/**************************************************************************** ** ** Copyright (C) 2014 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 "qshaderprogram.h" #include "qshaderprogram_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! \class Qt3DRender::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) { } QShaderProgram::~QShaderProgram() { QNode::cleanup(); } /*! \internal */ QShaderProgram::QShaderProgram(QShaderProgramPrivate &dd, QNode *parent) : QNode(dd, parent) { } /*! * Sets the vertex shader from raw data in \a vertexShaderCode. */ void QShaderProgram::setVertexShaderCode(const QByteArray &vertexShaderCode) { Q_D(QShaderProgram); if (vertexShaderCode != d->m_vertexShaderCode) { d->m_vertexShaderCode = vertexShaderCode; emit vertexShaderCodeChanged(vertexShaderCode); } } 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; emit tessellationControlShaderCodeChanged(tessellationControlShaderCode); } } 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(tessellationEvaluationShaderCode); } } 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(geometryShaderCode); } } QByteArray QShaderProgram::geometryShaderCode() const { Q_D(const QShaderProgram); return d->m_geometryShaderCode; } /*! * Sets the fragment shader from raw data in \a fragmentShaderCode. */ void QShaderProgram::setFragmentShaderCode(const QByteArray &fragmentShaderCode) { Q_D(QShaderProgram); if (fragmentShaderCode != d->m_fragmentShaderCode) { d->m_fragmentShaderCode = fragmentShaderCode; emit fragmentShaderCodeChanged(fragmentShaderCode); } } 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(computeShaderCode); } } 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(); } } static QByteArray deincludify(const QString &filePath) { QFile f(filePath); if (!f.open(QIODevice::ReadOnly | QIODevice::Text)) { qWarning() << "Could not read shader source file:" << f.fileName(); return QByteArray(); } QByteArray contents = f.readAll(); QByteArrayList lines = contents.split('\n'); const QByteArray includeDirective = QByteArrayLiteral("#pragma include"); for (int i = 0; i < lines.count(); ++i) { if (lines[i].startsWith(includeDirective)) { QString includeFileName = QFileInfo(filePath).absolutePath() + QStringLiteral("/") + QString::fromUtf8(lines[i].mid(includeDirective.count() + 1)); if (qEnvironmentVariableIsSet("QT3D_GLSL100_WORKAROUND")) { QString candidate = includeFileName + QStringLiteral("100"); if (QFile::exists(candidate)) includeFileName = candidate; } lines.removeAt(i); QByteArray includedContents = deincludify(includeFileName); lines.insert(i, includedContents); QString lineDirective = QString(QStringLiteral("#line %1")).arg(i + 2); lines.insert(i + 1, lineDirective.toUtf8()); } } return lines.join('\n'); } QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl) { // TO DO: Handle remote path return deincludify(Qt3DRender::QUrlHelper::urlToLocalFileOrQrc(sourceUrl)); } } // of namespace Qt3DRender QT_END_NAMESPACE