/**************************************************************************** ** ** Copyright (C) 2016 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 "uniform_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace { const int qNodeIdTypeId = qMetaTypeId(); // glUniform*fv/glUniform*iv/glUniform*uiv -> only handles sizeof(float)/sizeof(int) int byteSizeForMetaType(int type) { switch (type) { case QMetaType::Bool: case QMetaType::Int: case QMetaType::UInt: case QMetaType::ULongLong: case QMetaType::LongLong: case QMetaType::Long: case QMetaType::ULong: case QMetaType::Short: case QMetaType::UShort: case QMetaType::Char: case QMetaType::UChar: return sizeof(int); case QMetaType::Float: case QMetaType::Double: // Assumes conversion to float return sizeof(float); case QMetaType::QPoint: case QMetaType::QSize: return 2 * sizeof(int); case QMetaType::QRect: return 4 * sizeof(int); case QMetaType::QPointF: case QMetaType::QSizeF: case QMetaType::QVector2D: return 2 * sizeof(float); case QMetaType::QVector3D: return 3 * sizeof(float); case QMetaType::QRectF: case QMetaType::QVector4D: case QMetaType::QColor: return 4 * sizeof(float); case QMetaType::QMatrix4x4: return 16 * sizeof(float); default: Q_UNREACHABLE(); return -1; } } } // anonymous UniformValue UniformValue::fromVariant(const QVariant &variant) { // Texture/Buffer case if (variant.userType() == qNodeIdTypeId) return UniformValue(variant.value()); UniformValue v; switch (variant.userType()) { case QMetaType::Bool: v.data()[0] = variant.toBool(); break; case QMetaType::Int: case QMetaType::UInt: case QMetaType::Long: case QMetaType::LongLong: case QMetaType::Short: case QMetaType::ULong: case QMetaType::ULongLong: case QMetaType::UShort: case QMetaType::Char: case QMetaType::UChar: v.data()[0] = variant.toInt(); v.m_storedType = Int; break; case QMetaType::Float: case QMetaType::Double: // Convert double to floats v.m_data[0] = variant.toFloat(); break; case QMetaType::QPoint: { const QPoint p = variant.toPoint(); v.data()[0] = p.x(); v.data()[1] = p.y(); break; } case QMetaType::QSize: { const QSize s = variant.toSize(); v.data()[0] = s.width(); v.data()[1] = s.height(); break; } case QMetaType::QRect: { const QRect r = variant.toRect(); v.data()[0] = r.x(); v.data()[1] = r.y(); v.data()[2] = r.width(); v.data()[3] = r.height(); break; } case QMetaType::QSizeF: { const QSizeF s = variant.toSize(); v.m_data[0] = s.width(); v.m_data[1] = s.height(); break; } case QMetaType::QPointF: { const QPointF p = variant.toPointF(); v.m_data[0] = p.x(); v.m_data[1] = p.y(); break; } case QMetaType::QRectF: { const QRectF r = variant.toRect(); v.m_data[0] = r.x(); v.m_data[1] = r.y(); v.m_data[2] = r.width(); v.m_data[3] = r.height(); break; } case QMetaType::QVector2D: { const QVector2D vec2 = variant.value(); v.m_data[0] = vec2.x(); v.m_data[1] = vec2.y(); break; } case QMetaType::QVector3D: { const QVector3D vec3 = variant.value(); v.m_data[0] = vec3.x(); v.m_data[1] = vec3.y(); v.m_data[2] = vec3.z(); break; } case QMetaType::QVector4D: { const QVector4D vec4 = variant.value(); v.m_data[0] = vec4.x(); v.m_data[1] = vec4.y(); v.m_data[2] = vec4.z(); v.m_data[3] = vec4.w(); break; } case QMetaType::QColor: { const QColor col = variant.value(); v.m_data[0] = col.redF(); v.m_data[1] = col.greenF(); v.m_data[2] = col.blueF(); v.m_data[3] = col.alphaF(); break; } case QMetaType::QMatrix4x4: { const QMatrix4x4 mat44 = variant.value(); // Use constData because we want column-major layout v.m_data.resize(16); memcpy(v.data(), mat44.constData(), 16 * sizeof(float)); break; } case QMetaType::QVariantList: { const QVariantList variants = variant.toList(); if (variants.size() < 1) break; const int listEntryType = variants.first().userType(); const int stride = byteSizeForMetaType(listEntryType) / sizeof(float); // Resize v.m_data v.m_data.resize(stride * variants.size()); int idx = 0; for (const QVariant &variant : variants) { Q_ASSERT_X(variant.userType() == listEntryType, Q_FUNC_INFO, "Uniform array doesn't contain elements of the same type"); UniformValue vi = UniformValue::fromVariant(variant); memcpy(v.data() + idx, vi.data(), stride * sizeof(float)); idx += stride; } break; } default: qWarning() << "Unknown uniform type or value:" << variant << "Please check your QParameters"; } return v; } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE