/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qshaderprogram.h" #include "qshaderprogram_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { /*! \class Qt3D::QShaderProgramPrivate \internal */ QShaderProgramPrivate::QShaderProgramPrivate() : QNodePrivate() { } void QShaderProgram::copy(const QNode *ref) { QNode::copy(ref); const QShaderProgram *prog = static_cast(ref); d_func()->m_vertexShaderCode = prog->d_func()->m_vertexShaderCode; d_func()->m_tessControlShaderCode = prog->d_func()->m_tessControlShaderCode; d_func()->m_tessEvalShaderCode = prog->d_func()->m_tessEvalShaderCode; d_func()->m_geometryShaderCode = prog->d_func()->m_geometryShaderCode; d_func()->m_fragmentShaderCode = prog->d_func()->m_fragmentShaderCode; d_func()->m_computeShaderCode = prog->d_func()->m_computeShaderCode; } QShaderProgram::QShaderProgram(QNode *parent) : QNode(*new QShaderProgramPrivate, parent) { } /*! \internal */ QShaderProgram::QShaderProgram(QShaderProgramPrivate &dd, QNode *parent) : QNode(dd, parent) { } /*! * Sets the vertexShader from raw data in \a vertexShader. */ void QShaderProgram::setVertexShaderCode(const QByteArray &vertexShaderCode) { Q_D(QShaderProgram); if (vertexShaderCode != d->m_vertexShaderCode) { d->m_vertexShaderCode = vertexShaderCode; emit vertexShaderCodeChanged(); } } QByteArray QShaderProgram::vertexShaderCode() const { Q_D(const QShaderProgram); return d->m_vertexShaderCode; } void QShaderProgram::setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode) { Q_D(QShaderProgram); if (tessellationControlShaderCode != d->m_tessControlShaderCode) { d->m_tessControlShaderCode = tessellationControlShaderCode; d->notifyPropertyChange(QByteArrayLiteral("tessellationControlSourceCode"), tessellationControlShaderCode); emit tessellationControlShaderCodeChanged(); } } QByteArray QShaderProgram::tessellationControlShaderCode() const { Q_D(const QShaderProgram); return d->m_tessControlShaderCode; } void QShaderProgram::setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode) { Q_D(QShaderProgram); if (tessellationEvaluationShaderCode != d->m_tessEvalShaderCode) { d->m_tessEvalShaderCode = tessellationEvaluationShaderCode; emit tessellationEvaluationShaderCodeChanged(); } } QByteArray QShaderProgram::tessellationEvaluationShaderCode() const { Q_D(const QShaderProgram); return d->m_tessEvalShaderCode; } void QShaderProgram::setGeometryShaderCode(const QByteArray &geometryShaderCode) { Q_D(QShaderProgram); if (geometryShaderCode != d->m_geometryShaderCode) { d->m_geometryShaderCode = geometryShaderCode; emit geometryShaderCodeChanged(); } } QByteArray QShaderProgram::geometryShaderCode() const { Q_D(const QShaderProgram); return d->m_geometryShaderCode; } /*! * Sets the fragmentShader from raw data in \a fragmentShader. */ void QShaderProgram::setFragmentShaderCode(const QByteArray &fragmentShaderCode) { Q_D(QShaderProgram); if (fragmentShaderCode != d->m_fragmentShaderCode) { d->m_fragmentShaderCode = fragmentShaderCode; emit fragmentShaderCodeChanged(); } } QByteArray QShaderProgram::fragmentShaderCode() const { Q_D(const QShaderProgram); return d->m_fragmentShaderCode; } void QShaderProgram::setComputeShaderCode(const QByteArray &computeShaderCode) { Q_D(QShaderProgram); if (computeShaderCode != d->m_computeShaderCode) { d->m_computeShaderCode = computeShaderCode; emit computeShaderCodeChanged(); } } QByteArray QShaderProgram::computeShaderCode() const { Q_D(const QShaderProgram); return d->m_computeShaderCode; } void QShaderProgram::setShaderCode(ShaderType type, const QByteArray &shaderCode) { switch (type) { case Vertex: setVertexShaderCode(shaderCode); break; case TessellationControl: setTessellationControlShaderCode(shaderCode); break; case TessellationEvaluation: setTessellationEvaluationShaderCode(shaderCode); break; case Geometry: setGeometryShaderCode(shaderCode); break; case Fragment: setFragmentShaderCode(shaderCode); break; case Compute: setComputeShaderCode(shaderCode); break; default: Q_UNREACHABLE(); } } QByteArray QShaderProgram::shaderCode(ShaderType type) const { Q_D(const QShaderProgram); switch (type) { case Vertex: return d->m_vertexShaderCode; case TessellationControl: return d->m_tessControlShaderCode; case TessellationEvaluation: return d->m_tessEvalShaderCode; case Geometry: return d->m_geometryShaderCode; case Fragment: return d->m_fragmentShaderCode; case Compute: return d->m_computeShaderCode; default: Q_UNREACHABLE(); } } QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl) { // TO DO: Handle remote path QString filePath = QUrlHelper::urlToLocalFileOrQrc(sourceUrl); QFile f(filePath); if (!f.exists()) qWarning() << "Couldn't read shader source file:" << sourceUrl; else f.open(QIODevice::ReadOnly | QIODevice::Text); return f.readAll(); } } // of namespace Qt3D QT_END_NAMESPACE