/**************************************************************************** ** ** 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 "shaderparameterpack_p.h" #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Rhi { ShaderParameterPack::~ShaderParameterPack() { } void ShaderParameterPack::setUniform(const int glslNameId, const UniformValue &val) { m_uniforms.insert(glslNameId, val); } void ShaderParameterPack::setTexture(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId texId) { for (NamedResource &texture : m_textures) { if (texture.glslNameId != glslNameId || texture.uniformArrayIndex != uniformArrayIndex) continue; texture.nodeId = texId; return; } m_textures.append(NamedResource(glslNameId, texId, uniformArrayIndex, NamedResource::Texture)); } void ShaderParameterPack::setImage(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId id) { for (NamedResource &image : m_images) { if (image.glslNameId != glslNameId || image.uniformArrayIndex != uniformArrayIndex) continue; image.nodeId = id; return; } m_images.append(NamedResource(glslNameId, id, uniformArrayIndex, NamedResource::Image)); } // Contains Uniform Block Index and QNodeId of the ShaderData (UBO) void ShaderParameterPack::setUniformBuffer(BlockToUBO blockToUBO) { m_uniformBuffers.append(std::move(blockToUBO)); } void ShaderParameterPack::setShaderStorageBuffer(BlockToSSBO blockToSSBO) { m_shaderStorageBuffers.push_back(blockToSSBO); } void ShaderParameterPack::setSubmissionUniform(const ShaderUniform &uniform) { m_submissionUniforms.push_back(uniform); } } // namespace Rhi } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE