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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QT3D_RENDER_QGRAPHICSHELPERINTERFACE_H
#define QT3D_RENDER_QGRAPHICSHELPERINTERFACE_H
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <QVector>
#include <Qt3DRenderer/private/shadervariables_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3D {
namespace Render {
struct Attachment;
class QGraphicsHelperInterface
{
public:
enum Feature {
MRT = 0,
Tessellation,
UniformBufferObject,
BindableFragmentOutputs
};
virtual ~QGraphicsHelperInterface() {}
virtual void initializeHelper(QOpenGLContext *context, QAbstractOpenGLFunctions *functions) = 0;
virtual void drawElementsInstanced(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances) = 0;
virtual void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) = 0;
virtual void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices) = 0;
virtual void drawArrays(GLenum primitiveType, GLint first, GLsizei count) = 0;
virtual void setVerticesPerPatch(GLint verticesPerPatch) = 0;
virtual void useProgram(GLuint programId) = 0;
virtual QVector<ShaderUniform> programUniformsAndLocations(GLuint programId) = 0;
virtual QVector<ShaderAttribute> programAttributesAndLocations(GLuint programId) = 0;
virtual QVector<ShaderUniformBlock> programUniformBlocks(GLuint programId) = 0;
virtual void vertexAttribDivisor(GLuint index, GLuint divisor) = 0;
virtual void blendEquation(GLenum mode) = 0;
virtual void alphaTest(GLenum mode1, GLenum mode2) = 0;
virtual void depthTest(GLenum mode) = 0;
virtual void depthMask(GLenum mode) = 0;
virtual void cullFace(GLenum mode) = 0;
virtual void frontFace(GLenum mode) = 0;
virtual void enableAlphaCoverage() = 0;
virtual void disableAlphaCoverage() = 0;
virtual GLuint createFrameBufferObject() = 0;
virtual void releaseFrameBufferObject(GLuint frameBufferId) = 0;
virtual void bindFrameBufferObject(GLuint frameBufferId) = 0;
virtual GLuint boundFrameBufferObject() = 0;
virtual bool checkFrameBufferComplete() = 0;
virtual void bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment) = 0;
virtual bool supportsFeature(Feature feature) const = 0;
virtual void drawBuffers(GLsizei n, const int *bufs) = 0;
virtual void bindFragDataLocation(GLuint shader, const QHash<QString, int> &outputs) = 0;
virtual void bindUniform(const QVariant &v, const ShaderUniform &description) = 0;
virtual void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0;
virtual void bindBufferBase(GLenum target, GLuint index, GLuint buffer) = 0;
virtual void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer) = 0;
virtual uint uniformByteSize(const ShaderUniform &description) = 0;
};
} // Render
} // Qt3D
QT_END_NAMESPACE
#endif // QT3D_RENDER_QGRAPHICSHELPERINTERFACE_H
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