/**************************************************************************** ** ** 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 QT3D_RENDER_RENDERSHADER_H #define QT3D_RENDER_RENDERSHADER_H #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3D { class QShaderProgram; namespace Render { class ShaderManager; class AttachmentPack; typedef uint ProgramDNA; class Q_AUTOTEST_EXPORT RenderShader : public QBackendNode { public: RenderShader(); ~RenderShader(); void cleanup(); void updateFromPeer(QNode *peer) Q_DECL_OVERRIDE; void updateUniforms(QGraphicsContext *ctx, const QUniformPack &pack); void setFragOutputs(const QHash &fragOutputs); QVector uniformsNames() const; QVector attributesNames() const; QVector uniformBlockNames() const; QVector shaderCode() const; void sceneChangeEvent(const QSceneChangePtr &e) Q_DECL_OVERRIDE; bool isLoaded() const; ProgramDNA dna() const; QVector uniforms() const; QVector attributes() const; QVector uniformBlocks() const; QHash activeUniformsForBlock(int blockIndex) const; ShaderUniformBlock uniformBlock(int blockIndex); ShaderUniformBlock uniformBlock(const QString &blockName); private: QOpenGLShaderProgram *m_program; QOpenGLShaderProgram *createProgram(QGraphicsContext *context); QOpenGLShaderProgram *createDefaultProgram(); QVector m_uniformsNames; QVector m_uniforms; QVector m_attributesNames; QVector m_attributes; QVector m_uniformBlockNames; QVector m_uniformBlocks; QHash > m_blockIndexToShaderUniforms; QHash m_fragOutputs; QVector m_shaderCode; bool m_isLoaded; ProgramDNA m_dna; void updateDNA(); // Private so that only GraphicContext can call it void initializeUniforms(const QVector &uniformsDescription); void initializeAttributes(const QVector &attributesDescription); void initializeUniformBlocks(const QVector &uniformBlockDescription); QOpenGLShaderProgram *getOrCreateProgram(QGraphicsContext *ctx); friend class QGraphicsContext; }; } // Render } // Qt3D QT_END_NAMESPACE #endif // QT3D_RENDER_RENDERSHADER_H