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/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
** 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_RHI_GRAPHICSCONTEXT_H
#define QT3DRENDER_RENDER_RHI_GRAPHICSCONTEXT_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 <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QHash>
#include <QColor>
#include <QMatrix4x4>
#include <QBitArray>
#include <QImage>
#include <Qt3DRender/qclearbuffers.h>
#include <Qt3DRender/private/shader_p.h>
#include <Qt3DRender/qattribute.h>
#include <Qt3DRender/qmemorybarrier.h>
#include <Qt3DRender/private/handle_types_p.h>
#include <Qt3DRender/private/qgraphicsapifilter_p.h>
#include <Qt3DRender/private/uniform_p.h>
#include <Qt3DRender/private/qblitframebuffer_p.h>
#include <handle_types_p.h>
#include <buffer_p.h>
#include <shaderparameterpack_p.h>
#include <graphicshelperinterface_p.h>
#include <qmath.h>
QT_BEGIN_NAMESPACE
class QOpenGLShaderProgram;
class QAbstractOpenGLFunctions;
class QOpenGLDebugLogger;
class QRhi;
class QRhiSwapChain;
class QRhiResourceUpdateBatch;
namespace Qt3DRender {
namespace Render {
class RenderTarget;
class AttachmentPack;
class ShaderManager;
namespace Rhi {
class GraphicsHelperInterface;
class RHIShader;
class RHIShaderManager;
typedef QPair<QString, int> NamedUniformLocation;
class Q_AUTOTEST_EXPORT GraphicsContext
{
public:
GraphicsContext();
~GraphicsContext();
bool makeCurrent(QSurface *surface);
void doneCurrent();
bool isInitialized() const;
// Shaders
struct ShaderCreationInfo
{
bool linkSucceeded = false;
QString logs;
};
ShaderCreationInfo createShaderProgram(RHIShader *shaderNode);
void introspectShaderInterface(RHIShader *shader);
void loadShader(Shader* shader, ShaderManager *shaderManager, RHIShaderManager *rhiShaderManager);
GLuint defaultFBO() const { return m_defaultFBO; }
const GraphicsApiFilterData *contextInfo() const;
// Wrapper methods
void clearBackBuffer(QClearBuffers::BufferTypeFlags buffers);
void alphaTest(GLenum mode1, GLenum mode2);
void bindFramebuffer(GLuint fbo, GraphicsHelperInterface::FBOBindMode mode);
void bindBufferBase(GLenum target, GLuint bindingIndex, GLuint buffer);
void bindFragOutputs(GLuint shader, const QHash<QString, int> &outputs);
void bindImageTexture(GLuint imageUnit, GLuint texture, GLint mipLevel, GLboolean layered, GLint layer, GLenum access, GLenum format);
void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding);
void blendEquation(GLenum mode);
void blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor);
void blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha);
GLuint boundFrameBufferObject();
void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer);
void clearBufferf(GLint drawbuffer, const QVector4D &values);
void clearColor(const QColor &color);
void clearDepthValue(float depth);
void clearStencilValue(int stencil);
void depthRange(GLdouble nearValue, GLdouble farValue);
void depthMask(GLenum mode);
void depthTest(GLenum mode);
void disableClipPlane(int clipPlane);
void disablei(GLenum cap, GLuint index);
void disablePrimitiveRestart();
void dispatchCompute(int x, int y, int z);
char * mapBuffer(GLenum target, GLsizeiptr size);
GLboolean unmapBuffer(GLenum target);
void drawArrays(GLenum primitiveType, GLint first, GLsizei count);
void drawArraysIndirect(GLenum mode,void *indirect);
void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances);
void drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseinstance);
void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLint baseVertex);
void drawElementsIndirect(GLenum mode, GLenum type, void *indirect);
void drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances, GLint baseVertex, GLint baseInstance);
void enableClipPlane(int clipPlane);
void enablei(GLenum cap, GLuint index);
void enablePrimitiveRestart(int restartIndex);
void frontFace(GLenum mode);
GLint maxClipPlaneCount();
GLint maxTextureUnitsCount() const;
GLint maxImageUnitsCount() const;
void pointSize(bool programmable, GLfloat value);
void readBuffer(GLenum mode);
void drawBuffer(GLenum mode);
void drawBuffers(GLsizei n, const int *bufs);
void setMSAAEnabled(bool enabled);
void setAlphaCoverageEnabled(bool enabled);
void setClipPlane(int clipPlane, const QVector3D &normal, float distance);
void setSeamlessCubemap(bool enable);
void setVerticesPerPatch(GLint verticesPerPatch);
void memoryBarrier(QMemoryBarrier::Operations barriers);
void activateDrawBuffers(const AttachmentPack &attachments);
void rasterMode(GLenum faceMode, GLenum rasterMode);
// Helper methods
static GLint elementType(GLint type);
static GLint tupleSizeFromType(GLint type);
static GLuint byteSizeFromType(GLint type);
static GLint glDataTypeFromAttributeDataType(QAttribute::VertexBaseType dataType);
bool supportsDrawBuffersBlend() const;
void initialize();
void initializeHelpers(QSurface *surface);
bool m_initialized;
GLint m_maxTextureUnits;
GLint m_maxImageUnits;
GLuint m_defaultFBO;
GraphicsApiFilterData m_contextInfo;
QScopedPointer<QOpenGLDebugLogger> m_debugLogger;
friend class RHIVertexArrayObject;
RHIVertexArrayObject *m_currentVAO;
QRhi* m_rhi{};
QRhiSwapChain* m_sc{};
QRhiResourceUpdateBatch *m_currentUpdates{};
void applyUniform(const ShaderUniform &description, const UniformValue &v);
template<UniformType>
void applyUniformHelper(const ShaderUniform &, const UniformValue &) const
{
Q_ASSERT_X(false, Q_FUNC_INFO, "Uniform: Didn't provide specialized apply() implementation");
}
};
#define QT3D_UNIFORM_TYPE_PROTO(UniformTypeEnum, BaseType, Func) \
template<> \
void GraphicsContext::applyUniformHelper<UniformTypeEnum>(const ShaderUniform &description, const UniformValue &value) const;
#define QT3D_UNIFORM_TYPE_IMPL(UniformTypeEnum, BaseType, Func) \
template<> \
void GraphicsContext::applyUniformHelper<UniformTypeEnum>(const ShaderUniform &description, const UniformValue &value) const \
{ \
/*/ const int count = qMin(description.m_size, int(value.byteSize() / description.m_rawByteSize)); \
m_glHelper->Func(description.m_location, count, value.constData<BaseType>()); */ \
}
QT3D_UNIFORM_TYPE_PROTO(UniformType::Float, float, glUniform1fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec2, float, glUniform2fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec3, float, glUniform3fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec4, float, glUniform4fv)
// OpenGL expects int* as values for booleans
QT3D_UNIFORM_TYPE_PROTO(UniformType::Bool, int, glUniform1iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec2, int, glUniform2iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec3, int, glUniform3iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec4, int, glUniform4iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Int, int, glUniform1iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec2, int, glUniform2iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec3, int, glUniform3iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec4, int, glUniform4iv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::UInt, uint, glUniform1uiv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec2, uint, glUniform2uiv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec3, uint, glUniform3uiv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec4, uint, glUniform4uiv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2, float, glUniformMatrix2fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3, float, glUniformMatrix3fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4, float, glUniformMatrix4fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x3, float, glUniformMatrix2x3fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x2, float, glUniformMatrix3x2fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x4, float, glUniformMatrix2x4fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x2, float, glUniformMatrix4x2fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x4, float, glUniformMatrix3x4fv)
QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x3, float, glUniformMatrix4x3fv)
} // namespace Rhi
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_RHI_GRAPHICSCONTEXT_H
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