/**************************************************************************** ** ** 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 /*! \class Qt3DRender::QShaderProgram \inmodule Qt3DRender \brief Encapsulates a Shader Program. \inherits Qt3DCore::QNode \since 5.5 A shader program consists of several different shaders, such as vertex and fragment shaders. */ /*! \qmltype ShaderProgram \instantiates Qt3DRender::QShaderProgram \inqmlmodule Qt3D.Render \brief Encapsulates a Shader Program. \since 5.5 ShaderProgram class encapsulates a shader program. A shader program consists of several different shaders, such as vertex and fragment shaders. */ /*! \enum QShaderProgram::ShaderType This enum identifies the type of shader used. \value Vertex Vertex shader \value Fragment Fragment shader \value TessellationControl Tesselation control shader \value TessellationEvaluation Tesselation evaluation shader \value Geometry Geometry shader \value Compute Compute shader */ QT_BEGIN_NAMESPACE namespace Qt3DRender { QShaderProgramPrivate::QShaderProgramPrivate() : QNodePrivate() { } QShaderProgram::QShaderProgram(QNode *parent) : QNode(*new QShaderProgramPrivate, parent) { } QShaderProgram::~QShaderProgram() { } /*! \internal */ QShaderProgram::QShaderProgram(QShaderProgramPrivate &dd, QNode *parent) : QNode(dd, parent) { } /*! \qmlproperty string ShaderProgram::vertexShaderCode Holds the vertex shader code used by this shader program. */ /*! \property QShaderProgram::vertexShaderCode Holds the vertex shader code used by this shader program. */ 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; } /*! \qmlproperty string ShaderProgram::tessellationControlShaderCode Holds the tesselation control shader code used by this shader program. */ /*! \property QShaderProgram::tessellationControlShaderCode Holds the tesselation control shader code used by this shader program. */ 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; } /*! \qmlproperty string ShaderProgram::tessellationEvaluationShaderCode Holds the tesselation evaluation shader code used by this shader program. */ /*! \property QShaderProgram::tessellationEvaluationShaderCode Holds the tesselation evaluation shader code used by this shader program. */ 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; } /*! \qmlproperty string ShaderProgram::geometryShaderCode Holds the geometry shader code used by this shader program. */ /*! \property QShaderProgram::geometryShaderCode Holds the geometry shader code used by this shader program. */ 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; } /*! \qmlproperty string ShaderProgram::fragmentShaderCode Holds the fragment shader code used by this shader program. */ /*! \property QShaderProgram::fragmentShaderCode Holds the fragment shader code used by this shader program. */ 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; } /*! \qmlproperty string ShaderProgram::computeShaderCode Holds the compute shader code used by this shader program. */ /*! \property QShaderProgram::computeShaderCode Holds the compute shader code used by this shader program. */ 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; } /*! Sets the shader code for \a type of shader to the \a shaderCode. */ 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(); } } /*! Returns the shader code for \a type. */ 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() + QLatin1Char('/') + QString::fromUtf8(lines[i].mid(includeDirective.count() + 1)); if (qEnvironmentVariableIsSet("QT3D_GLSL100_WORKAROUND")) { QString candidate = includeFileName + QLatin1String("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'); } /*! \qmlmethod string ShaderProgram::loadSource(url sourceUrl) Returns the shader code loaded from \a sourceUrl. */ /*! Returns the shader code loaded from \a sourceUrl. */ QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl) { // TO DO: Handle remote path return deincludify(Qt3DRender::QUrlHelper::urlToLocalFileOrQrc(sourceUrl)); } Qt3DCore::QNodeCreatedChangeBasePtr QShaderProgram::createNodeCreationChange() const { auto creationChange = Qt3DCore::QNodeCreatedChangePtr::create(this); auto &data = creationChange->data; Q_D(const QShaderProgram); data.vertexShaderCode = d->m_vertexShaderCode; data.tessellationControlShaderCode = d->m_tessControlShaderCode; data.tessellationEvaluationShaderCode = d->m_tessEvalShaderCode; data.geometryShaderCode = d->m_geometryShaderCode; data.fragmentShaderCode = d->m_fragmentShaderCode; data.computeShaderCode = d->m_computeShaderCode; return creationChange; } } // of namespace Qt3DRender QT_END_NAMESPACE