summaryrefslogtreecommitdiffstats
path: root/src/render/materialsystem/shader_p.h
blob: 298b09c6cf24a1d1846c33686b9764d373095f22 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** 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_SHADER_H
#define QT3DRENDER_RENDER_SHADER_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 <Qt3DRender/private/backendnode_p.h>
#include <Qt3DRender/private/shaderparameterpack_p.h>
#include <Qt3DRender/private/shadervariables_p.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DCore/qpropertyupdatedchange.h>
#include <QMutex>
#include <QVector>

QT_BEGIN_NAMESPACE

class QOpenGLShaderProgram;

namespace Qt3DRender {

namespace Render {

class ShaderManager;
class AttachmentPack;

typedef uint ProgramDNA;

class Q_AUTOTEST_EXPORT Shader : public BackendNode
{
public:
    static const int modelMatrixNameId;
    static const int viewMatrixNameId;
    static const int projectionMatrixNameId;
    static const int modelViewMatrixNameId;
    static const int viewProjectionMatrixNameId;
    static const int modelViewProjectionNameId;
    static const int mvpNameId;
    static const int inverseModelMatrixNameId;
    static const int inverseViewMatrixNameId;
    static const int inverseProjectionMatrixNameId;
    static const int inverseModelViewNameId;
    static const int inverseViewProjectionMatrixNameId;
    static const int inverseModelViewProjectionNameId;
    static const int modelNormalMatrixNameId;
    static const int modelViewNormalNameId;
    static const int viewportMatrixNameId;
    static const int inverseViewportMatrixNameId;
    static const int aspectRatioNameId;
    static const int exposureNameId;
    static const int gammaNameId;
    static const int timeNameId;
    static const int eyePositionNameId;
    static const int skinningPaletteNameId;

    Shader();
    ~Shader();

    void cleanup();

    void setGraphicsContext(GraphicsContext *context);
    GraphicsContext *graphicsContext();

    void prepareUniforms(ShaderParameterPack &pack);
    void setFragOutputs(const QHash<QString, int> &fragOutputs);
    const QHash<QString, int> fragOutputs() const;

    inline QVector<int> uniformsNamesIds() const { return m_uniformsNamesIds; }
    inline QVector<int> standardUniformNameIds() const { return m_standardUniformNamesIds; }
    inline QVector<int> uniformBlockNamesIds() const { return m_uniformBlockNamesIds; }
    inline QVector<int> storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; }
    inline QVector<int> attributeNamesIds() const { return m_attributeNamesIds; }

    QVector<QString> uniformsNames() const;
    QVector<QString> attributesNames() const;
    QVector<QString> uniformBlockNames() const;
    QVector<QString> storageBlockNames() const;
    QVector<QByteArray> shaderCode() const;
    void setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code);

    void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override;
    bool isLoaded() const { QMutexLocker lock(&m_mutex); return m_isLoaded; }
    void setLoaded(bool loaded) { QMutexLocker lock(&m_mutex); m_isLoaded = loaded; }
    ProgramDNA dna() const Q_DECL_NOTHROW { return m_dna; }

    inline QVector<ShaderUniform> uniforms() const { return m_uniforms; }
    inline QVector<ShaderAttribute> attributes() const { return m_attributes; }
    inline QVector<ShaderUniformBlock> uniformBlocks() const { return m_uniformBlocks; }
    inline QVector<ShaderStorageBlock> storageBlocks() const { return m_shaderStorageBlocks; }

    QHash<QString, ShaderUniform> activeUniformsForUniformBlock(int blockIndex) const;

    ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId);
    ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex);
    ShaderUniformBlock uniformBlockForBlockName(const QString &blockName);

    ShaderStorageBlock storageBlockForBlockIndex(int blockIndex);
    ShaderStorageBlock storageBlockForBlockNameId(int blockNameId);
    ShaderStorageBlock storageBlockForBlockName(const QString &blockName);

    inline QString log() const { return m_log; }
    inline QShaderProgram::Status status() const { return m_status; }

    inline bool requiresFrontendSync() const { return m_requiresFrontendSync; }
    inline void unsetRequiresFrontendSync() { m_requiresFrontendSync = false; }

private:
    QVector<QString> m_uniformsNames;
    QVector<int> m_uniformsNamesIds;
    QVector<int> m_standardUniformNamesIds;
    QVector<ShaderUniform> m_uniforms;

    QVector<QString> m_attributesNames;
    QVector<int> m_attributeNamesIds;
    QVector<ShaderAttribute> m_attributes;

    QVector<QString> m_uniformBlockNames;
    QVector<int> m_uniformBlockNamesIds;
    QVector<ShaderUniformBlock> m_uniformBlocks;
    QHash<int, QHash<QString, ShaderUniform> > m_uniformBlockIndexToShaderUniforms;

    QVector<QString> m_shaderStorageBlockNames;
    QVector<int> m_shaderStorageBlockNamesIds;
    QVector<ShaderStorageBlock> m_shaderStorageBlocks;

    QHash<QString, int> m_fragOutputs;

    QVector<QByteArray> m_shaderCode;

    bool m_isLoaded;
    ProgramDNA m_dna;
    ProgramDNA m_oldDna;
    mutable QMutex m_mutex;
    GraphicsContext *m_graphicsContext;
    QMetaObject::Connection m_contextConnection;
    QString m_log;
    QShaderProgram::Status m_status;
    bool m_requiresFrontendSync;

    void updateDNA();

    // Private so that only GraphicContext can call it
    void initializeUniforms(const QVector<ShaderUniform> &uniformsDescription);
    void initializeAttributes(const QVector<ShaderAttribute> &attributesDescription);
    void initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription);
    void initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription);

    void initializeFromReference(const Shader &other);
    void setLog(const QString &log);
    void setStatus(QShaderProgram::Status status);

    friend class GraphicsContext;
};

#ifndef QT_NO_DEBUG_STREAM
inline QDebug operator<<(QDebug dbg, const Shader &shader)
{
    QDebugStateSaver saver(dbg);
    dbg << "QNodeId =" << shader.peerId() << "dna =" << shader.dna() << endl;
    return dbg;
}
#endif

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE

#endif // QT3DRENDER_RENDER_SHADER_H