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authorSean Harmer <sean.harmer@kdab.com>2015-09-18 12:59:13 +0100
committerPaul Lemire <paul.lemire@kdab.com>2015-10-13 12:12:49 +0000
commitb1810f91ee5eaa3ae9e79efde6b4a0335738c3e8 (patch)
tree5a5d8b2894110b76840521a1e1be8669e165038b /src/render/graphicshelpers/graphicshelpergl3_3.cpp
parentba3d49872eb5f7fdb3eca10ae923dda7b7a218d8 (diff)
Remove Q prefix from graphics helpers
Change-Id: I79066df0df1fbac4f49e47c91c552fca0d4093bf Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/graphicshelpers/graphicshelpergl3_3.cpp')
-rw-r--r--src/render/graphicshelpers/graphicshelpergl3_3.cpp926
1 files changed, 926 insertions, 0 deletions
diff --git a/src/render/graphicshelpers/graphicshelpergl3_3.cpp b/src/render/graphicshelpers/graphicshelpergl3_3.cpp
new file mode 100644
index 000000000..45e593e07
--- /dev/null
+++ b/src/render/graphicshelpers/graphicshelpergl3_3.cpp
@@ -0,0 +1,926 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/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 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later 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 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "graphicshelpergl3_3_p.h"
+
+#ifndef QT_OPENGL_ES_2
+#include <QOpenGLFunctions_3_3_Core>
+#include <QtOpenGLExtensions/qopenglextensions.h>
+#include <Qt3DRenderer/private/renderlogging_p.h>
+#include <private/attachmentpack_p.h>
+#include <private/qgraphicsutils_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+GraphicsHelperGL3_3::GraphicsHelperGL3_3()
+ : m_funcs(Q_NULLPTR)
+ , m_tessFuncs()
+{
+}
+
+void GraphicsHelperGL3_3::initializeHelper(QOpenGLContext *context,
+ QAbstractOpenGLFunctions *functions)
+{
+ m_funcs = static_cast<QOpenGLFunctions_3_3_Core*>(functions);
+ const bool ok = m_funcs->initializeOpenGLFunctions();
+ Q_ASSERT(ok);
+ Q_UNUSED(ok);
+
+ if (context->hasExtension(QByteArrayLiteral("GL_ARB_tessellation_shader"))) {
+ m_tessFuncs.reset(new QOpenGLExtension_ARB_tessellation_shader);
+ m_tessFuncs->initializeOpenGLFunctions();
+ }
+}
+
+void GraphicsHelperGL3_3::drawElementsInstanced(GLenum primitiveType,
+ GLsizei primitiveCount,
+ GLint indexType,
+ void *indices,
+ GLsizei instances,
+ GLint baseVertex,
+ GLint baseInstance)
+{
+ if (baseInstance != 0)
+ qWarning() << "glDrawElementsInstancedBaseVertexBaseInstance is not supported with OpenGL 3";
+
+ // glDrawElements OpenGL 3.1 or greater
+ m_funcs->glDrawElementsInstancedBaseVertex(primitiveType,
+ primitiveCount,
+ indexType,
+ indices,
+ instances,
+ baseVertex);
+}
+
+void GraphicsHelperGL3_3::drawArraysInstanced(GLenum primitiveType,
+ GLint first,
+ GLsizei count,
+ GLsizei instances)
+{
+ // glDrawArraysInstanced OpenGL 3.1 or greater
+ m_funcs->glDrawArraysInstanced(primitiveType,
+ first,
+ count,
+ instances);
+}
+
+void GraphicsHelperGL3_3::drawElements(GLenum primitiveType,
+ GLsizei primitiveCount,
+ GLint indexType,
+ void *indices,
+ GLint baseVertex)
+{
+ m_funcs->glDrawElementsBaseVertex(primitiveType,
+ primitiveCount,
+ indexType,
+ indices,
+ baseVertex);
+}
+
+void GraphicsHelperGL3_3::drawArrays(GLenum primitiveType,
+ GLint first,
+ GLsizei count)
+{
+ m_funcs->glDrawArrays(primitiveType,
+ first,
+ count);
+}
+
+void GraphicsHelperGL3_3::setVerticesPerPatch(GLint verticesPerPatch)
+{
+#if defined(QT_OPENGL_4)
+ if (!m_tessFuncs) {
+ qWarning() << "Tessellation not supported with OpenGL 3 without GL_ARB_tessellation_shader";
+ return;
+ }
+
+ m_tessFuncs->glPatchParameteri(GL_PATCH_VERTICES, verticesPerPatch);
+#else
+ Q_UNUSED(verticesPerPatch);
+ qWarning() << "Tessellation not supported";
+#endif
+}
+
+void GraphicsHelperGL3_3::useProgram(GLuint programId)
+{
+ m_funcs->glUseProgram(programId);
+}
+
+QVector<ShaderUniform> GraphicsHelperGL3_3::programUniformsAndLocations(GLuint programId)
+{
+ QVector<ShaderUniform> uniforms;
+
+ GLint nbrActiveUniforms = 0;
+ m_funcs->glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &nbrActiveUniforms);
+ uniforms.reserve(nbrActiveUniforms);
+ char uniformName[256];
+ for (GLint i = 0; i < nbrActiveUniforms; i++) {
+ ShaderUniform uniform;
+ GLsizei uniformNameLength = 0;
+ // Size is 1 for scalar and more for struct or arrays
+ // Type is the GL Type
+ m_funcs->glGetActiveUniform(programId, i, sizeof(uniformName) - 1, &uniformNameLength,
+ &uniform.m_size, &uniform.m_type, uniformName);
+ uniformName[sizeof(uniformName) - 1] = '\0';
+ uniform.m_location = m_funcs->glGetUniformLocation(programId, uniformName);
+ uniform.m_name = QString::fromUtf8(uniformName, uniformNameLength);
+ m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &uniform.m_blockIndex);
+ m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_OFFSET, &uniform.m_offset);
+ m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_ARRAY_STRIDE, &uniform.m_arrayStride);
+ m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_MATRIX_STRIDE, &uniform.m_matrixStride);
+ uniform.m_rawByteSize = uniformByteSize(uniform);
+ uniforms.append(uniform);
+ qCDebug(Render::Rendering) << uniform.m_name << "size" << uniform.m_size
+ << " offset" << uniform.m_offset
+ << " rawSize" << uniform.m_rawByteSize;
+ }
+
+ return uniforms;
+}
+
+QVector<ShaderAttribute> GraphicsHelperGL3_3::programAttributesAndLocations(GLuint programId)
+{
+ QVector<ShaderAttribute> attributes;
+ GLint nbrActiveAttributes = 0;
+ m_funcs->glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &nbrActiveAttributes);
+ attributes.reserve(nbrActiveAttributes);
+ char attributeName[256];
+ for (GLint i = 0; i < nbrActiveAttributes; i++) {
+ ShaderAttribute attribute;
+ GLsizei attributeNameLength = 0;
+ // Size is 1 for scalar and more for struct or arrays
+ // Type is the GL Type
+ m_funcs->glGetActiveAttrib(programId, i, sizeof(attributeName) - 1, &attributeNameLength,
+ &attribute.m_size, &attribute.m_type, attributeName);
+ attributeName[sizeof(attributeName) - 1] = '\0';
+ attribute.m_location = m_funcs->glGetAttribLocation(programId, attributeName);
+ attribute.m_name = QString::fromUtf8(attributeName, attributeNameLength);
+ attributes.append(attribute);
+ }
+ return attributes;
+}
+
+QVector<ShaderUniformBlock> GraphicsHelperGL3_3::programUniformBlocks(GLuint programId)
+{
+ QVector<ShaderUniformBlock> blocks;
+ GLint nbrActiveUniformsBlocks = 0;
+ m_funcs->glGetProgramiv(programId, GL_ACTIVE_UNIFORM_BLOCKS, &nbrActiveUniformsBlocks);
+ blocks.reserve(nbrActiveUniformsBlocks);
+ for (GLint i = 0; i < nbrActiveUniformsBlocks; i++) {
+ QByteArray uniformBlockName(256, '\0');
+ ShaderUniformBlock uniformBlock;
+ m_funcs->glGetActiveUniformBlockName(programId, i, 256, NULL, uniformBlockName.data());
+ uniformBlock.m_name = QString::fromUtf8(uniformBlockName);
+ uniformBlock.m_index = i;
+ m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &uniformBlock.m_activeUniformsCount);
+ m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_BINDING, &uniformBlock.m_binding);
+ m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlock.m_size);
+ blocks.append(uniformBlock);
+ }
+ return blocks;
+}
+
+void GraphicsHelperGL3_3::vertexAttribDivisor(GLuint index, GLuint divisor)
+{
+ m_funcs->glVertexAttribDivisor(index, divisor);
+}
+
+void GraphicsHelperGL3_3::blendEquation(GLenum mode)
+{
+ m_funcs->glBlendEquation(mode);
+}
+
+void GraphicsHelperGL3_3::alphaTest(GLenum, GLenum)
+{
+ qCWarning(Render::Rendering) << "AlphaTest not available with OpenGL 3.2 core";
+}
+
+void GraphicsHelperGL3_3::depthTest(GLenum mode)
+{
+ m_funcs->glEnable(GL_DEPTH_TEST);
+ m_funcs->glDepthFunc(mode);
+}
+
+void GraphicsHelperGL3_3::depthMask(GLenum mode)
+{
+ m_funcs->glDepthMask(mode);
+}
+
+void GraphicsHelperGL3_3::cullFace(GLenum mode)
+{
+ m_funcs->glEnable(GL_CULL_FACE);
+ m_funcs->glCullFace(mode);
+}
+
+void GraphicsHelperGL3_3::frontFace(GLenum mode)
+{
+ m_funcs->glFrontFace(mode);
+
+}
+
+void GraphicsHelperGL3_3::enableAlphaCoverage()
+{
+ m_funcs->glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+}
+
+void GraphicsHelperGL3_3::disableAlphaCoverage()
+{
+ m_funcs->glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+}
+
+GLuint GraphicsHelperGL3_3::createFrameBufferObject()
+{
+ GLuint id;
+ m_funcs->glGenFramebuffers(1, &id);
+ return id;
+}
+
+void GraphicsHelperGL3_3::releaseFrameBufferObject(GLuint frameBufferId)
+{
+ m_funcs->glDeleteFramebuffers(1, &frameBufferId);
+}
+
+void GraphicsHelperGL3_3::bindFrameBufferObject(GLuint frameBufferId)
+{
+ m_funcs->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferId);
+}
+
+GLuint GraphicsHelperGL3_3::boundFrameBufferObject()
+{
+ GLint id = 0;
+ m_funcs->glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &id);
+ return id;
+}
+
+bool GraphicsHelperGL3_3::checkFrameBufferComplete()
+{
+ return (m_funcs->glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+}
+
+void GraphicsHelperGL3_3::bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment)
+{
+ GLenum attr = GL_DEPTH_STENCIL_ATTACHMENT;
+
+ if (attachment.m_type <= QRenderAttachment::ColorAttachment15)
+ attr = GL_COLOR_ATTACHMENT0 + attachment.m_type;
+ else if (attachment.m_type == QRenderAttachment::DepthAttachment)
+ attr = GL_DEPTH_ATTACHMENT;
+ else if (attachment.m_type == QRenderAttachment::StencilAttachment)
+ attr = GL_STENCIL_ATTACHMENT;
+
+ texture->bind();
+ QOpenGLTexture::Target target = texture->target();
+ if (target == QOpenGLTexture::Target1DArray || target == QOpenGLTexture::Target2DArray ||
+ target == QOpenGLTexture::Target2DMultisampleArray || target == QOpenGLTexture::Target3D)
+ m_funcs->glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel, attachment.m_layer);
+ else if (target == QOpenGLTexture::TargetCubeMapArray)
+ m_funcs->glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel, attachment.m_layer);
+ else if (target == QOpenGLTexture::TargetCubeMap)
+ m_funcs->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel);
+ else
+ m_funcs->glFramebufferTexture(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel);
+ texture->release();
+}
+
+bool GraphicsHelperGL3_3::supportsFeature(GraphicsHelperInterface::Feature feature) const
+{
+ switch (feature) {
+ case MRT:
+ case UniformBufferObject:
+ case PrimitiveRestart:
+ case RenderBufferDimensionRetrieval:
+ case TextureDimensionRetrieval:
+ return true;
+ case Tessellation:
+ return !m_tessFuncs.isNull();
+ default:
+ return false;
+ }
+}
+
+void GraphicsHelperGL3_3::drawBuffers(GLsizei n, const int *bufs)
+{
+ // Use QVarLengthArray here
+ QVarLengthArray<GLenum, 16> drawBufs(n);
+
+ for (int i = 0; i < n; i++)
+ drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i];
+ m_funcs->glDrawBuffers(n, drawBufs.constData());
+}
+
+void GraphicsHelperGL3_3::bindFragDataLocation(GLuint shader, const QHash<QString, int> &outputs)
+{
+ Q_FOREACH (const QString &name, outputs.keys())
+ m_funcs->glBindFragDataLocation(shader, outputs.value(name), name.toStdString().c_str());
+}
+
+void GraphicsHelperGL3_3::bindUniform(const QVariant &v, const ShaderUniform &description)
+{
+ switch (description.m_type) {
+
+ case GL_FLOAT:
+ m_funcs->glUniform1fv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 1));
+ break;
+
+ case GL_FLOAT_VEC2:
+ m_funcs->glUniform2fv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 2));
+ break;
+
+ case GL_FLOAT_VEC3:
+ m_funcs->glUniform3fv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 3));
+ break;
+
+ case GL_FLOAT_VEC4:
+ m_funcs->glUniform4fv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4));
+ break;
+
+ case GL_FLOAT_MAT2:
+ m_funcs->glUniformMatrix2fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4));
+ break;
+
+ case GL_FLOAT_MAT2x3:
+ m_funcs->glUniformMatrix2x3fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6));
+ break;
+
+ case GL_FLOAT_MAT2x4:
+ m_funcs->glUniformMatrix2x4fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8));
+ break;
+
+ case GL_FLOAT_MAT3:
+ m_funcs->glUniformMatrix3fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 9));
+ break;
+
+ case GL_FLOAT_MAT3x2:
+ m_funcs->glUniformMatrix3x2fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6));
+ break;
+
+ case GL_FLOAT_MAT3x4:
+ m_funcs->glUniformMatrix3x4fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12));
+ break;
+
+ case GL_FLOAT_MAT4:
+ m_funcs->glUniformMatrix4fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 16));
+ break;
+
+ case GL_FLOAT_MAT4x2:
+ m_funcs->glUniformMatrix4x2fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8));
+ break;
+
+ case GL_FLOAT_MAT4x3:
+ m_funcs->glUniformMatrix4x3fv(description.m_location, description.m_size, GL_FALSE,
+ QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12));
+ break;
+
+ case GL_INT:
+ m_funcs->glUniform1iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 1));
+ break;
+
+ case GL_INT_VEC2:
+ m_funcs->glUniform2iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 2));
+ break;
+
+ case GL_INT_VEC3:
+ m_funcs->glUniform3iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 3));
+ break;
+
+ case GL_INT_VEC4:
+ m_funcs->glUniform4iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 4));
+ break;
+
+ case GL_UNSIGNED_INT:
+ m_funcs->glUniform1uiv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 1));
+ break;
+
+ case GL_UNSIGNED_INT_VEC2:
+ m_funcs->glUniform2uiv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 2));
+ break;
+
+ case GL_UNSIGNED_INT_VEC3:
+ m_funcs->glUniform3uiv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 3));
+ break;
+
+ case GL_UNSIGNED_INT_VEC4:
+ m_funcs->glUniform4uiv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 4));
+ break;
+
+ case GL_BOOL:
+ m_funcs->glUniform1iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 1));
+ break;
+
+ case GL_BOOL_VEC2:
+ m_funcs->glUniform2iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 2));
+ break;
+
+ case GL_BOOL_VEC3:
+ m_funcs->glUniform3iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 3));
+ break;
+
+ case GL_BOOL_VEC4:
+ m_funcs->glUniform4iv(description.m_location, description.m_size,
+ QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 4));
+ break;
+
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_BUFFER:
+ case GL_SAMPLER_2D_RECT:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_2D_RECT:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_RECT_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: {
+ Q_ASSERT(description.m_size == 1);
+ m_funcs->glUniform1i(description.m_location, v.toInt());
+ break;
+ }
+
+ default:
+ qWarning() << Q_FUNC_INFO << "unsupported uniform type:" << description.m_type << "for " << description.m_name;
+ break;
+ }
+}
+
+void GraphicsHelperGL3_3::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
+{
+ m_funcs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding);
+}
+
+void GraphicsHelperGL3_3::bindBufferBase(GLenum target, GLuint index, GLuint buffer)
+{
+ m_funcs->glBindBufferBase(target, index, buffer);
+}
+
+void GraphicsHelperGL3_3::buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer)
+{
+ char *bufferData = buffer.data();
+
+ switch (description.m_type) {
+
+ case GL_FLOAT: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 1);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
+ break;
+ }
+
+ case GL_FLOAT_VEC2: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 2);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
+ break;
+ }
+
+ case GL_FLOAT_VEC3: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 3);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
+ break;
+ }
+
+ case GL_FLOAT_VEC4: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
+ break;
+ }
+
+ case GL_FLOAT_MAT2: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 2);
+ break;
+ }
+
+ case GL_FLOAT_MAT2x3: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 3);
+ break;
+ }
+
+ case GL_FLOAT_MAT2x4: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 4);
+ break;
+ }
+
+ case GL_FLOAT_MAT3: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 9);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 3);
+ break;
+ }
+
+ case GL_FLOAT_MAT3x2: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 2);
+ break;
+ }
+
+ case GL_FLOAT_MAT3x4: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 4);
+ break;
+ }
+
+ case GL_FLOAT_MAT4: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 16);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 4);
+ break;
+ }
+
+ case GL_FLOAT_MAT4x2: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 2);
+ break;
+ }
+
+ case GL_FLOAT_MAT4x3: {
+ const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12);
+ QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 3);
+ break;
+ }
+
+ case GL_INT: {
+ const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 1);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
+ break;
+ }
+
+ case GL_INT_VEC2: {
+ const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 2);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
+ break;
+ }
+
+ case GL_INT_VEC3: {
+ const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 3);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
+ break;
+ }
+
+ case GL_INT_VEC4: {
+ const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 4);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
+ break;
+ }
+
+ case GL_UNSIGNED_INT: {
+ const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 1);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
+ break;
+ }
+
+ case GL_UNSIGNED_INT_VEC2: {
+ const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 2);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
+ break;
+ }
+
+ case GL_UNSIGNED_INT_VEC3: {
+ const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 3);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
+ break;
+ }
+
+ case GL_UNSIGNED_INT_VEC4: {
+ const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 4);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
+ break;
+ }
+
+ case GL_BOOL: {
+ const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 1);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
+ break;
+ }
+
+ case GL_BOOL_VEC2: {
+ const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 2);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
+ break;
+ }
+
+ case GL_BOOL_VEC3: {
+ const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 3);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
+ break;
+ }
+
+ case GL_BOOL_VEC4: {
+ const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 4);
+ QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
+ break;
+ }
+
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_BUFFER:
+ case GL_SAMPLER_2D_RECT:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_2D_RECT:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_RECT_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: {
+ Q_ASSERT(description.m_size == 1);
+ int value = v.toInt();
+ QGraphicsUtils::fillDataArray<GLint>(bufferData, &value, description, 1);
+ break;
+ }
+
+ default:
+ qWarning() << Q_FUNC_INFO << "unsupported uniform type:" << description.m_type << "for " << description.m_name;
+ break;
+ }
+}
+
+uint GraphicsHelperGL3_3::uniformByteSize(const ShaderUniform &description)
+{
+ uint rawByteSize = 0;
+ int arrayStride = qMax(description.m_arrayStride, 0);
+ int matrixStride = qMax(description.m_matrixStride, 0);
+
+ switch (description.m_type) {
+
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_UNSIGNED_INT_VEC2:
+ rawByteSize = 8;
+ break;
+
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_UNSIGNED_INT_VEC3:
+ rawByteSize = 12;
+ break;
+
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_UNSIGNED_INT_VEC4:
+ rawByteSize = 16;
+ break;
+
+ case GL_FLOAT_MAT2:
+ rawByteSize = matrixStride ? 2 * matrixStride : 16;
+ break;
+
+ case GL_FLOAT_MAT2x4:
+ rawByteSize = matrixStride ? 2 * matrixStride : 32;
+ break;
+
+ case GL_FLOAT_MAT4x2:
+ rawByteSize = matrixStride ? 4 * matrixStride : 32;
+ break;
+
+ case GL_FLOAT_MAT3:
+ rawByteSize = matrixStride ? 3 * matrixStride : 36;
+ break;
+
+ case GL_FLOAT_MAT2x3:
+ rawByteSize = matrixStride ? 2 * matrixStride : 24;
+ break;
+
+ case GL_FLOAT_MAT3x2:
+ rawByteSize = matrixStride ? 3 * matrixStride : 24;
+ break;
+
+ case GL_FLOAT_MAT4:
+ rawByteSize = matrixStride ? 4 * matrixStride : 64;
+ break;
+
+ case GL_FLOAT_MAT4x3:
+ rawByteSize = matrixStride ? 4 * matrixStride : 48;
+ break;
+
+ case GL_FLOAT_MAT3x4:
+ rawByteSize = matrixStride ? 3 * matrixStride : 48;
+ break;
+
+ case GL_BOOL:
+ rawByteSize = 1;
+ break;
+
+ case GL_BOOL_VEC2:
+ rawByteSize = 2;
+ break;
+
+ case GL_BOOL_VEC3:
+ rawByteSize = 3;
+ break;
+
+ case GL_BOOL_VEC4:
+ rawByteSize = 4;
+ break;
+
+ case GL_INT:
+ case GL_FLOAT:
+ case GL_UNSIGNED_INT:
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_BUFFER:
+ case GL_SAMPLER_2D_RECT:
+ case GL_INT_SAMPLER_1D:
+ case GL_INT_SAMPLER_2D:
+ case GL_INT_SAMPLER_3D:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_2D_RECT:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ case GL_SAMPLER_2D_RECT_SHADOW:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ rawByteSize = 4;
+ break;
+ }
+
+ return arrayStride ? rawByteSize * arrayStride : rawByteSize;
+}
+
+void GraphicsHelperGL3_3::enableClipPlane(int clipPlane)
+{
+ m_funcs->glEnable(GL_CLIP_DISTANCE0 + clipPlane);
+}
+
+void GraphicsHelperGL3_3::disableClipPlane(int clipPlane)
+{
+ m_funcs->glDisable(GL_CLIP_DISTANCE0 + clipPlane);
+}
+
+GLint GraphicsHelperGL3_3::maxClipPlaneCount()
+{
+ GLint max = 0;
+ m_funcs->glGetIntegerv(GL_MAX_CLIP_DISTANCES, &max);
+ return max;
+}
+
+void GraphicsHelperGL3_3::enablePrimitiveRestart(int primitiveRestartIndex)
+{
+ m_funcs->glPrimitiveRestartIndex(primitiveRestartIndex);
+ m_funcs->glEnable(GL_PRIMITIVE_RESTART);
+}
+
+void GraphicsHelperGL3_3::disablePrimitiveRestart()
+{
+ m_funcs->glDisable(GL_PRIMITIVE_RESTART);
+}
+
+QSize GraphicsHelperGL3_3::getRenderBufferDimensions(GLuint renderBufferId)
+{
+ GLint width = 0;
+ GLint height = 0;
+
+ m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, renderBufferId);
+ m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
+ m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
+ m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ return QSize(width, height);
+}
+
+QSize GraphicsHelperGL3_3::getTextureDimensions(GLuint textureId, GLenum target, uint level)
+{
+ GLint width = 0;
+ GLint height = 0;
+
+ m_funcs->glBindTexture(target, textureId);
+ m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &width);
+ m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &height);
+ m_funcs->glBindTexture(target, 0);
+
+ return QSize(width, height);
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // !QT_OPENGL_ES_2