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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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "quniformvalue_p.h"
#include <Qt3DRenderer/private/qgraphicscontext_p.h>
#include <Qt3DRenderer/private/rendertexture_p.h>
#include <Qt3DCore/qframeallocator.h>
#include <QOpenGLShaderProgram>
#include <QDebug>
#include <QColor>
#include <QQuaternion>
#include <Qt3DRenderer/private/renderlogging_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3D {
namespace Render {
QUniformValue::QUniformValue()
{
}
QUniformValue *QUniformValue::fromVariant(const QVariant &v, QFrameAllocator *allocator)
{
QUniformValue *u = allocator->allocate<QUniformValue>();
u->m_var = v;
return u;
}
bool QUniformValue::operator ==(const QUniformValue &other)
{
return (other.m_var == m_var);
}
bool QUniformValue::operator !=(const QUniformValue &other)
{
return !operator ==(other);
}
void QUniformValue::apply(QGraphicsContext *ctx, const ShaderUniform &shaderDescription) const
{
ctx->bindUniform(m_var, shaderDescription);
}
QUniformPack::~QUniformPack()
{
m_uniforms.clear();
}
void QUniformPack::setUniform(QString glslName, const QUniformValue *val)
{
m_uniforms[glslName] = val;
}
void QUniformPack::setTexture(QString glslName, const QNodeId &texId)
{
for (int t=0; t<m_textures.size(); ++t) {
if (m_textures[t].glslName != glslName) {
continue;
}
m_textures[t].texId = texId;
return;
}
m_textures.append(NamedTexture(glslName, texId));
}
void TextureUniform::apply(QGraphicsContext *ctx, const ShaderUniform &description) const
{
// We assume that the texture has been successfully bound and attache to a texture unit
if (m_textureUnit != -1) {
ctx->bindUniform(m_textureUnit, description);
int err = ctx->openGLContext()->functions()->glGetError();
if (err) {
qCWarning(Render::Backend, "Error %d after setting uniform \"%s\" at location %d",
err, qUtf8Printable(description.m_name), description.m_location);
}
} else {
qCWarning(Render::Backend, "Invalid texture unit supplied for \"%s\"",
qUtf8Printable(description.m_name));
}
}
} // namespace Render
} // namespace Qt3D
QT_END_NAMESPACE
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