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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_SHADERVARIABLES_P_H
#define QT3D_RENDER_SHADERVARIABLES_P_H
#include <QtGlobal>
#include <QOpenGLContext>
QT_BEGIN_NAMESPACE
namespace Qt3D {
namespace Render {
struct ShaderAttribute
{
QString m_name;
GLenum m_type;
int m_size;
int m_location;
};
struct ShaderUniform
{
ShaderUniform()
: m_size(0)
, m_offset(-1)
, m_location(-1)
, m_blockIndex(-1)
{}
QString m_name;
GLenum m_type;
int m_size;
int m_offset; // -1 default, >= 0 if uniform defined in uniform block
int m_location; // -1 if uniform defined in a uniform block
int m_blockIndex; // -1 is the default, >= 0 if uniform defined in uniform block
int m_arrayStride; // -1 is the default, >= 0 if uniform defined in uniform block and if it's an array
int m_matrixStride; // -1 is the default, >= 0 uniform defined in uniform block and is a matrix
uint m_rawByteSize; // contains byte size (size / type / strides)
// size, offset and strides are in bytes
};
struct ShaderUniformBlock
{
ShaderUniformBlock()
: m_index(-1)
, m_binding(-1)
, m_activeUniformsCount(0)
, m_size(0)
{}
QString m_name;
int m_index;
int m_binding;
int m_activeUniformsCount;
int m_size;
};
} // Render
} // Qt3D
QT_END_NAMESPACE
#endif // QT3D_RENDER_SHADERVARIABLES_P_H
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