/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_GRAPHICSCONTEXT_H #define QT3DRENDER_RENDER_GRAPHICSCONTEXT_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 #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLDebugLogger; class QOpenGLShaderProgram; class QAbstractOpenGLFunctions; namespace Qt3DRender { namespace Render { class Renderer; class GraphicsHelperInterface; class RenderStateSet; class Material; class Texture; class RenderCommand; class RenderTarget; class AttachmentPack; class Attribute; class Buffer; enum TextureScope { TextureScopeMaterial = 0, TextureScopeTechnique // per-pass for deferred rendering? }; typedef QPair NamedUniformLocation; class GraphicsContext { public: GraphicsContext(); ~GraphicsContext(); int id() const; // unique, small integer ID of this context bool beginDrawing(QSurface *surface); void clearBackBuffer(QClearBuffers::BufferTypeFlags buffers); void endDrawing(bool swapBuffers); void setViewport(const QRectF &viewport, const QSize &surfaceSize); QRectF viewport() const { return m_viewport; } /** * @brief releaseGL - release all OpenGL objects associated with * this context */ void releaseOpenGL(); void setOpenGLContext(QOpenGLContext* ctx); QOpenGLContext *openGLContext() { return m_gl; } bool makeCurrent(QSurface *surface); void doneCurrent(); void activateGLHelper(); bool hasValidGLHelper() const; QOpenGLShaderProgram *createShaderProgram(Shader *shaderNode); void loadShader(Shader* shader); void activateShader(ProgramDNA shaderDNA); void removeShaderProgramReference(Shader *shaderNode); GLuint activeFBO() const { return m_activeFBO; } GLuint defaultFBO() const { return m_defaultFBO; } void activateRenderTarget(const Qt3DCore::QNodeId id, const AttachmentPack &attachments, GLuint defaultFboId); Material* activeMaterial() const { return m_material; } void setActiveMaterial(Material* rmat); void executeCommand(const RenderCommand *command); QSize renderTargetSize(const QSize &surfaceSize) const; /** * @brief activeShader * @return */ QOpenGLShaderProgram* activeShader() const; void setRenderer(Renderer *renderer); void specifyAttribute(const Attribute *attribute, Buffer *buffer, int attributeLocation); void specifyIndices(Buffer *buffer); void updateBuffer(Buffer *buffer); void releaseBuffer(Qt3DCore::QNodeId bufferId); bool hasGLBufferForBuffer(Buffer *buffer); void setParameters(ShaderParameterPack ¶meterPack); /** * @brief glBufferFor - given a client-side (CPU) buffer, provide the * context-specific object. Initial call will create the buffer. * @param buf * @return */ GLBuffer *glBufferForRenderBuffer(Buffer *buf); /** * @brief activateTexture - make a texture active on a hardware unit * @param tex - the texture to activate * @param onUnit - option, specify the explicit unit to activate on * @return - the unit the texture was activated on */ int activateTexture(TextureScope scope, Texture* tex, int onUnit = -1); void deactivateTexture(Texture *tex); void setCurrentStateSet(RenderStateSet* ss); RenderStateSet *currentStateSet() const; const GraphicsApiFilterData *contextInfo() const; // Wrapper methods void alphaTest(GLenum mode1, GLenum mode2); void bindFramebuffer(GLuint fbo); void bindBufferBase(GLenum target, GLuint bindingIndex, GLuint buffer); void bindFragOutputs(GLuint shader, const QHash &outputs); void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding); void blendEquation(GLenum mode); void blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor); void blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha); GLuint boundFrameBufferObject(); void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer); void clearBufferf(GLint drawbuffer, const QVector4D &values); void clearColor(const QColor &color); void clearDepthValue(float depth); void clearStencilValue(int stencil); void depthMask(GLenum mode); void depthTest(GLenum mode); void disableClipPlane(int clipPlane); void disablei(GLenum cap, GLuint index); void disablePrimitiveRestart(); void dispatchCompute(int x, int y, int z); void drawArrays(GLenum primitiveType, GLint first, GLsizei count); void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances); void drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseinstance); void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLint baseVertex); void drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances, GLint baseVertex, GLint baseInstance); void enableClipPlane(int clipPlane); void enablei(GLenum cap, GLuint index); void enablePrimitiveRestart(int restartIndex); void frontFace(GLenum mode); GLint maxClipPlaneCount(); void pointSize(bool programmable, GLfloat value); void setMSAAEnabled(bool enabled); void setAlphaCoverageEnabled(bool enabled); void setClipPlane(int clipPlane, const QVector3D &normal, float distance); void setSeamlessCubemap(bool enable); void setVerticesPerPatch(GLint verticesPerPatch); // Helper methods static GLint elementType(GLint type); static GLint tupleSizeFromType(GLint type); static GLuint byteSizeFromType(GLint type); static GLint glDataTypeFromAttributeDataType(QAttribute::VertexBaseType dataType); bool supportsDrawBuffersBlend() const; bool supportsVAO() const { return m_supportsVAO; } QImage readFramebuffer(QSize size); private: void initialize(); void decayTextureScores(); GLint assignUnitForTexture(Texture* tex); void deactivateTexturesWithScope(TextureScope ts); GraphicsHelperInterface *resolveHighestOpenGLFunctions(); void bindFrameBufferAttachmentHelper(GLuint fboId, const AttachmentPack &attachments); void activateDrawBuffers(const AttachmentPack &attachments); HGLBuffer createGLBufferFor(Buffer *buffer); void uploadDataToGLBuffer(Buffer *buffer, GLBuffer *b, bool releaseBuffer = false); bool bindGLBuffer(GLBuffer *buffer, GLBuffer::Type type); bool m_initialized; const unsigned int m_id; QOpenGLContext *m_gl; QSurface *m_surface; GraphicsHelperInterface *m_glHelper; bool m_ownCurrent; ShaderCache m_shaderCache; QOpenGLShaderProgram *m_activeShader; ProgramDNA m_activeShaderDNA; QHash m_renderBufferHash; QHash m_renderTargets; QHash m_renderTargetsSize; QHash m_glHelpers; // active textures, indexed by texture unit QVector m_activeTextures; QBitArray m_pinnedTextureUnits; QVector m_textureScopes; // cache some current state, to make sure we don't issue unnecessary GL calls int m_currClearStencilValue; float m_currClearDepthValue; QColor m_currClearColorValue; // recency score for all render-textures we've seen. Higher scores // mean more recently used. QHash m_textureScores; Material* m_material; QRectF m_viewport; GLuint m_activeFBO; GLuint m_defaultFBO; GLBuffer *m_boundArrayBuffer; RenderStateSet* m_stateSet; Renderer *m_renderer; GraphicsApiFilterData m_contextInfo; QByteArray m_uboTempArray; bool m_supportsVAO; QScopedPointer m_debugLogger; friend class OpenGLVertexArrayObject; OpenGLVertexArrayObject *m_currentVAO; struct VAOVertexAttribute { HGLBuffer bufferHandle; GLBuffer::Type bufferType; int location; GLint dataType; uint byteOffset; uint vertexSize; uint byteStride; uint divisor; }; using VAOIndexAttribute = HGLBuffer; void enableAttribute(const VAOVertexAttribute &attr); void disableAttribute(const VAOVertexAttribute &attr); void applyUniform(const ShaderUniform &description, const UniformValue &v); template void applyUniformHelper(int, const UniformValue &) const { Q_ASSERT_X(false, Q_FUNC_INFO, "Uniform: Didn't provide specialized apply() implementation"); } }; #define QT3D_UNIFORM_TYPE_PROTO(UniformTypeEnum, BaseType, Func) \ template<> \ void GraphicsContext::applyUniformHelper(int location, const UniformValue &value) const; #define QT3D_UNIFORM_TYPE_IMPL(UniformTypeEnum, BaseType, Func) \ template<> \ void GraphicsContext::applyUniformHelper(int location, const UniformValue &value) const \ { \ m_glHelper->Func(location, 1, value.constData()); \ } QT3D_UNIFORM_TYPE_PROTO(UniformType::Float, float, glUniform1fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec2, float, glUniform2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec3, float, glUniform3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec4, float, glUniform4fv) // OpenGL expects int* as values for booleans QT3D_UNIFORM_TYPE_PROTO(UniformType::Bool, int, glUniform1iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec2, int, glUniform2iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec3, int, glUniform3iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec4, int, glUniform4iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Int, int, glUniform1iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec2, int, glUniform2iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec3, int, glUniform3iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec4, int, glUniform4iv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UInt, uint, glUniform1uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec2, uint, glUniform2uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec3, uint, glUniform3uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec4, uint, glUniform4uiv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2, float, glUniformMatrix2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3, float, glUniformMatrix3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4, float, glUniformMatrix4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x3, float, glUniformMatrix2x3fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x2, float, glUniformMatrix3x2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x4, float, glUniformMatrix2x4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x2, float, glUniformMatrix4x2fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x4, float, glUniformMatrix3x4fv) QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x3, float, glUniformMatrix4x3fv) } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_GRAPHICSCONTEXT_H