/**************************************************************************** ** ** 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 "graphicshelpergl3_p.h" #ifndef QT_OPENGL_ES_2 #include #include #include #include #include #include QT_BEGIN_NAMESPACE # ifndef QT_OPENGL_3 # define GL_PATCH_VERTICES 36466 # define GL_ACTIVE_RESOURCES 0x92F5 # define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 # define GL_BUFFER_BINDING 0x9302 # define GL_BUFFER_DATA_SIZE 0x9303 # define GL_NUM_ACTIVE_VARIABLES 0x9304 # define GL_SHADER_STORAGE_BLOCK 0x92E6 # define GL_UNIFORM 0x92E1 # define GL_UNIFORM_BLOCK 0x92E2 # define GL_UNIFORM_BLOCK_INDEX 0x8A3A # define GL_UNIFORM_OFFSET 0x8A3B # define GL_UNIFORM_ARRAY_STRIDE 0x8A3C # define GL_UNIFORM_MATRIX_STRIDE 0x8A3D # define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 # define GL_UNIFORM_BLOCK_BINDING 0x8A3F # define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 # endif namespace Qt3DRender { namespace Render { GraphicsHelperGL3::GraphicsHelperGL3() : m_funcs(Q_NULLPTR) , m_tessFuncs() { } void GraphicsHelperGL3::initializeHelper(QOpenGLContext *context, QAbstractOpenGLFunctions *functions) { m_funcs = static_cast(functions); const bool ok = m_funcs->initializeOpenGLFunctions(); Q_ASSERT(ok); Q_UNUSED(ok); if (context->hasExtension(QByteArrayLiteral("GL_ARB_tessellation_shader"))) { m_tessFuncs.reset(new QOpenGLExtension_ARB_tessellation_shader); m_tessFuncs->initializeOpenGLFunctions(); } } void GraphicsHelperGL3::drawElementsInstanced(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void *indices, GLsizei instances, GLint baseVertex, GLint baseInstance) { if (baseInstance != 0) qWarning() << "glDrawElementsInstancedBaseVertexBaseInstance is not supported with OpenGL ES 2"; // glDrawElements OpenGL 3.1 or greater m_funcs->glDrawElementsInstancedBaseVertex(primitiveType, primitiveCount, indexType, indices, instances, baseVertex); } void GraphicsHelperGL3::drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) { // glDrawArraysInstanced OpenGL 3.1 or greater m_funcs->glDrawArraysInstanced(primitiveType, first, count, instances); } void GraphicsHelperGL3::drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void *indices, GLint baseVertex) { m_funcs->glDrawElementsBaseVertex(primitiveType, primitiveCount, indexType, indices, baseVertex); } void GraphicsHelperGL3::drawArrays(GLenum primitiveType, GLint first, GLsizei count) { m_funcs->glDrawArrays(primitiveType, first, count); } void GraphicsHelperGL3::setVerticesPerPatch(GLint verticesPerPatch) { #if defined(QT_OPENGL_4) if (!m_tessFuncs) { qWarning() << "Tessellation not supported with OpenGL 3 without GL_ARB_tessellation_shader"; return; } m_tessFuncs->glPatchParameteri(GL_PATCH_VERTICES, verticesPerPatch); #else Q_UNUSED(verticesPerPatch); qWarning() << "Tessellation not supported"; #endif } void GraphicsHelperGL3::useProgram(GLuint programId) { m_funcs->glUseProgram(programId); } QVector GraphicsHelperGL3::programUniformsAndLocations(GLuint programId) { QVector uniforms; GLint nbrActiveUniforms = 0; m_funcs->glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &nbrActiveUniforms); uniforms.reserve(nbrActiveUniforms); char uniformName[256]; for (GLint i = 0; i < nbrActiveUniforms; i++) { ShaderUniform uniform; GLsizei uniformNameLength = 0; // Size is 1 for scalar and more for struct or arrays // Type is the GL Type m_funcs->glGetActiveUniform(programId, i, sizeof(uniformName) - 1, &uniformNameLength, &uniform.m_size, &uniform.m_type, uniformName); uniformName[sizeof(uniformName) - 1] = '\0'; uniform.m_location = m_funcs->glGetUniformLocation(programId, uniformName); uniform.m_name = QString::fromUtf8(uniformName, uniformNameLength); m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &uniform.m_blockIndex); m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_OFFSET, &uniform.m_offset); m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_ARRAY_STRIDE, &uniform.m_arrayStride); m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_MATRIX_STRIDE, &uniform.m_matrixStride); uniform.m_rawByteSize = uniformByteSize(uniform); uniforms.append(uniform); qCDebug(Render::Rendering) << uniform.m_name << "size" << uniform.m_size << " offset" << uniform.m_offset << " rawSize" << uniform.m_rawByteSize; } return uniforms; } QVector GraphicsHelperGL3::programAttributesAndLocations(GLuint programId) { QVector attributes; GLint nbrActiveAttributes = 0; m_funcs->glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &nbrActiveAttributes); attributes.reserve(nbrActiveAttributes); char attributeName[256]; for (GLint i = 0; i < nbrActiveAttributes; i++) { ShaderAttribute attribute; GLsizei attributeNameLength = 0; // Size is 1 for scalar and more for struct or arrays // Type is the GL Type m_funcs->glGetActiveAttrib(programId, i, sizeof(attributeName) - 1, &attributeNameLength, &attribute.m_size, &attribute.m_type, attributeName); attributeName[sizeof(attributeName) - 1] = '\0'; attribute.m_location = m_funcs->glGetAttribLocation(programId, attributeName); attribute.m_name = QString::fromUtf8(attributeName, attributeNameLength); attributes.append(attribute); } return attributes; } QVector GraphicsHelperGL3::programUniformBlocks(GLuint programId) { QVector blocks; GLint nbrActiveUniformsBlocks = 0; m_funcs->glGetProgramiv(programId, GL_ACTIVE_UNIFORM_BLOCKS, &nbrActiveUniformsBlocks); blocks.reserve(nbrActiveUniformsBlocks); for (GLint i = 0; i < nbrActiveUniformsBlocks; i++) { QByteArray uniformBlockName(256, '\0'); GLsizei length = 0; ShaderUniformBlock uniformBlock; m_funcs->glGetActiveUniformBlockName(programId, i, 256, &length, uniformBlockName.data()); uniformBlock.m_name = QString::fromUtf8(uniformBlockName.left(length)); uniformBlock.m_index = i; m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &uniformBlock.m_activeUniformsCount); m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_BINDING, &uniformBlock.m_binding); m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlock.m_size); blocks.append(uniformBlock); } return blocks; } QVector GraphicsHelperGL3::programShaderStorageBlocks(GLuint programId) { Q_UNUSED(programId); QVector blocks; qWarning() << "SSBO are not supported by OpenGL 3.2 (since OpenGL 4.3)"; return blocks; } void GraphicsHelperGL3::vertexAttribDivisor(GLuint index, GLuint divisor) { Q_UNUSED(index); Q_UNUSED(divisor); qCWarning(Render::Rendering) << "Vertex attribute divisor not available with OpenGL 3.2 core"; } void GraphicsHelperGL3::blendEquation(GLenum mode) { m_funcs->glBlendEquation(mode); } void GraphicsHelperGL3::blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor) { Q_UNUSED(buf); Q_UNUSED(sfactor); Q_UNUSED(dfactor); qWarning() << "glBlendFunci() not supported by OpenGL 3.0 (since OpenGL 4.0)"; } void GraphicsHelperGL3::alphaTest(GLenum, GLenum) { qCWarning(Render::Rendering) << "AlphaTest not available with OpenGL 3.2 core"; } void GraphicsHelperGL3::depthTest(GLenum mode) { m_funcs->glEnable(GL_DEPTH_TEST); m_funcs->glDepthFunc(mode); } void GraphicsHelperGL3::depthMask(GLenum mode) { m_funcs->glDepthMask(mode); } void GraphicsHelperGL3::cullFace(GLenum mode) { m_funcs->glEnable(GL_CULL_FACE); m_funcs->glCullFace(mode); } void GraphicsHelperGL3::frontFace(GLenum mode) { m_funcs->glFrontFace(mode); } void GraphicsHelperGL3::enableAlphaCoverage() { m_funcs->glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); } void GraphicsHelperGL3::disableAlphaCoverage() { m_funcs->glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); } GLuint GraphicsHelperGL3::createFrameBufferObject() { GLuint id; m_funcs->glGenFramebuffers(1, &id); return id; } void GraphicsHelperGL3::releaseFrameBufferObject(GLuint frameBufferId) { m_funcs->glDeleteFramebuffers(1, &frameBufferId); } void GraphicsHelperGL3::bindFrameBufferObject(GLuint frameBufferId) { m_funcs->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferId); } GLuint GraphicsHelperGL3::boundFrameBufferObject() { GLint id = 0; m_funcs->glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &id); return id; } bool GraphicsHelperGL3::checkFrameBufferComplete() { return (m_funcs->glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); } void GraphicsHelperGL3::bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment) { GLenum attr = GL_DEPTH_STENCIL_ATTACHMENT; if (attachment.m_type <= QRenderAttachment::ColorAttachment15) attr = GL_COLOR_ATTACHMENT0 + attachment.m_type; else if (attachment.m_type == QRenderAttachment::DepthAttachment) attr = GL_DEPTH_ATTACHMENT; else if (attachment.m_type == QRenderAttachment::StencilAttachment) attr = GL_STENCIL_ATTACHMENT; texture->bind(); QOpenGLTexture::Target target = texture->target(); if (target == QOpenGLTexture::Target1DArray || target == QOpenGLTexture::Target2DArray || target == QOpenGLTexture::Target2DMultisampleArray || target == QOpenGLTexture::Target3D) m_funcs->glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel, attachment.m_layer); else if (target == QOpenGLTexture::TargetCubeMapArray) m_funcs->glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel, attachment.m_layer); else if (target == QOpenGLTexture::TargetCubeMap) m_funcs->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel); else m_funcs->glFramebufferTexture(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel); texture->release(); } bool GraphicsHelperGL3::supportsFeature(GraphicsHelperInterface::Feature feature) const { switch (feature) { case MRT: case UniformBufferObject: case PrimitiveRestart: case RenderBufferDimensionRetrieval: case TextureDimensionRetrieval: return true; case Tessellation: return !m_tessFuncs.isNull(); default: return false; } } void GraphicsHelperGL3::drawBuffers(GLsizei n, const int *bufs) { // Use QVarLengthArray here QVarLengthArray drawBufs(n); for (int i = 0; i < n; i++) drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i]; m_funcs->glDrawBuffers(n, drawBufs.constData()); } void GraphicsHelperGL3::bindFragDataLocation(GLuint shader, const QHash &outputs) { Q_FOREACH (const QString &name, outputs.keys()) m_funcs->glBindFragDataLocation(shader, outputs.value(name), name.toStdString().c_str()); } void GraphicsHelperGL3::bindUniform(const QVariant &v, const ShaderUniform &description) { switch (description.m_type) { case GL_FLOAT: m_funcs->glUniform1fv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1)); break; case GL_FLOAT_VEC2: m_funcs->glUniform2fv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2)); break; case GL_FLOAT_VEC3: m_funcs->glUniform3fv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3)); break; case GL_FLOAT_VEC4: m_funcs->glUniform4fv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4)); break; case GL_FLOAT_MAT2: m_funcs->glUniformMatrix2fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4)); break; case GL_FLOAT_MAT2x3: m_funcs->glUniformMatrix2x3fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 6)); break; case GL_FLOAT_MAT2x4: m_funcs->glUniformMatrix2x4fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 8)); break; case GL_FLOAT_MAT3: m_funcs->glUniformMatrix3fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 9)); break; case GL_FLOAT_MAT3x2: m_funcs->glUniformMatrix3x2fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 6)); break; case GL_FLOAT_MAT3x4: m_funcs->glUniformMatrix3x4fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 12)); break; case GL_FLOAT_MAT4: m_funcs->glUniformMatrix4fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 16)); break; case GL_FLOAT_MAT4x2: m_funcs->glUniformMatrix4x2fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 8)); break; case GL_FLOAT_MAT4x3: m_funcs->glUniformMatrix4x3fv(description.m_location, description.m_size, GL_FALSE, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 12)); break; case GL_INT: m_funcs->glUniform1iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1)); break; case GL_INT_VEC2: m_funcs->glUniform2iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2)); break; case GL_INT_VEC3: m_funcs->glUniform3iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3)); break; case GL_INT_VEC4: m_funcs->glUniform4iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4)); break; case GL_UNSIGNED_INT: m_funcs->glUniform1uiv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1)); break; case GL_UNSIGNED_INT_VEC2: m_funcs->glUniform2uiv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2)); break; case GL_UNSIGNED_INT_VEC3: m_funcs->glUniform3uiv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3)); break; case GL_UNSIGNED_INT_VEC4: m_funcs->glUniform4uiv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4)); break; case GL_BOOL: m_funcs->glUniform1iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1)); break; case GL_BOOL_VEC2: m_funcs->glUniform2iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2)); break; case GL_BOOL_VEC3: m_funcs->glUniform3iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3)); break; case GL_BOOL_VEC4: m_funcs->glUniform4iv(description.m_location, description.m_size, QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4)); break; case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_BUFFER: case GL_SAMPLER_2D_RECT: case GL_INT_SAMPLER_1D: case GL_INT_SAMPLER_2D: case GL_INT_SAMPLER_3D: case GL_INT_SAMPLER_CUBE: case GL_INT_SAMPLER_BUFFER: case GL_INT_SAMPLER_2D_RECT: case GL_UNSIGNED_INT_SAMPLER_1D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_BUFFER: case GL_UNSIGNED_INT_SAMPLER_2D_RECT: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_1D_ARRAY: case GL_SAMPLER_2D_ARRAY: case GL_INT_SAMPLER_1D_ARRAY: case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_RECT_SHADOW: case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: { Q_ASSERT(description.m_size == 1); m_funcs->glUniform1i(description.m_location, v.toInt()); break; } default: qWarning() << Q_FUNC_INFO << "unsupported uniform type:" << description.m_type << "for " << description.m_name; break; } } void GraphicsHelperGL3::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { m_funcs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding); } void GraphicsHelperGL3::bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding) { Q_UNUSED(programId); Q_UNUSED(shaderStorageBlockIndex); Q_UNUSED(shaderStorageBlockBinding); qWarning() << "SSBO are not supported by OpenGL 3.0 (since OpenGL 4.3)"; } void GraphicsHelperGL3::bindBufferBase(GLenum target, GLuint index, GLuint buffer) { m_funcs->glBindBufferBase(target, index, buffer); } void GraphicsHelperGL3::buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer) { char *bufferData = buffer.data(); switch (description.m_type) { case GL_FLOAT: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1); QGraphicsUtils::fillDataArray(bufferData, data, description, 1); break; } case GL_FLOAT_VEC2: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2); QGraphicsUtils::fillDataArray(bufferData, data, description, 2); break; } case GL_FLOAT_VEC3: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3); QGraphicsUtils::fillDataArray(bufferData, data, description, 3); break; } case GL_FLOAT_VEC4: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4); QGraphicsUtils::fillDataArray(bufferData, data, description, 4); break; } case GL_FLOAT_MAT2: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 2); break; } case GL_FLOAT_MAT2x3: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 6); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 3); break; } case GL_FLOAT_MAT2x4: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 8); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 4); break; } case GL_FLOAT_MAT3: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 9); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 3); break; } case GL_FLOAT_MAT3x2: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 6); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 2); break; } case GL_FLOAT_MAT3x4: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 12); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 4); break; } case GL_FLOAT_MAT4: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 16); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 4); break; } case GL_FLOAT_MAT4x2: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 8); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 2); break; } case GL_FLOAT_MAT4x3: { const GLfloat *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 12); QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 3); break; } case GL_INT: { const GLint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1); QGraphicsUtils::fillDataArray(bufferData, data, description, 1); break; } case GL_INT_VEC2: { const GLint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2); QGraphicsUtils::fillDataArray(bufferData, data, description, 2); break; } case GL_INT_VEC3: { const GLint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3); QGraphicsUtils::fillDataArray(bufferData, data, description, 3); break; } case GL_INT_VEC4: { const GLint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4); QGraphicsUtils::fillDataArray(bufferData, data, description, 4); break; } case GL_UNSIGNED_INT: { const GLuint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1); QGraphicsUtils::fillDataArray(bufferData, data, description, 1); break; } case GL_UNSIGNED_INT_VEC2: { const GLuint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2); QGraphicsUtils::fillDataArray(bufferData, data, description, 2); break; } case GL_UNSIGNED_INT_VEC3: { const GLuint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3); QGraphicsUtils::fillDataArray(bufferData, data, description, 3); break; } case GL_UNSIGNED_INT_VEC4: { const GLuint *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4); QGraphicsUtils::fillDataArray(bufferData, data, description, 4); break; } case GL_BOOL: { const GLboolean *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 1); QGraphicsUtils::fillDataArray(bufferData, data, description, 1); break; } case GL_BOOL_VEC2: { const GLboolean *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 2); QGraphicsUtils::fillDataArray(bufferData, data, description, 2); break; } case GL_BOOL_VEC3: { const GLboolean *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 3); QGraphicsUtils::fillDataArray(bufferData, data, description, 3); break; } case GL_BOOL_VEC4: { const GLboolean *data = QGraphicsUtils::valueArrayFromVariant(v, description.m_size, 4); QGraphicsUtils::fillDataArray(bufferData, data, description, 4); break; } case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_BUFFER: case GL_SAMPLER_2D_RECT: case GL_INT_SAMPLER_1D: case GL_INT_SAMPLER_2D: case GL_INT_SAMPLER_3D: case GL_INT_SAMPLER_CUBE: case GL_INT_SAMPLER_BUFFER: case GL_INT_SAMPLER_2D_RECT: case GL_UNSIGNED_INT_SAMPLER_1D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_BUFFER: case GL_UNSIGNED_INT_SAMPLER_2D_RECT: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_1D_ARRAY: case GL_SAMPLER_2D_ARRAY: case GL_INT_SAMPLER_1D_ARRAY: case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_RECT_SHADOW: case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: { Q_ASSERT(description.m_size == 1); int value = v.toInt(); QGraphicsUtils::fillDataArray(bufferData, &value, description, 1); break; } default: qWarning() << Q_FUNC_INFO << "unsupported uniform type:" << description.m_type << "for " << description.m_name; break; } } uint GraphicsHelperGL3::uniformByteSize(const ShaderUniform &description) { uint rawByteSize = 0; int arrayStride = qMax(description.m_arrayStride, 0); int matrixStride = qMax(description.m_matrixStride, 0); switch (description.m_type) { case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_UNSIGNED_INT_VEC2: rawByteSize = 8; break; case GL_FLOAT_VEC3: case GL_INT_VEC3: case GL_UNSIGNED_INT_VEC3: rawByteSize = 12; break; case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_UNSIGNED_INT_VEC4: rawByteSize = 16; break; case GL_FLOAT_MAT2: rawByteSize = matrixStride ? 2 * matrixStride : 16; break; case GL_FLOAT_MAT2x4: rawByteSize = matrixStride ? 2 * matrixStride : 32; break; case GL_FLOAT_MAT4x2: rawByteSize = matrixStride ? 4 * matrixStride : 32; break; case GL_FLOAT_MAT3: rawByteSize = matrixStride ? 3 * matrixStride : 36; break; case GL_FLOAT_MAT2x3: rawByteSize = matrixStride ? 2 * matrixStride : 24; break; case GL_FLOAT_MAT3x2: rawByteSize = matrixStride ? 3 * matrixStride : 24; break; case GL_FLOAT_MAT4: rawByteSize = matrixStride ? 4 * matrixStride : 64; break; case GL_FLOAT_MAT4x3: rawByteSize = matrixStride ? 4 * matrixStride : 48; break; case GL_FLOAT_MAT3x4: rawByteSize = matrixStride ? 3 * matrixStride : 48; break; case GL_BOOL: rawByteSize = 1; break; case GL_BOOL_VEC2: rawByteSize = 2; break; case GL_BOOL_VEC3: rawByteSize = 3; break; case GL_BOOL_VEC4: rawByteSize = 4; break; case GL_INT: case GL_FLOAT: case GL_UNSIGNED_INT: case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_BUFFER: case GL_SAMPLER_2D_RECT: case GL_INT_SAMPLER_1D: case GL_INT_SAMPLER_2D: case GL_INT_SAMPLER_3D: case GL_INT_SAMPLER_CUBE: case GL_INT_SAMPLER_BUFFER: case GL_INT_SAMPLER_2D_RECT: case GL_UNSIGNED_INT_SAMPLER_1D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_BUFFER: case GL_UNSIGNED_INT_SAMPLER_2D_RECT: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_1D_ARRAY: case GL_SAMPLER_2D_ARRAY: case GL_INT_SAMPLER_1D_ARRAY: case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_RECT_SHADOW: case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: rawByteSize = 4; break; } return arrayStride ? rawByteSize * arrayStride : rawByteSize; } void GraphicsHelperGL3::enableClipPlane(int clipPlane) { m_funcs->glEnable(GL_CLIP_DISTANCE0 + clipPlane); } void GraphicsHelperGL3::disableClipPlane(int clipPlane) { m_funcs->glDisable(GL_CLIP_DISTANCE0 + clipPlane); } GLint GraphicsHelperGL3::maxClipPlaneCount() { GLint max = 0; m_funcs->glGetIntegerv(GL_MAX_CLIP_DISTANCES, &max); return max; } void GraphicsHelperGL3::enablePrimitiveRestart(int primitiveRestartIndex) { m_funcs->glPrimitiveRestartIndex(primitiveRestartIndex); m_funcs->glEnable(GL_PRIMITIVE_RESTART); } void GraphicsHelperGL3::disablePrimitiveRestart() { m_funcs->glDisable(GL_PRIMITIVE_RESTART); } void GraphicsHelperGL3::pointSize(bool programmable, GLfloat value) { if (programmable) { m_funcs->glEnable(GL_PROGRAM_POINT_SIZE); } else { m_funcs->glDisable(GL_PROGRAM_POINT_SIZE); m_funcs->glPointSize(value); } } QSize GraphicsHelperGL3::getRenderBufferDimensions(GLuint renderBufferId) { GLint width = 0; GLint height = 0; m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, renderBufferId); m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, 0); return QSize(width, height); } QSize GraphicsHelperGL3::getTextureDimensions(GLuint textureId, GLenum target, uint level) { GLint width = 0; GLint height = 0; m_funcs->glBindTexture(target, textureId); m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &width); m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &height); m_funcs->glBindTexture(target, 0); return QSize(width, height); } void GraphicsHelperGL3::dispatchCompute(GLuint wx, GLuint wy, GLuint wz) { Q_UNUSED(wx); Q_UNUSED(wy); Q_UNUSED(wz); qWarning() << "Compute Shaders are not supported by OpenGL 3.0 (since OpenGL 4.3)"; } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // !QT_OPENGL_ES_2