/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). ** 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_RHI_GRAPHICSCONTEXT_H #define QT3DRENDER_RENDER_RHI_GRAPHICSCONTEXT_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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; class QAbstractOpenGLFunctions; class QOpenGLDebugLogger; class QRhi; class QRhiSwapChain; class QRhiResourceUpdateBatch; namespace Qt3DRender { namespace Render { class RenderTarget; class AttachmentPack; class ShaderManager; namespace Rhi { class GraphicsHelperInterface; class RHIShader; class RHIShaderManager; typedef QPair NamedUniformLocation; class Q_AUTOTEST_EXPORT GraphicsContext { public: GraphicsContext(); ~GraphicsContext(); void setOpenGLContext(QOpenGLContext* ctx); //QOpenGLContext *openGLContext() { return m_gl; } bool makeCurrent(QSurface *surface); void doneCurrent(); bool hasValidGLHelper() const; bool isInitialized() const; // Shaders struct ShaderCreationInfo { bool linkSucceeded = false; QString logs; }; ShaderCreationInfo createShaderProgram(RHIShader *shaderNode); void introspectShaderInterface(RHIShader *shader); void loadShader(Shader* shader, ShaderManager *shaderManager, RHIShaderManager *rhiShaderManager); GLuint defaultFBO() const { return m_defaultFBO; } const GraphicsApiFilterData *contextInfo() const; // Wrapper methods void clearBackBuffer(QClearBuffers::BufferTypeFlags buffers); void alphaTest(GLenum mode1, GLenum mode2); void bindFramebuffer(GLuint fbo, GraphicsHelperInterface::FBOBindMode mode); void bindBufferBase(GLenum target, GLuint bindingIndex, GLuint buffer); void bindFragOutputs(GLuint shader, const QHash &outputs); void bindImageTexture(GLuint imageUnit, GLuint texture, GLint mipLevel, GLboolean layered, GLint layer, GLenum access, GLenum format); void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding); void blendEquation(GLenum mode); void blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor); void blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha); GLuint boundFrameBufferObject(); void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer); void clearBufferf(GLint drawbuffer, const QVector4D &values); void clearColor(const QColor &color); void clearDepthValue(float depth); void clearStencilValue(int stencil); void depthRange(GLdouble nearValue, GLdouble farValue); void depthMask(GLenum mode); void depthTest(GLenum mode); void disableClipPlane(int clipPlane); void disablei(GLenum cap, GLuint index); void disablePrimitiveRestart(); void dispatchCompute(int x, int y, int z); char * mapBuffer(GLenum target, GLsizeiptr size); GLboolean unmapBuffer(GLenum target); void drawArrays(GLenum primitiveType, GLint first, GLsizei count); void drawArraysIndirect(GLenum mode,void *indirect); void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances); void drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseinstance); void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLint baseVertex); void drawElementsIndirect(GLenum mode, GLenum type, void *indirect); void drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances, GLint baseVertex, GLint baseInstance); void enableClipPlane(int clipPlane); void enablei(GLenum cap, GLuint index); void enablePrimitiveRestart(int restartIndex); void frontFace(GLenum mode); GLint maxClipPlaneCount(); GLint maxTextureUnitsCount() const; GLint maxImageUnitsCount() const; void pointSize(bool programmable, GLfloat value); void readBuffer(GLenum mode); void drawBuffer(GLenum mode); void drawBuffers(GLsizei n, const int *bufs); void setMSAAEnabled(bool enabled); void setAlphaCoverageEnabled(bool enabled); void setClipPlane(int clipPlane, const QVector3D &normal, float distance); void setSeamlessCubemap(bool enable); void setVerticesPerPatch(GLint verticesPerPatch); void memoryBarrier(QMemoryBarrier::Operations barriers); void activateDrawBuffers(const AttachmentPack &attachments); void rasterMode(GLenum faceMode, GLenum rasterMode); // Helper methods static GLint elementType(GLint type); static GLint tupleSizeFromType(GLint type); static GLuint byteSizeFromType(GLint type); static GLint glDataTypeFromAttributeDataType(QAttribute::VertexBaseType dataType); bool supportsDrawBuffersBlend() const; bool supportsVAO() const { return m_supportsVAO; } void initialize(); void initializeHelpers(QSurface *surface); GraphicsHelperInterface *resolveHighestOpenGLFunctions(); bool m_initialized; bool m_supportsVAO; GLint m_maxTextureUnits; GLint m_maxImageUnits; GLuint m_defaultFBO; //* QOpenGLContext *m_gl; //* GraphicsHelperInterface *m_glHelper; //* QHash m_glHelpers; GraphicsApiFilterData m_contextInfo; QScopedPointer m_debugLogger; friend class RHIVertexArrayObject; RHIVertexArrayObject *m_currentVAO; QRhi* m_rhi{}; QRhiSwapChain* m_sc{}; QRhiResourceUpdateBatch *m_currentUpdates{}; void applyUniform(const ShaderUniform &description, const UniformValue &v); template void applyUniformHelper(const ShaderUniform &, const UniformValue &) const { Q_ASSERT_X(false, Q_FUNC_INFO, "Uniform: Didn't provide specialized apply() implementation"); } }; #define QT3D_UNIFORM_TYPE_PROTO(UniformTypeEnum, BaseType, Func) \ template<> \ void GraphicsContext::applyUniformHelper(const ShaderUniform &description, const UniformValue &value) const; #define QT3D_UNIFORM_TYPE_IMPL(UniformTypeEnum, BaseType, Func) \ template<> \ void GraphicsContext::applyUniformHelper(const ShaderUniform &description, const UniformValue &value) const \ { \ /*/ const int count = qMin(description.m_size, int(value.byteSize() / description.m_rawByteSize)); \ m_glHelper->Func(description.m_location, count, value.constData()); */ \ } QT3D_UNIFORM_TYPE_PROTO(UniformType::Float, float, glUniform1fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec2, float, glUniform2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec3, float, glUniform3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec4, float, glUniform4fv) // OpenGL expects int* as values for booleans QT3D_UNIFORM_TYPE_PROTO(UniformType::Bool, int, glUniform1iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec2, int, glUniform2iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec3, int, glUniform3iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec4, int, glUniform4iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Int, int, glUniform1iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec2, int, glUniform2iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec3, int, glUniform3iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec4, int, glUniform4iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UInt, uint, glUniform1uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec2, uint, glUniform2uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec3, uint, glUniform3uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec4, uint, glUniform4uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2, float, glUniformMatrix2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3, float, glUniformMatrix3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4, float, glUniformMatrix4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x3, float, glUniformMatrix2x3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x2, float, glUniformMatrix3x2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x4, float, glUniformMatrix2x4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x2, float, glUniformMatrix4x2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x4, float, glUniformMatrix3x4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x3, float, glUniformMatrix4x3fv) } // namespace Rhi } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RHI_GRAPHICSCONTEXT_H