/**************************************************************************** ** ** Copyright (C) 2017 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_QSHADERPROGRAMBUILDER_H #define QT3DRENDER_QSHADERPROGRAMBUILDER_H #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { class QShaderProgram; class QShaderProgramBuilderPrivate; class QT3DRENDERSHARED_EXPORT QShaderProgramBuilder : public Qt3DCore::QNode { Q_OBJECT Q_PROPERTY(Qt3DRender::QShaderProgram* shaderProgram READ shaderProgram WRITE setShaderProgram NOTIFY shaderProgramChanged) Q_PROPERTY(QStringList enabledLayers READ enabledLayers WRITE setEnabledLayers NOTIFY enabledLayersChanged) Q_PROPERTY(QUrl vertexShaderGraph READ vertexShaderGraph WRITE setVertexShaderGraph NOTIFY vertexShaderGraphChanged) Q_PROPERTY(QUrl tessellationControlShaderGraph READ tessellationControlShaderGraph WRITE setTessellationControlShaderGraph NOTIFY tessellationControlShaderGraphChanged) Q_PROPERTY(QUrl tessellationEvaluationShaderGraph READ tessellationEvaluationShaderGraph WRITE setTessellationEvaluationShaderGraph NOTIFY tessellationEvaluationShaderGraphChanged) Q_PROPERTY(QUrl geometryShaderGraph READ geometryShaderGraph WRITE setGeometryShaderGraph NOTIFY geometryShaderGraphChanged) Q_PROPERTY(QUrl fragmentShaderGraph READ fragmentShaderGraph WRITE setFragmentShaderGraph NOTIFY fragmentShaderGraphChanged) Q_PROPERTY(QUrl computeShaderGraph READ computeShaderGraph WRITE setComputeShaderGraph NOTIFY computeShaderGraphChanged) Q_PROPERTY(QByteArray vertexShaderCode READ vertexShaderCode NOTIFY vertexShaderCodeChanged REVISION 13) Q_PROPERTY(QByteArray tessellationControlShaderCode READ tessellationControlShaderCode NOTIFY tessellationControlShaderCodeChanged REVISION 13) Q_PROPERTY(QByteArray tessellationEvaluationShaderCode READ tessellationEvaluationShaderCode NOTIFY tessellationEvaluationShaderCodeChanged REVISION 13) Q_PROPERTY(QByteArray geometryShaderCode READ geometryShaderCode NOTIFY geometryShaderCodeChanged REVISION 13) Q_PROPERTY(QByteArray fragmentShaderCode READ fragmentShaderCode NOTIFY fragmentShaderCodeChanged REVISION 13) Q_PROPERTY(QByteArray computeShaderCode READ computeShaderCode NOTIFY computeShaderCodeChanged REVISION 13) public: explicit QShaderProgramBuilder(Qt3DCore::QNode *parent = nullptr); ~QShaderProgramBuilder(); QShaderProgram *shaderProgram() const; QStringList enabledLayers() const; QUrl vertexShaderGraph() const; QUrl tessellationControlShaderGraph() const; QUrl tessellationEvaluationShaderGraph() const; QUrl geometryShaderGraph() const; QUrl fragmentShaderGraph() const; QUrl computeShaderGraph() const; QByteArray vertexShaderCode() const; QByteArray tessellationControlShaderCode() const; QByteArray tessellationEvaluationShaderCode() const; QByteArray geometryShaderCode() const; QByteArray fragmentShaderCode() const; QByteArray computeShaderCode() const; public Q_SLOTS: void setShaderProgram(Qt3DRender::QShaderProgram *program); void setEnabledLayers(const QStringList &layers); void setVertexShaderGraph(const QUrl &vertexShaderGraph); void setTessellationControlShaderGraph(const QUrl &tessellationControlShaderGraph); void setTessellationEvaluationShaderGraph(const QUrl &tessellationEvaluationShaderGraph); void setGeometryShaderGraph(const QUrl &geometryShaderGraph); void setFragmentShaderGraph(const QUrl &fragmentShaderGraph); void setComputeShaderGraph(const QUrl &computeShaderGraph); Q_SIGNALS: void shaderProgramChanged(Qt3DRender::QShaderProgram *shaderProgram); void enabledLayersChanged(const QStringList &layers); void vertexShaderGraphChanged(const QUrl &vertexShaderGraph); void tessellationControlShaderGraphChanged(const QUrl &tessellationControlShaderGraph); void tessellationEvaluationShaderGraphChanged(const QUrl &tessellationEvaluationShaderGraph); void geometryShaderGraphChanged(const QUrl &geometryShaderGraph); void fragmentShaderGraphChanged(const QUrl &fragmentShaderGraph); void computeShaderGraphChanged(const QUrl &computeShaderGraph); 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: explicit QShaderProgramBuilder(QShaderProgramBuilderPrivate &dd, Qt3DCore::QNode *parent = nullptr); void sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change) override; private: Q_DECLARE_PRIVATE(QShaderProgramBuilder) Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override; }; } QT_END_NAMESPACE #endif // QT3DRENDER_QSHADERPROGRAMBUILDER_H