/**************************************************************************** ** ** 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_RENDER_SHADER_H #define QT3DRENDER_RENDER_SHADER_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DRender { class QShaderProgram; namespace Render { class ShaderManager; class AttachmentPack; typedef uint ProgramDNA; class Q_AUTOTEST_EXPORT Shader : public BackendNode { public: Shader(); ~Shader(); void cleanup(); void setGraphicsContext(GraphicsContext *context); GraphicsContext *graphicsContext(); void prepareUniforms(ShaderParameterPack &pack); void setFragOutputs(const QHash &fragOutputs); const QHash fragOutputs() const; inline QVector uniformsNamesIds() const { return m_uniformsNamesIds; } inline QVector uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } inline QVector storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } inline QVector attributeNamesIds() const { return m_attributeNamesIds; } QVector uniformsNames() const; QVector attributesNames() const; QVector uniformBlockNames() const; QVector storageBlockNames() const; QVector shaderCode() const; void sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) Q_DECL_OVERRIDE; bool isLoaded() const { QMutexLocker lock(&m_mutex); return m_isLoaded; } void setLoaded(bool loaded) { QMutexLocker lock(&m_mutex); m_isLoaded = loaded; } ProgramDNA dna() const Q_DECL_NOTHROW { return m_dna; } inline QVector uniforms() const { return m_uniforms; } inline QVector attributes() const { return m_attributes; } inline QVector uniformBlocks() const { return m_uniformBlocks; } inline QVector storageBlocks() const { return m_shaderStorageBlocks; } QHash activeUniformsForUniformBlock(int blockIndex) const; ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId); ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex); ShaderUniformBlock uniformBlockForBlockName(const QString &blockName); ShaderStorageBlock storageBlockForBlockIndex(int blockIndex); ShaderStorageBlock storageBlockForBlockNameId(int blockNameId); ShaderStorageBlock storageBlockForBlockName(const QString &blockName); private: void initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) Q_DECL_FINAL; QVector m_uniformsNames; QVector m_uniformsNamesIds; QVector m_uniforms; QVector m_attributesNames; QVector m_attributeNamesIds; QVector m_attributes; QVector m_uniformBlockNames; QVector m_uniformBlockNamesIds; QVector m_uniformBlocks; QHash > m_uniformBlockIndexToShaderUniforms; QVector m_shaderStorageBlockNames; QVector m_shaderStorageBlockNamesIds; QVector m_shaderStorageBlocks; QHash m_fragOutputs; QVector m_shaderCode; bool m_isLoaded; ProgramDNA m_dna; ProgramDNA m_oldDna; mutable QMutex m_mutex; GraphicsContext *m_graphicsContext; void updateDNA(); // Private so that only GraphicContext can call it void initializeUniforms(const QVector &uniformsDescription); void initializeAttributes(const QVector &attributesDescription); void initializeUniformBlocks(const QVector &uniformBlockDescription); void initializeShaderStorageBlocks(const QVector &shaderStorageBlockDescription); void initialize(const Shader &other); friend class GraphicsContext; }; #ifndef QT_NO_DEBUG_STREAM inline QDebug operator<<(QDebug dbg, const Shader &shader) { QDebugStateSaver saver(dbg); dbg << "QNodeId =" << shader.peerId() << "dna =" << shader.dna() << endl; return dbg; } #endif } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_SHADER_H