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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_UNIFORM_P_H #define QT3DRENDER_RENDER_UNIFORM_P_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 QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { enum UniformType { Float = 0, Vec2, Vec3, Vec4, Double, DVec2, DVec3, DVec4, Int, IVec2, IVec3, IVec4, UInt, UIVec2, UIVec3, UIVec4, Bool, BVec2, BVec3, BVec4, Mat2, Mat3, Mat4, Mat2x3, Mat3x2, Mat2x4, Mat4x2, Mat3x4, Mat4x3, Sampler, Unknown }; class Q_AUTOTEST_EXPORT UniformValue { public: enum ValueType { ScalarValue, NodeId, TextureValue, BufferValue }; struct Texture { int textureId = 0; // Set first so that glUniform1iv will work Qt3DCore::QNodeId nodeId; }; // UniformValue implicitely converts doubles to floats to ensure // correct rendering behavior for the cases where Qt3D parameters created from // a double or QVariant(double) are used to fill uniform values that in reality // should be floats. This occur especially with QML where qreal might be double // and not float. Otherwise, at when filling the uniforms, calling constData // on something that contains a double will result in wrong values UniformValue() : m_data(4) { memset(m_data.data(), 0, m_data.size() * sizeof(float)); } UniformValue(int i) : UniformValue() { data()[0] = i; } UniformValue(uint i) : UniformValue() { data()[0] = i; } UniformValue(float f) : UniformValue() { data()[0] = f; } UniformValue(double d) : UniformValue() { data()[0] = d; } // Double to float conversion UniformValue(bool b) : UniformValue() { data()[0] = b; } UniformValue(const QVector2D &vec2) : UniformValue() { memcpy(m_data.data(), &vec2, sizeof(QVector2D)); } UniformValue(const QVector3D &vec3) : UniformValue() { memcpy(m_data.data(), &vec3, sizeof(QVector3D)); } UniformValue(const QVector4D &vec4) : m_data(4) { memcpy(m_data.data(), &vec4, sizeof(QVector4D)); } UniformValue(const QMatrix3x3 &mat33) : m_data(9) { // Use constData because we want column-major layout memcpy(m_data.data(), mat33.constData(), 9 * sizeof(float)); } UniformValue(const QMatrix4x4 &mat44) : m_data(16) { // Use constData because we want column-major layout memcpy(m_data.data(), mat44.constData(), 16 * sizeof(float)); } // For nodes which will later be replaced by a Texture or Buffer UniformValue(Qt3DCore::QNodeId id) : UniformValue() { m_valueType = NodeId; memcpy(m_data.data(), &id, sizeof(Qt3DCore::QNodeId)); } // For textures UniformValue(UniformValue::Texture t) : UniformValue() { m_valueType = TextureValue; memcpy(m_data.data(), &t, sizeof(Texture)); } ValueType valueType() const { return m_valueType; } UniformType storedType() const { return m_storedType; } static UniformValue fromVariant(const QVariant &variant); template const T *constData() const { return reinterpret_cast(m_data.constData()); } template T *data() { return reinterpret_cast(m_data.data()); } bool operator==(const UniformValue &other) const { return other.m_data == m_data; } bool operator!=(const UniformValue &other) const { return !(*this == other); } private: // Allocate 4 floats on stack // For larger elements, heap allocation will be used QVarLengthArray m_data; ValueType m_valueType = ScalarValue; // TODO: Replace this hack see QTBUG-57510 UniformType m_storedType = Unknown; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE Q_DECLARE_METATYPE(Qt3DRender::Render::UniformType) // LCOV_EXCL_LINE #endif // QT3DRENDER_RENDER_UNIFORM_P_H