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-rw-r--r--src/render/backend/uniform.cpp164
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diff --git a/src/render/backend/uniform.cpp b/src/render/backend/uniform.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D 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 The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "uniform_p.h"
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+namespace {
+
+const int qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>();
+
+}
+
+UniformValue UniformValue::fromVariant(const QVariant &variant)
+{
+ // Texture/Buffer case
+ if (variant.userType() == qNodeIdTypeId)
+ return UniformValue(variant.value<Qt3DCore::QNodeId>());
+
+ UniformValue v;
+ switch (variant.userType()) {
+ case QMetaType::Bool:
+ v.m_data.ivec[0] = variant.toBool();
+ break;
+ case QMetaType::Int:
+ case QMetaType::UInt:
+ case QMetaType::Long:
+ case QMetaType::LongLong:
+ case QMetaType::Short:
+ case QMetaType::ULong:
+ case QMetaType::ULongLong:
+ case QMetaType::UShort:
+ case QMetaType::Char:
+ case QMetaType::UChar:
+ v.m_data.ivec[0] = variant.toInt();
+ break;
+ case QMetaType::Float:
+ case QMetaType::Double: // Convert double to floats
+ v.m_data.fvec[0] = variant.toFloat();
+ break;
+ case QMetaType::QPoint: {
+ const QPoint p = variant.toPoint();
+ v.m_data.ivec[0] = p.x();
+ v.m_data.ivec[1] = p.y();
+ break;
+ }
+ case QMetaType::QSize: {
+ const QSize s = variant.toSize();
+ v.m_data.ivec[0] = s.width();
+ v.m_data.ivec[1] = s.height();
+ break;
+ }
+ case QMetaType::QRect: {
+ const QRect r = variant.toRect();
+ v.m_data.ivec[0] = r.x();
+ v.m_data.ivec[1] = r.y();
+ v.m_data.ivec[2] = r.width();
+ v.m_data.ivec[3] = r.height();
+ break;
+ }
+ case QMetaType::QSizeF: {
+ const QSizeF s = variant.toSize();
+ v.m_data.fvec[0] = s.width();
+ v.m_data.fvec[1] = s.height();
+ break;
+ }
+ case QMetaType::QPointF: {
+ const QPointF p = variant.toPointF();
+ v.m_data.fvec[0] = p.x();
+ v.m_data.fvec[1] = p.y();
+ break;
+ }
+ case QMetaType::QRectF: {
+ const QRectF r = variant.toRect();
+ v.m_data.fvec[0] = r.x();
+ v.m_data.fvec[1] = r.y();
+ v.m_data.fvec[2] = r.width();
+ v.m_data.fvec[3] = r.height();
+ break;
+ }
+ case QMetaType::QVector2D: {
+ const QVector2D vec2 = variant.value<QVector2D>();
+ v.m_data.fvec[0] = vec2.x();
+ v.m_data.fvec[1] = vec2.y();
+ break;
+ }
+ case QMetaType::QVector3D: {
+ const QVector3D vec3 = variant.value<QVector3D>();
+ v.m_data.fvec[0] = vec3.x();
+ v.m_data.fvec[1] = vec3.y();
+ v.m_data.fvec[2] = vec3.z();
+ break;
+ }
+ case QMetaType::QVector4D: {
+ const QVector4D vec4 = variant.value<QVector4D>();
+ v.m_data.fvec[0] = vec4.x();
+ v.m_data.fvec[1] = vec4.y();
+ v.m_data.fvec[2] = vec4.z();
+ v.m_data.fvec[3] = vec4.w();
+ break;
+ }
+ case QMetaType::QColor: {
+ const QColor col = variant.value<QColor>();
+ v.m_data.fvec[0] = col.redF();
+ v.m_data.fvec[1] = col.greenF();
+ v.m_data.fvec[2] = col.blueF();
+ v.m_data.fvec[3] = col.alphaF();
+ break;
+ }
+ case QMetaType::QMatrix4x4: {
+ const QMatrix4x4 mat44 = variant.value<QMatrix4x4>();
+ // Use constData because we want column-major layout
+ memcpy(v.data<float>(), mat44.constData(), sizeof(16 * sizeof(float)));
+ break;
+ }
+ default:
+ Q_UNREACHABLE();
+ }
+ return v;
+}
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE