/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_QUNIFORMVALUE_H #define QT3DRENDER_RENDER_QUNIFORMVALUE_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 QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DCore { class QFrameAllocator; } namespace Qt3DRender { namespace Render { class GraphicsContext; /** * @brief The QUniformValue class - immutable storage of uniform value * in the rendering backend. */ class QUniformValue { public: QUniformValue(); virtual ~QUniformValue() {} static QUniformValue *fromVariant(const QVariant &v, Qt3DCore::QFrameAllocator *allocator); virtual bool operator ==(const QUniformValue &other); bool operator !=(const QUniformValue &other); virtual bool isTexture() const { return false; } virtual void apply(GraphicsContext *ctx, const ShaderUniform &description) const; protected: QVariant m_var; }; class TextureUniform : public QUniformValue { public : TextureUniform() : QUniformValue() , m_textureUnit(-1) { } bool isTexture() const Q_DECL_FINAL { return true; } void setTextureId(const Qt3DCore::QNodeId &id) { m_textureId = id; } Qt3DCore::QNodeId textureId() const { return m_textureId; } bool operator ==(const QUniformValue &other) Q_DECL_OVERRIDE { if (other.isTexture()) { const TextureUniform *otherTex = static_cast(&other); return otherTex->textureId() == m_textureId; } return false; } // Called by the QGraphicContext prior applying void setTextureUnit(int textureUnit) { m_textureUnit = textureUnit; } void apply(GraphicsContext *ctx, const ShaderUniform &description) const Q_DECL_OVERRIDE; private: Qt3DCore::QNodeId m_textureId; int m_textureUnit; }; struct BlockToUBO { int m_blockIndex; Qt3DCore::QNodeId m_shaderDataID; bool m_needsUpdate; QHash m_updatedProperties; }; class QUniformPack { public: ~QUniformPack(); void setUniform(const QString &glslName, const QUniformValue *val); void setTexture(const QString &glslName, const Qt3DCore::QNodeId &id); void setUniformBuffer(const BlockToUBO &blockToUBO); inline const QHash &uniforms() const { return m_uniforms; } const QUniformValue *uniform(const QString &glslName) const { return m_uniforms.value(glslName); } struct NamedTexture { NamedTexture() {} NamedTexture(const QString &nm, const Qt3DCore::QNodeId &t) : glslName(nm) , texId(t) { } QString glslName; Qt3DCore::QNodeId texId; }; inline QVector textures() const { return m_textures; } inline QVector uniformBuffers() const { return m_uniformBuffers; } private: QHash m_uniforms; QVector m_textures; QVector m_uniformBuffers; friend class RenderView; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_QUNIFORMVALUE_H