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/****************************************************************************
**
** Copyright (C) 2014 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_GRAPHICSCONTEXT_H
#define QT3DRENDER_RENDER_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 <Qt3DRender/private/quniformvalue_p.h>
#include <Qt3DRender/qclearbuffers.h>
#include <Qt3DRender/private/shader_p.h>
#include <Qt3DRender/private/glbuffer_p.h>
#include <Qt3DRender/qattribute.h>
#include <Qt3DRender/private/handle_types_p.h>
#include <Qt3DRender/private/qgraphicsapifilter_p.h>
#include <Qt3DRender/private/shadercache_p.h>
QT_BEGIN_NAMESPACE
class QOpenGLDebugLogger;
class QOpenGLShaderProgram;
class QAbstractOpenGLFunctions;
namespace Qt3DRender {
namespace Render {
class Renderer;
class GraphicsHelperInterface;
class RenderStateSet;
class Material;
class Texture;
class RenderCommand;
class RenderTarget;
class AttachmentPack;
class Attribute;
class Buffer;
enum TextureScope
{
TextureScopeMaterial = 0,
TextureScopeTechnique
// per-pass for deferred rendering?
};
typedef QPair<QString, int> NamedUniformLocation;
class GraphicsContext
{
public:
GraphicsContext();
~GraphicsContext();
int id() const; // unique, small integer ID of this context
bool beginDrawing(QSurface *surface);
void clearBackBuffer(QClearBuffers::BufferTypeFlags buffers);
void endDrawing(bool swapBuffers);
void setViewport(const QRectF &viewport, const QSize &surfaceSize);
QRectF viewport() const { return m_viewport; }
/**
* @brief releaseGL - release all OpenGL objects associated with
* this context
*/
void releaseOpenGL();
void setOpenGLContext(QOpenGLContext* ctx);
QOpenGLContext *openGLContext() { return m_gl; }
bool makeCurrent(QSurface *surface);
void doneCurrent();
void activateGLHelper();
bool hasValidGLHelper() const;
QOpenGLShaderProgram *createShaderProgram(Shader *shaderNode);
void loadShader(Shader* shader);
void activateShader(ProgramDNA shaderDNA);
void removeShaderProgramReference(Shader *shaderNode);
GLuint activeFBO() const { return m_activeFBO; }
GLuint defaultFBO() const { return m_defaultFBO; }
void activateRenderTarget(const Qt3DCore::QNodeId id, const AttachmentPack &attachments, GLuint defaultFboId);
Material* activeMaterial() const { return m_material; }
void setActiveMaterial(Material* rmat);
void executeCommand(const RenderCommand *command);
/**
* @brief activeShader
* @return
*/
QOpenGLShaderProgram* activeShader() const;
void setRenderer(Renderer *renderer);
void specifyAttribute(const Attribute *attribute, Buffer *buffer, int attributeLocation);
void specifyIndices(Buffer *buffer);
void updateBuffer(Buffer *buffer);
void releaseBuffer(Qt3DCore::QNodeId bufferId);
bool hasGLBufferForBuffer(Buffer *buffer);
void setParameters(ShaderParameterPack ¶meterPack);
/**
* @brief glBufferFor - given a client-side (CPU) buffer, provide the
* context-specific object. Initial call will create the buffer.
* @param buf
* @return
*/
GLBuffer *glBufferForRenderBuffer(Buffer *buf);
/**
* @brief activateTexture - make a texture active on a hardware unit
* @param tex - the texture to activate
* @param onUnit - option, specify the explicit unit to activate on
* @return - the unit the texture was activated on
*/
int activateTexture(TextureScope scope, Texture* tex, int onUnit = -1);
void deactivateTexture(Texture *tex);
void setCurrentStateSet(RenderStateSet* ss);
RenderStateSet *currentStateSet() const;
const GraphicsApiFilterData *contextInfo() const;
// Wrapper methods
void alphaTest(GLenum mode1, GLenum mode2);
void bindBufferBase(GLenum target, GLuint bindingIndex, GLuint buffer);
void bindFragOutputs(GLuint shader, const QHash<QString, int> &outputs);
void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void bindUniform(const QVariant &v, const ShaderUniform &description);
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 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);
void drawArrays(GLenum primitiveType, GLint first, GLsizei count);
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 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();
void pointSize(bool programmable, GLfloat value);
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);
// 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;
bool supportsVAO() const { return m_supportsVAO; }
private:
void initialize();
void decayTextureScores();
GLint assignUnitForTexture(Texture* tex);
void deactivateTexturesWithScope(TextureScope ts);
GraphicsHelperInterface *resolveHighestOpenGLFunctions();
void bindFrameBufferAttachmentHelper(GLuint fboId, const AttachmentPack &attachments);
void activateDrawBuffers(const AttachmentPack &attachments);
HGLBuffer createGLBufferFor(Buffer *buffer);
void uploadDataToGLBuffer(Buffer *buffer, GLBuffer *b, bool releaseBuffer = false);
bool bindGLBuffer(GLBuffer *buffer, GLBuffer::Type type);
bool m_initialized;
const unsigned int m_id;
QOpenGLContext *m_gl;
QSurface *m_surface;
GraphicsHelperInterface *m_glHelper;
bool m_ownCurrent;
ShaderCache m_shaderCache;
QOpenGLShaderProgram *m_activeShader;
ProgramDNA m_activeShaderDNA;
QHash<Qt3DCore::QNodeId, HGLBuffer> m_renderBufferHash;
QHash<Qt3DCore::QNodeId, GLuint> m_renderTargets;
QHash<GLuint, QSize> m_renderTargetsSize;
QHash<QSurface *, GraphicsHelperInterface*> m_glHelpers;
// active textures, indexed by texture unit
QVector<uint> m_activeTextures;
QBitArray m_pinnedTextureUnits;
QVector<TextureScope> m_textureScopes;
// cache some current state, to make sure we don't issue unnecessary GL calls
int m_currClearStencilValue;
float m_currClearDepthValue;
QColor m_currClearColorValue;
// recency score for all render-textures we've seen. Higher scores
// mean more recently used.
QHash<uint, int> m_textureScores;
Material* m_material;
QRectF m_viewport;
GLuint m_activeFBO;
GLuint m_defaultFBO;
GLBuffer *m_boundArrayBuffer;
RenderStateSet* m_stateSet;
Renderer *m_renderer;
GraphicsApiFilterData m_contextInfo;
QByteArray m_uboTempArray;
bool m_supportsVAO;
QScopedPointer<QOpenGLDebugLogger> m_debugLogger;
friend class OpenGLVertexArrayObject;
OpenGLVertexArrayObject *m_currentVAO;
struct VAOVertexAttribute
{
HGLBuffer bufferHandle;
GLBuffer::Type bufferType;
int location;
GLint dataType;
uint byteOffset;
uint vertexSize;
uint byteStride;
uint divisor;
};
using VAOIndexAttribute = HGLBuffer;
void enableAttribute(const VAOVertexAttribute &attr);
void disableAttribute(const VAOVertexAttribute &attr);
};
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_GRAPHICSCONTEXT_H
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