/**************************************************************************** ** ** 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 QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DRender { namespace Render { class ShaderManager; class AttachmentPack; class Q_3DRENDERSHARED_PRIVATE_EXPORT Shader : public BackendNode { public: static const int modelMatrixNameId; static const int viewMatrixNameId; static const int projectionMatrixNameId; static const int modelViewMatrixNameId; static const int viewProjectionMatrixNameId; static const int modelViewProjectionNameId; static const int mvpNameId; static const int inverseModelMatrixNameId; static const int inverseViewMatrixNameId; static const int inverseProjectionMatrixNameId; static const int inverseModelViewNameId; static const int inverseViewProjectionMatrixNameId; static const int inverseModelViewProjectionNameId; static const int modelNormalMatrixNameId; static const int modelViewNormalNameId; static const int viewportMatrixNameId; static const int inverseViewportMatrixNameId; static const int textureTransformMatrixNameId; static const int aspectRatioNameId; static const int exposureNameId; static const int gammaNameId; static const int timeNameId; static const int eyePositionNameId; static const int skinningPaletteNameId; Shader(); ~Shader(); void cleanup(); QVector shaderCode() const; void setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code); void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override; inline QString log() const { return m_log; } inline QShaderProgram::Status status() const { return m_status; } void setFormat(QShaderProgram::Format format); QShaderProgram::Format format() const { return m_format; } bool isDirty() const { return m_dirty; } void unsetDirty() { m_dirty = false; } inline bool requiresFrontendSync() const { return m_requiresFrontendSync; } inline void unsetRequiresFrontendSync() { m_requiresFrontendSync = false; } // Set by Renderer plugin void setLog(const QString &log); void setStatus(QShaderProgram::Status status); void initializeFromReference(const Shader &other); void requestCacheRebuild(); private: QVector m_shaderCode; QString m_log; bool m_requiresFrontendSync; QShaderProgram::Status m_status; QShaderProgram::Format m_format; bool m_dirty; }; #ifndef QT_NO_DEBUG_STREAM inline QDebug operator<<(QDebug dbg, const Shader &shader) { QDebugStateSaver saver(dbg); dbg << "QNodeId =" << shader.peerId() << Qt::endl; return dbg; } #endif class Q_AUTOTEST_EXPORT ShaderFunctor : public Qt3DCore::QBackendNodeMapper { public: explicit ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager); Qt3DCore::QBackendNode *create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const final; Qt3DCore::QBackendNode *get(Qt3DCore::QNodeId id) const final; void destroy(Qt3DCore::QNodeId id) const final; private: AbstractRenderer *m_renderer; ShaderManager *m_shaderManager; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_SHADER_H