/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_QSHADERPROGRAM_H #define QT3DRENDER_QSHADERPROGRAM_H #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { class QShaderProgramPrivate; class QT3DRENDERSHARED_EXPORT QShaderProgram : public Qt3DCore::QNode { Q_OBJECT Q_PROPERTY(QByteArray vertexShaderCode READ vertexShaderCode WRITE setVertexShaderCode NOTIFY vertexShaderCodeChanged) Q_PROPERTY(QByteArray tessellationControlShaderCode READ tessellationControlShaderCode WRITE setTessellationControlShaderCode NOTIFY tessellationControlShaderCodeChanged) Q_PROPERTY(QByteArray tessellationEvaluationShaderCode READ tessellationEvaluationShaderCode WRITE setTessellationEvaluationShaderCode NOTIFY tessellationEvaluationShaderCodeChanged) Q_PROPERTY(QByteArray geometryShaderCode READ geometryShaderCode WRITE setGeometryShaderCode NOTIFY geometryShaderCodeChanged) Q_PROPERTY(QByteArray fragmentShaderCode READ fragmentShaderCode WRITE setFragmentShaderCode NOTIFY fragmentShaderCodeChanged) Q_PROPERTY(QByteArray computeShaderCode READ computeShaderCode WRITE setComputeShaderCode NOTIFY computeShaderCodeChanged) public: explicit QShaderProgram(Qt3DCore::QNode *parent = 0); ~QShaderProgram(); enum ShaderType { Vertex = 0, Fragment, TessellationControl, TessellationEvaluation, Geometry, Compute }; Q_ENUM(ShaderType) // Source code in-line QByteArray vertexShaderCode() const; QByteArray tessellationControlShaderCode() const; QByteArray tessellationEvaluationShaderCode() const; QByteArray geometryShaderCode() const; QByteArray fragmentShaderCode() const; QByteArray computeShaderCode() const; void setShaderCode(ShaderType type, const QByteArray &shaderCode); QByteArray shaderCode(ShaderType type) const; Q_INVOKABLE static QByteArray loadSource(const QUrl &sourceUrl); public Q_SLOTS: void setVertexShaderCode(const QByteArray &vertexShaderCode); void setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode); void setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode); void setGeometryShaderCode(const QByteArray &geometryShaderCode); void setFragmentShaderCode(const QByteArray &fragmentShaderCode); void setComputeShaderCode(const QByteArray &computeShaderCode); Q_SIGNALS: void vertexShaderCodeChanged(const QByteArray &vertexShaderCode); void tessellationControlShaderCodeChanged(const QByteArray &tessellationControlShaderCode); void tessellationEvaluationShaderCodeChanged(const QByteArray &tessellationEvaluationShaderCode); void geometryShaderCodeChanged(const QByteArray &geometryShaderCode); void fragmentShaderCodeChanged(const QByteArray &fragmentShaderCode); void computeShaderCodeChanged(const QByteArray &computeShaderCode); protected: QShaderProgram(QShaderProgramPrivate &dd, Qt3DCore::QNode *parent = 0); void copy(const Qt3DCore::QNode *ref) Q_DECL_OVERRIDE; private: Q_DECLARE_PRIVATE(QShaderProgram) QT3D_CLONEABLE(QShaderProgram) }; } QT_END_NAMESPACE #endif // QT3DRENDER_QSHADERPROGRAM_H