const QGLVertexAttributeList& vertexAttributes(); bool addShader(QGLShader* newShader); bool removeShader(QGLShader* oldShader); bool removeAllShaders(); bool link(); QString log(); bool isValid(); void use(); GLuint id(); private: QGLShaderProgramPrivate* d_ptr; Q_DECLARE_PRIVATE(QGLShaderProgram); /* public slots: void cleanupGLContextRefs(const QGLContext *context); */ };