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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_UNIFORM_P_H
+#define QT3DRENDER_RENDER_UNIFORM_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of other Qt classes. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <qt3drender_global.h>
+#include <Qt3DCore/qnodeid.h>
+
+#include <QMatrix4x4>
+#include <QVector2D>
+#include <QVector3D>
+#include <QColor>
+
+#include <QDebug>
+#include <string.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+
+enum UniformType {
+ Float = 0,
+ Vec2,
+ Vec3,
+ Vec4,
+ Double,
+ DVec2,
+ DVec3,
+ DVec4,
+ Int,
+ IVec2,
+ IVec3,
+ IVec4,
+ UInt,
+ UIVec2,
+ UIVec3,
+ UIVec4,
+ Bool,
+ BVec2,
+ BVec3,
+ BVec4,
+ Mat2,
+ Mat3,
+ Mat4,
+ Mat2x3,
+ Mat3x2,
+ Mat2x4,
+ Mat4x2,
+ Mat3x4,
+ Mat4x3,
+ Sampler,
+ Unknown
+};
+
+class Q_AUTOTEST_EXPORT UniformValue
+{
+public:
+ enum ValueType {
+ ScalarValue,
+ NodeId,
+ TextureValue,
+ BufferValue
+ };
+
+ struct Texture {
+ int textureId = 0; // Set first so that glUniform1iv will work
+ Qt3DCore::QNodeId nodeId;
+ };
+
+ // UniformValue implicitely converts doubles to floats to ensure
+ // correct rendering behavior for the cases where Qt3D parameters created from
+ // a double or QVariant(double) are used to fill uniform values that in reality
+ // should be floats. This occur especially with QML where qreal might be double
+ // and not float. Otherwise, at when filling the uniforms, calling constData<float>
+ // on something that contains a double will result in wrong values
+
+ UniformValue() {}
+ UniformValue(int i) { m_data.ivec[0] = i; }
+ UniformValue(uint i) { m_data.ivec[0] = i; }
+ UniformValue(float f) { m_data.fvec[0] = f; }
+ UniformValue(double d) { m_data.fvec[0] = d; } // Double to float conversion
+ UniformValue(bool b) { m_data.ivec[0] = b; }
+ UniformValue(const QVector2D &vec2) { memcpy(&m_data, &vec2, sizeof(QVector2D)); }
+ UniformValue(const QVector3D &vec3) { memcpy(&m_data, &vec3, sizeof(QVector3D)); }
+ UniformValue(const QVector4D &vec4) { memcpy(&m_data, &vec4, sizeof(QVector4D)); }
+
+ UniformValue(const QMatrix3x3 &mat33)
+ {
+ // Use constData because we want column-major layout
+ memcpy(&m_data, mat33.constData(), 9 * sizeof(float));
+ }
+
+ UniformValue(const QMatrix4x4 &mat44)
+ {
+ // Use constData because we want column-major layout
+ memcpy(&m_data, mat44.constData(), 16 * sizeof(float));
+ }
+
+ // For nodes which will later be replaced by a Texture or Buffer
+ UniformValue(Qt3DCore::QNodeId id)
+ {
+ m_valueType = NodeId;
+ memcpy(&m_data, &id, sizeof(Qt3DCore::QNodeId));
+ }
+
+ // For textures
+ UniformValue(UniformValue::Texture t)
+ {
+ m_valueType = TextureValue;
+ memcpy(&m_data, &t, sizeof(Texture));
+ }
+
+ ValueType valueType() const { return m_valueType; }
+
+ static UniformValue fromVariant(const QVariant &variant);
+
+ template<typename T>
+ const T *constData() const
+ {
+ return reinterpret_cast<const T *>(&m_data);
+ }
+
+ template<typename T>
+ T *data()
+ {
+ return reinterpret_cast<T *>(&m_data);
+ }
+
+ bool operator==(const UniformValue &other) const
+ {
+ return memcmp(&m_data, &other.m_data, sizeof(u_Uniform)) == 0;
+ }
+
+ bool operator!=(const UniformValue &other) const
+ {
+ return !(*this == other);
+ }
+private:
+ union u_Uniform {
+ int ivec[4]; // store uint/ints/bools
+ float fvec[16]; // for matrix4 (note: we could have a special case for matrices)
+
+ u_Uniform()
+ {
+ memset(this, 0, sizeof(u_Uniform));
+ }
+ } m_data;
+
+ ValueType m_valueType = ScalarValue;
+};
+
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+Q_DECLARE_METATYPE(Qt3DRender::Render::UniformType)
+
+#endif // QT3DRENDER_RENDER_UNIFORM_P_H