/**************************************************************************** ** ** Copyright (C) 2020 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 #include "gllights_p.h" #define LIGHT_POSITION_NAME QLatin1String(".position") #define LIGHT_TYPE_NAME QLatin1String(".type") #define LIGHT_COLOR_NAME QLatin1String(".color") #define LIGHT_INTENSITY_NAME QLatin1String(".intensity") #define LIGHT_DIRECTION_NAME QLatin1String(".direction") #define LIGHT_LINEAR_ATTENUATION_NAME QLatin1String(".linearAttenuation") #define LIGHT_QUADRATIC_ATTENUATION_NAME QLatin1String(".quadraticAttenuation") #define LIGHT_CONSTANT_ATTENUATION_NAME QLatin1String(".constantAttenuation") #define LIGHT_CUT_OFF_ANGLE_NAME QLatin1String(".cutOffAngle") #define DECLARE_LIGHT_STRUCT_NAME(idx)\ QLatin1String("lights[") + QLatin1Char(char('0' + idx)) + QLatin1Char(']') #define DECLARE_LIGHT_POSITION_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_POSITION_NAME) #define DECLARE_LIGHT_TYPE_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_TYPE_NAME) #define DECLARE_LIGHT_COLOR_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_COLOR_NAME) #define DECLARE_LIGHT_INTENSITY_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_INTENSITY_NAME) #define DECLARE_LIGHT_DIRECTION_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_DIRECTION_NAME) #define DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_LINEAR_ATTENUATION_NAME) #define DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_QUADRATIC_ATTENUATION_NAME) #define DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_CONSTANT_ATTENUATION_NAME) #define DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_CUT_OFF_ANGLE_NAME) #define DECLARE_LIGHT_STRUCT_UNROLL_NAME(idx)\ QLatin1String("light_") + QLatin1Char(char('0' + idx)) #define DECLARE_LIGHT_POSITION_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_POSITION_NAME) #define DECLARE_LIGHT_TYPE_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_TYPE_NAME) #define DECLARE_LIGHT_COLOR_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_COLOR_NAME) #define DECLARE_LIGHT_INTENSITY_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_INTENSITY_NAME) #define DECLARE_LIGHT_DIRECTION_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_DIRECTION_NAME) #define DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_LINEAR_ATTENUATION_NAME) #define DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_QUADRATIC_ATTENUATION_NAME) #define DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_CONSTANT_ATTENUATION_NAME) #define DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(idx)\ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_CUT_OFF_ANGLE_NAME) QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace OpenGL { int GLLights::LIGHT_COUNT_NAME_ID = StringToInt::lookupId(QLatin1String("lightCount")); QString GLLights::LIGHT_STRUCT_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_STRUCT_NAME(0), DECLARE_LIGHT_STRUCT_NAME(1), DECLARE_LIGHT_STRUCT_NAME(2), DECLARE_LIGHT_STRUCT_NAME(3), DECLARE_LIGHT_STRUCT_NAME(4), DECLARE_LIGHT_STRUCT_NAME(5), DECLARE_LIGHT_STRUCT_NAME(6), DECLARE_LIGHT_STRUCT_NAME(7) }; int GLLights::LIGHT_POSITION_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_POSITION_NAME(0), DECLARE_LIGHT_POSITION_NAME(1), DECLARE_LIGHT_POSITION_NAME(2), DECLARE_LIGHT_POSITION_NAME(3), DECLARE_LIGHT_POSITION_NAME(4), DECLARE_LIGHT_POSITION_NAME(5), DECLARE_LIGHT_POSITION_NAME(6), DECLARE_LIGHT_POSITION_NAME(7) }; int GLLights::LIGHT_TYPE_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_TYPE_NAME(0), DECLARE_LIGHT_TYPE_NAME(1), DECLARE_LIGHT_TYPE_NAME(2), DECLARE_LIGHT_TYPE_NAME(3), DECLARE_LIGHT_TYPE_NAME(4), DECLARE_LIGHT_TYPE_NAME(5), DECLARE_LIGHT_TYPE_NAME(6), DECLARE_LIGHT_TYPE_NAME(7) }; int GLLights::LIGHT_COLOR_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_COLOR_NAME(0), DECLARE_LIGHT_COLOR_NAME(1), DECLARE_LIGHT_COLOR_NAME(2), DECLARE_LIGHT_COLOR_NAME(3), DECLARE_LIGHT_COLOR_NAME(4), DECLARE_LIGHT_COLOR_NAME(5), DECLARE_LIGHT_COLOR_NAME(6), DECLARE_LIGHT_COLOR_NAME(7) }; int GLLights::LIGHT_INTENSITY_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_INTENSITY_NAME(0), DECLARE_LIGHT_INTENSITY_NAME(1), DECLARE_LIGHT_INTENSITY_NAME(2), DECLARE_LIGHT_INTENSITY_NAME(3), DECLARE_LIGHT_INTENSITY_NAME(4), DECLARE_LIGHT_INTENSITY_NAME(5), DECLARE_LIGHT_INTENSITY_NAME(6), DECLARE_LIGHT_INTENSITY_NAME(7) }; int GLLights::LIGHT_DIRECTION_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_DIRECTION_NAME(0), DECLARE_LIGHT_DIRECTION_NAME(1), DECLARE_LIGHT_DIRECTION_NAME(2), DECLARE_LIGHT_DIRECTION_NAME(3), DECLARE_LIGHT_DIRECTION_NAME(4), DECLARE_LIGHT_DIRECTION_NAME(5), DECLARE_LIGHT_DIRECTION_NAME(6), DECLARE_LIGHT_DIRECTION_NAME(7) }; int GLLights::LIGHT_LINEAR_ATTENUATION_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(0), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(1), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(2), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(3), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(4), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(5), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(6), DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(7) }; int GLLights::LIGHT_QUADRATIC_ATTENUATION_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(0), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(1), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(2), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(3), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(4), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(5), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(6), DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(7) }; int GLLights::LIGHT_CONSTANT_ATTENUATION_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(0), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(1), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(2), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(3), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(4), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(5), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(6), DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(7) }; int GLLights::LIGHT_CUT_OFF_ANGLE_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(0), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(1), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(2), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(3), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(4), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(5), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(6), DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(7) }; QString GLLights::LIGHT_STRUCT_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_STRUCT_UNROLL_NAME(0), DECLARE_LIGHT_STRUCT_UNROLL_NAME(1), DECLARE_LIGHT_STRUCT_UNROLL_NAME(2), DECLARE_LIGHT_STRUCT_UNROLL_NAME(3), DECLARE_LIGHT_STRUCT_UNROLL_NAME(4), DECLARE_LIGHT_STRUCT_UNROLL_NAME(5), DECLARE_LIGHT_STRUCT_UNROLL_NAME(6), DECLARE_LIGHT_STRUCT_UNROLL_NAME(7) }; int GLLights::LIGHT_POSITION_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_POSITION_UNROLL_NAME(0), DECLARE_LIGHT_POSITION_UNROLL_NAME(1), DECLARE_LIGHT_POSITION_UNROLL_NAME(2), DECLARE_LIGHT_POSITION_UNROLL_NAME(3), DECLARE_LIGHT_POSITION_UNROLL_NAME(4), DECLARE_LIGHT_POSITION_UNROLL_NAME(5), DECLARE_LIGHT_POSITION_UNROLL_NAME(6), DECLARE_LIGHT_POSITION_UNROLL_NAME(7) }; int GLLights::LIGHT_TYPE_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_TYPE_UNROLL_NAME(0), DECLARE_LIGHT_TYPE_UNROLL_NAME(1), DECLARE_LIGHT_TYPE_UNROLL_NAME(2), DECLARE_LIGHT_TYPE_UNROLL_NAME(3), DECLARE_LIGHT_TYPE_UNROLL_NAME(4), DECLARE_LIGHT_TYPE_UNROLL_NAME(5), DECLARE_LIGHT_TYPE_UNROLL_NAME(6), DECLARE_LIGHT_TYPE_UNROLL_NAME(7) }; int GLLights::LIGHT_COLOR_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_COLOR_UNROLL_NAME(0), DECLARE_LIGHT_COLOR_UNROLL_NAME(1), DECLARE_LIGHT_COLOR_UNROLL_NAME(2), DECLARE_LIGHT_COLOR_UNROLL_NAME(3), DECLARE_LIGHT_COLOR_UNROLL_NAME(4), DECLARE_LIGHT_COLOR_UNROLL_NAME(5), DECLARE_LIGHT_COLOR_UNROLL_NAME(6), DECLARE_LIGHT_COLOR_UNROLL_NAME(7) }; int GLLights::LIGHT_INTENSITY_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_INTENSITY_UNROLL_NAME(0), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(1), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(2), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(3), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(4), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(5), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(6), DECLARE_LIGHT_INTENSITY_UNROLL_NAME(7) }; int GLLights::LIGHT_DIRECTION_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_DIRECTION_UNROLL_NAME(0), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(1), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(2), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(3), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(4), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(5), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(6), DECLARE_LIGHT_DIRECTION_UNROLL_NAME(7) }; int GLLights::LIGHT_LINEAR_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(0), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(1), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(2), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(3), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(4), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(5), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(6), DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(7) }; int GLLights::LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(0), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(1), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(2), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(3), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(4), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(5), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(6), DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(7) }; int GLLights::LIGHT_CONSTANT_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(0), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(1), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(2), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(3), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(4), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(5), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(6), DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(7) }; int GLLights::LIGHT_CUT_OFF_ANGLE_UNROLL_NAMES[MAX_LIGHTS] = { DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(0), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(1), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(2), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(3), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(4), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(5), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(6), DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(7) }; } // namespace OpenGL } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE