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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtOpenGL 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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qglshaderprogram.h"
-#include <private/qopenglextensions_p.h>
-#include "qgl_p.h"
-#include <QtCore/private/qobject_p.h>
-#include <QtCore/qdebug.h>
-#include <QtCore/qfile.h>
-#include <QtCore/qvarlengtharray.h>
-#include <QtCore/qvector.h>
-#include <QDebug>
-
-QT_BEGIN_NAMESPACE
-
-/*!
- \class QGLShaderProgram
- \inmodule QtOpenGL
- \brief The QGLShaderProgram class allows OpenGL shader programs to be linked and used.
- \since 4.6
- \obsolete
- \ingroup painting-3D
-
- \section1 Introduction
-
- This class supports shader programs written in the OpenGL Shading
- Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).
-
- QGLShader and QGLShaderProgram shelter the programmer from the details of
- compiling and linking vertex and fragment shaders.
-
- The following example creates a vertex shader program using the
- supplied source \c{code}. Once compiled and linked, the shader
- program is activated in the current QGLContext by calling
- QGLShaderProgram::bind():
-
- \snippet code/src_opengl_qglshaderprogram.cpp 0
-
- \section1 Writing Portable Shaders
-
- Shader programs can be difficult to reuse across OpenGL implementations
- because of varying levels of support for standard vertex attributes and
- uniform variables. In particular, GLSL/ES lacks all of the
- standard variables that are present on desktop OpenGL systems:
- \c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL
- lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}.
-
- The QGLShaderProgram class makes the process of writing portable shaders
- easier by prefixing all shader programs with the following lines on
- desktop OpenGL:
-
- \code
- #define highp
- #define mediump
- #define lowp
- \endcode
-
- This makes it possible to run most GLSL/ES shader programs
- on desktop systems. The programmer should restrict themselves
- to just features that are present in GLSL/ES, and avoid
- standard variable names that only work on the desktop.
-
- \section1 Simple Shader Example
-
- \snippet code/src_opengl_qglshaderprogram.cpp 1
-
- With the above shader program active, we can draw a green triangle
- as follows:
-
- \snippet code/src_opengl_qglshaderprogram.cpp 2
-
- \section1 Binary Shaders and Programs
-
- Binary shaders may be specified using \c{glShaderBinary()} on
- the return value from QGLShader::shaderId(). The QGLShader instance
- containing the binary can then be added to the shader program with
- addShader() and linked in the usual fashion with link().
-
- Binary programs may be specified using \c{glProgramBinaryOES()}
- on the return value from programId(). Then the application should
- call link(), which will notice that the program has already been
- specified and linked, allowing other operations to be performed
- on the shader program.
-
- \note This class has been deprecated in favor of QOpenGLShaderProgram.
-
- \sa QGLShader
-*/
-
-/*!
- \class QGLShader
- \inmodule QtOpenGL
- \brief The QGLShader class allows OpenGL shaders to be compiled.
- \since 4.6
- \obsolete
- \ingroup painting-3D
-
- This class supports shaders written in the OpenGL Shading Language (GLSL)
- and in the OpenGL/ES Shading Language (GLSL/ES).
-
- QGLShader and QGLShaderProgram shelter the programmer from the details of
- compiling and linking vertex and fragment shaders.
-
- \note This class has been deprecated in favor of QOpenGLShader.
-
- \sa QGLShaderProgram
-*/
-
-/*!
- \enum QGLShader::ShaderTypeBit
- This enum specifies the type of QGLShader that is being created.
-
- \value Vertex Vertex shader written in the OpenGL Shading Language (GLSL).
- \value Fragment Fragment shader written in the OpenGL Shading Language (GLSL).
- \value Geometry Geometry shaders written in the OpenGL Shading
- Language (GLSL), based on the GL_EXT_geometry_shader4 extension.
-*/
-
-#ifndef GL_FRAGMENT_SHADER
-#define GL_FRAGMENT_SHADER 0x8B30
-#endif
-#ifndef GL_VERTEX_SHADER
-#define GL_VERTEX_SHADER 0x8B31
-#endif
-#ifndef GL_COMPILE_STATUS
-#define GL_COMPILE_STATUS 0x8B81
-#endif
-#ifndef GL_LINK_STATUS
-#define GL_LINK_STATUS 0x8B82
-#endif
-#ifndef GL_INFO_LOG_LENGTH
-#define GL_INFO_LOG_LENGTH 0x8B84
-#endif
-#ifndef GL_ACTIVE_UNIFORMS
-#define GL_ACTIVE_UNIFORMS 0x8B86
-#endif
-#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
-#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
-#endif
-#ifndef GL_ACTIVE_ATTRIBUTES
-#define GL_ACTIVE_ATTRIBUTES 0x8B89
-#endif
-#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
-#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
-#endif
-#ifndef GL_CURRENT_VERTEX_ATTRIB
-#define GL_CURRENT_VERTEX_ATTRIB 0x8626
-#endif
-#ifndef GL_SHADER_SOURCE_LENGTH
-#define GL_SHADER_SOURCE_LENGTH 0x8B88
-#endif
-#ifndef GL_SHADER_BINARY_FORMATS
-#define GL_SHADER_BINARY_FORMATS 0x8DF8
-#endif
-#ifndef GL_NUM_SHADER_BINARY_FORMATS
-#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
-#endif
-
-class QGLShaderPrivate : public QObjectPrivate
-{
- Q_DECLARE_PUBLIC(QGLShader)
-public:
- QGLShaderPrivate(const QGLContext *ctx, QGLShader::ShaderType type)
- : shaderGuard(0)
- , shaderType(type)
- , compiled(false)
- , glfuncs(new QOpenGLFunctions(ctx->contextHandle()))
- {
- }
- ~QGLShaderPrivate();
-
- QGLSharedResourceGuardBase *shaderGuard;
- QGLShader::ShaderType shaderType;
- bool compiled;
- QString log;
-
- QOpenGLFunctions *glfuncs;
-
- bool create();
- bool compile(QGLShader *q);
- void deleteShader();
-};
-
-namespace {
- void freeShaderFunc(QGLContext *ctx, GLuint id)
- {
- Q_ASSERT(ctx);
- ctx->contextHandle()->functions()->glDeleteShader(id);
- }
-}
-
-#define ctx QGLContext::currentContext()
-
-QGLShaderPrivate::~QGLShaderPrivate()
-{
- delete glfuncs;
- if (shaderGuard)
- shaderGuard->free();
-}
-
-bool QGLShaderPrivate::create()
-{
- QGLContext *context = const_cast<QGLContext *>(QGLContext::currentContext());
- if (!context)
- return false;
-
- if (glfuncs->hasOpenGLFeature(QOpenGLFunctions::Shaders)) {
- GLuint shader;
- if (shaderType == QGLShader::Vertex)
- shader = glfuncs->glCreateShader(GL_VERTEX_SHADER);
-#if !defined(QT_OPENGL_ES_2)
- else if (shaderType == QGLShader::Geometry
- && !context->contextHandle()->isOpenGLES())
- shader = glfuncs->glCreateShader(GL_GEOMETRY_SHADER_EXT);
-#endif
- else
- shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER);
- if (!shader) {
- qWarning("Could not create shader of type %d.", int(shaderType));
- return false;
- }
- shaderGuard = createSharedResourceGuard(context, shader, freeShaderFunc);
- return true;
- } else {
- return false;
- }
-}
-
-bool QGLShaderPrivate::compile(QGLShader *q)
-{
- GLuint shader = shaderGuard ? shaderGuard->id() : 0;
- if (!shader)
- return false;
- glfuncs->glCompileShader(shader);
- GLint value = 0;
- glfuncs->glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
- compiled = (value != 0);
- value = 0;
- glfuncs->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &value);
- if (!compiled && value > 1) {
- char *logbuf = new char [value];
- GLint len;
- glfuncs->glGetShaderInfoLog(shader, value, &len, logbuf);
- log = QString::fromLatin1(logbuf);
- QString name = q->objectName();
-
- const char *types[] = {
- "Fragment",
- "Vertex",
- "Geometry",
- ""
- };
-
- const char *type = types[3];
- if (shaderType == QGLShader::Fragment)
- type = types[0];
- else if (shaderType == QGLShader::Vertex)
- type = types[1];
- else if (shaderType == QGLShader::Geometry)
- type = types[2];
-
- if (name.isEmpty())
- qWarning("QGLShader::compile(%s): %s", type, qPrintable(log));
- else
- qWarning("QGLShader::compile(%s)[%s]: %s", type, qPrintable(name), qPrintable(log));
-
- delete [] logbuf;
- }
- return compiled;
-}
-
-void QGLShaderPrivate::deleteShader()
-{
- if (shaderGuard) {
- shaderGuard->free();
- shaderGuard = 0;
- }
-}
-
-/*!
- Constructs a new QGLShader object of the specified \a type
- and attaches it to \a parent. If shader programs are not supported,
- QGLShaderProgram::hasOpenGLShaderPrograms() will return false.
-
- This constructor is normally followed by a call to compileSourceCode()
- or compileSourceFile().
-
- The shader will be associated with the current QGLContext.
-
- \sa compileSourceCode(), compileSourceFile()
-*/
-QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent)
- : QObject(*new QGLShaderPrivate(QGLContext::currentContext(), type), parent)
-{
- Q_D(QGLShader);
- d->create();
-}
-
-/*!
- Constructs a new QGLShader object of the specified \a type
- and attaches it to \a parent. If shader programs are not supported,
- then QGLShaderProgram::hasOpenGLShaderPrograms() will return false.
-
- This constructor is normally followed by a call to compileSourceCode()
- or compileSourceFile().
-
- The shader will be associated with \a context.
-
- \sa compileSourceCode(), compileSourceFile()
-*/
-QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent)
- : QObject(*new QGLShaderPrivate(context ? context : QGLContext::currentContext(), type), parent)
-{
- Q_D(QGLShader);
-#ifndef QT_NO_DEBUG
- if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) {
- qWarning("QGLShader::QGLShader: \'context\' must be the current context or sharing with it.");
- return;
- }
-#endif
- d->create();
-}
-
-/*!
- Deletes this shader. If the shader has been attached to a
- QGLShaderProgram object, then the actual shader will stay around
- until the QGLShaderProgram is destroyed.
-*/
-QGLShader::~QGLShader()
-{
-}
-
-/*!
- Returns the type of this shader.
-*/
-QGLShader::ShaderType QGLShader::shaderType() const
-{
- Q_D(const QGLShader);
- return d->shaderType;
-}
-
-// The precision qualifiers are useful on OpenGL/ES systems,
-// but usually not present on desktop systems. Define the
-// keywords to empty strings on desktop systems.
-#if !defined(QT_OPENGL_ES) || defined(QT_OPENGL_FORCE_SHADER_DEFINES)
-#define QGL_DEFINE_QUALIFIERS 1
-static const char qualifierDefines[] =
- "#define lowp\n"
- "#define mediump\n"
- "#define highp\n";
-
-#else
-
-// The "highp" qualifier doesn't exist in fragment shaders
-// on all ES platforms. When it doesn't exist, use "mediump".
-#define QGL_REDEFINE_HIGHP 1
-static const char redefineHighp[] =
- "#ifndef GL_FRAGMENT_PRECISION_HIGH\n"
- "#define highp mediump\n"
- "#endif\n";
-#endif
-
-/*!
- Sets the \a source code for this shader and compiles it.
- Returns \c true if the source was successfully compiled, false otherwise.
-
- \sa compileSourceFile()
-*/
-bool QGLShader::compileSourceCode(const char *source)
-{
- Q_D(QGLShader);
- if (d->shaderGuard && d->shaderGuard->id()) {
- QVarLengthArray<const char *, 4> src;
- QVarLengthArray<GLint, 4> srclen;
- int headerLen = 0;
- while (source && source[headerLen] == '#') {
- // Skip #version and #extension directives at the start of
- // the shader code. We need to insert the qualifierDefines
- // and redefineHighp just after them.
- if (qstrncmp(source + headerLen, "#version", 8) != 0 &&
- qstrncmp(source + headerLen, "#extension", 10) != 0) {
- break;
- }
- while (source[headerLen] != '\0' && source[headerLen] != '\n')
- ++headerLen;
- if (source[headerLen] == '\n')
- ++headerLen;
- }
- if (headerLen > 0) {
- src.append(source);
- srclen.append(GLint(headerLen));
- }
-#ifdef QGL_DEFINE_QUALIFIERS
- if (!QOpenGLContext::currentContext()->isOpenGLES()) {
- src.append(qualifierDefines);
- srclen.append(GLint(sizeof(qualifierDefines) - 1));
- }
-#endif
-#ifdef QGL_REDEFINE_HIGHP
- if (d->shaderType == Fragment
- && QOpenGLContext::currentContext()->isOpenGLES()) {
- src.append(redefineHighp);
- srclen.append(GLint(sizeof(redefineHighp) - 1));
- }
-#endif
- src.append(source + headerLen);
- srclen.append(GLint(qstrlen(source + headerLen)));
- d->glfuncs->glShaderSource(d->shaderGuard->id(), src.size(), src.data(), srclen.data());
- return d->compile(this);
- } else {
- return false;
- }
-}
-
-/*!
- \overload
-
- Sets the \a source code for this shader and compiles it.
- Returns \c true if the source was successfully compiled, false otherwise.
-
- \sa compileSourceFile()
-*/
-bool QGLShader::compileSourceCode(const QByteArray& source)
-{
- return compileSourceCode(source.constData());
-}
-
-/*!
- \overload
-
- Sets the \a source code for this shader and compiles it.
- Returns \c true if the source was successfully compiled, false otherwise.
-
- \sa compileSourceFile()
-*/
-bool QGLShader::compileSourceCode(const QString& source)
-{
- return compileSourceCode(source.toLatin1().constData());
-}
-
-/*!
- Sets the source code for this shader to the contents of \a fileName
- and compiles it. Returns \c true if the file could be opened and the
- source compiled, false otherwise.
-
- \sa compileSourceCode()
-*/
-bool QGLShader::compileSourceFile(const QString& fileName)
-{
- QFile file(fileName);
- if (!file.open(QFile::ReadOnly)) {
- qWarning() << "QGLShader: Unable to open file" << fileName;
- return false;
- }
-
- QByteArray contents = file.readAll();
- return compileSourceCode(contents.constData());
-}
-
-/*!
- Returns the source code for this shader.
-
- \sa compileSourceCode()
-*/
-QByteArray QGLShader::sourceCode() const
-{
- Q_D(const QGLShader);
- GLuint shader = d->shaderGuard ? d->shaderGuard->id() : 0;
- if (!shader)
- return QByteArray();
- GLint size = 0;
- d->glfuncs->glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &size);
- if (size <= 0)
- return QByteArray();
- GLint len = 0;
- char *source = new char [size];
- d->glfuncs->glGetShaderSource(shader, size, &len, source);
- QByteArray src(source);
- delete [] source;
- return src;
-}
-
-/*!
- Returns \c true if this shader has been compiled; false otherwise.
-
- \sa compileSourceCode(), compileSourceFile()
-*/
-bool QGLShader::isCompiled() const
-{
- Q_D(const QGLShader);
- return d->compiled;
-}
-
-/*!
- Returns the errors and warnings that occurred during the last compile.
-
- \sa compileSourceCode(), compileSourceFile()
-*/
-QString QGLShader::log() const
-{
- Q_D(const QGLShader);
- return d->log;
-}
-
-/*!
- Returns the OpenGL identifier associated with this shader.
-
- \sa QGLShaderProgram::programId()
-*/
-GLuint QGLShader::shaderId() const
-{
- Q_D(const QGLShader);
- return d->shaderGuard ? d->shaderGuard->id() : 0;
-}
-
-#undef ctx
-
-class ShaderProgramOpenGLFunctions : public QOpenGLFunctions
-{
-public:
- ShaderProgramOpenGLFunctions()
- : QOpenGLFunctions()
- , glProgramParameteri(0)
- {
- }
-
- typedef void (QOPENGLF_APIENTRYP type_glProgramParameteri)(GLuint program, GLenum pname, GLint value);
-
- void initializeGeometryShaderFunctions()
- {
- QOpenGLContext *context = QOpenGLContext::currentContext();
- if (!context->isOpenGLES()) {
- glProgramParameteri = (type_glProgramParameteri)
- context->getProcAddress("glProgramParameteri");
-
- if (!glProgramParameteri) {
- glProgramParameteri = (type_glProgramParameteri)
- context->getProcAddress("glProgramParameteriEXT");
- }
- }
- }
-
- type_glProgramParameteri glProgramParameteri;
-};
-
-class QGLShaderProgramPrivate : public QObjectPrivate
-{
- Q_DECLARE_PUBLIC(QGLShaderProgram)
-public:
- QGLShaderProgramPrivate(const QGLContext *)
- : programGuard(0)
- , linked(false)
- , inited(false)
- , removingShaders(false)
- , geometryVertexCount(64)
- , geometryInputType(0)
- , geometryOutputType(0)
- , glfuncs(new ShaderProgramOpenGLFunctions)
- {
- }
- ~QGLShaderProgramPrivate();
-
- QGLSharedResourceGuardBase *programGuard;
- bool linked;
- bool inited;
- bool removingShaders;
-
- int geometryVertexCount;
- GLenum geometryInputType;
- GLenum geometryOutputType;
-
- QString log;
- QList<QGLShader *> shaders;
- QList<QGLShader *> anonShaders;
-
- ShaderProgramOpenGLFunctions *glfuncs;
-
- bool hasShader(QGLShader::ShaderType type) const;
-};
-
-namespace {
- void freeProgramFunc(QGLContext *ctx, GLuint id)
- {
- Q_ASSERT(ctx);
- ctx->contextHandle()->functions()->glDeleteProgram(id);
- }
-}
-
-
-QGLShaderProgramPrivate::~QGLShaderProgramPrivate()
-{
- delete glfuncs;
- if (programGuard)
- programGuard->free();
-}
-
-bool QGLShaderProgramPrivate::hasShader(QGLShader::ShaderType type) const
-{
- for (QGLShader *shader : shaders) {
- if (shader->shaderType() == type)
- return true;
- }
- return false;
-}
-
-#define ctx QGLContext::currentContext()
-
-/*!
- Constructs a new shader program and attaches it to \a parent.
- The program will be invalid until addShader() is called.
-
- The shader program will be associated with the current QGLContext.
-
- \sa addShader()
-*/
-QGLShaderProgram::QGLShaderProgram(QObject *parent)
- : QObject(*new QGLShaderProgramPrivate(QGLContext::currentContext()), parent)
-{
-}
-
-/*!
- Constructs a new shader program and attaches it to \a parent.
- The program will be invalid until addShader() is called.
-
- The shader program will be associated with \a context.
-
- \sa addShader()
-*/
-QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent)
- : QObject(*new QGLShaderProgramPrivate(context), parent)
-{
-}
-
-/*!
- Deletes this shader program.
-*/
-QGLShaderProgram::~QGLShaderProgram()
-{
-}
-
-bool QGLShaderProgram::init()
-{
- Q_D(QGLShaderProgram);
- if ((d->programGuard && d->programGuard->id()) || d->inited)
- return true;
- d->inited = true;
- QGLContext *context = const_cast<QGLContext *>(QGLContext::currentContext());
- if (!context)
- return false;
- d->glfuncs->initializeOpenGLFunctions();
- d->glfuncs->initializeGeometryShaderFunctions();
- if (d->glfuncs->hasOpenGLFeature(QOpenGLFunctions::Shaders)) {
- GLuint program = d->glfuncs->glCreateProgram();
- if (!program) {
- qWarning("QGLShaderProgram: could not create shader program");
- return false;
- }
- if (d->programGuard)
- delete d->programGuard;
- d->programGuard = createSharedResourceGuard(context, program, freeProgramFunc);
- return true;
- } else {
- qWarning("QGLShaderProgram: shader programs are not supported");
- return false;
- }
-}
-
-/*!
- Adds a compiled \a shader to this shader program. Returns \c true
- if the shader could be added, or false otherwise.
-
- Ownership of the \a shader object remains with the caller.
- It will not be deleted when this QGLShaderProgram instance
- is deleted. This allows the caller to add the same shader
- to multiple shader programs.
-
- \sa addShaderFromSourceCode(), addShaderFromSourceFile()
- \sa removeShader(), link(), removeAllShaders()
-*/
-bool QGLShaderProgram::addShader(QGLShader *shader)
-{
- Q_D(QGLShaderProgram);
- if (!init())
- return false;
- if (d->shaders.contains(shader))
- return true; // Already added to this shader program.
- if (d->programGuard && d->programGuard->id() && shader) {
- if (!shader->d_func()->shaderGuard || !shader->d_func()->shaderGuard->id())
- return false;
- if (d->programGuard->group() != shader->d_func()->shaderGuard->group()) {
- qWarning("QGLShaderProgram::addShader: Program and shader are not associated with same context.");
- return false;
- }
- d->glfuncs->glAttachShader(d->programGuard->id(), shader->d_func()->shaderGuard->id());
- d->linked = false; // Program needs to be relinked.
- d->shaders.append(shader);
- connect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed()));
- return true;
- } else {
- return false;
- }
-}
-
-/*!
- Compiles \a source as a shader of the specified \a type and
- adds it to this shader program. Returns \c true if compilation
- was successful, false otherwise. The compilation errors
- and warnings will be made available via log().
-
- This function is intended to be a short-cut for quickly
- adding vertex and fragment shaders to a shader program without
- creating an instance of QGLShader first.
-
- \sa addShader(), addShaderFromSourceFile()
- \sa removeShader(), link(), log(), removeAllShaders()
-*/
-bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const char *source)
-{
- Q_D(QGLShaderProgram);
- if (!init())
- return false;
- QGLShader *shader = new QGLShader(type, this);
- if (!shader->compileSourceCode(source)) {
- d->log = shader->log();
- delete shader;
- return false;
- }
- d->anonShaders.append(shader);
- return addShader(shader);
-}
-
-/*!
- \overload
-
- Compiles \a source as a shader of the specified \a type and
- adds it to this shader program. Returns \c true if compilation
- was successful, false otherwise. The compilation errors
- and warnings will be made available via log().
-
- This function is intended to be a short-cut for quickly
- adding vertex and fragment shaders to a shader program without
- creating an instance of QGLShader first.
-
- \sa addShader(), addShaderFromSourceFile()
- \sa removeShader(), link(), log(), removeAllShaders()
-*/
-bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source)
-{
- return addShaderFromSourceCode(type, source.constData());
-}
-
-/*!
- \overload
-
- Compiles \a source as a shader of the specified \a type and
- adds it to this shader program. Returns \c true if compilation
- was successful, false otherwise. The compilation errors
- and warnings will be made available via log().
-
- This function is intended to be a short-cut for quickly
- adding vertex and fragment shaders to a shader program without
- creating an instance of QGLShader first.
-
- \sa addShader(), addShaderFromSourceFile()
- \sa removeShader(), link(), log(), removeAllShaders()
-*/
-bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source)
-{
- return addShaderFromSourceCode(type, source.toLatin1().constData());
-}
-
-/*!
- Compiles the contents of \a fileName as a shader of the specified
- \a type and adds it to this shader program. Returns \c true if
- compilation was successful, false otherwise. The compilation errors
- and warnings will be made available via log().
-
- This function is intended to be a short-cut for quickly
- adding vertex and fragment shaders to a shader program without
- creating an instance of QGLShader first.
-
- \sa addShader(), addShaderFromSourceCode()
-*/
-bool QGLShaderProgram::addShaderFromSourceFile
- (QGLShader::ShaderType type, const QString& fileName)
-{
- Q_D(QGLShaderProgram);
- if (!init())
- return false;
- QGLShader *shader = new QGLShader(type, this);
- if (!shader->compileSourceFile(fileName)) {
- d->log = shader->log();
- delete shader;
- return false;
- }
- d->anonShaders.append(shader);
- return addShader(shader);
-}
-
-/*!
- Removes \a shader from this shader program. The object is not deleted.
-
- The shader program must be valid in the current QGLContext.
-
- \sa addShader(), link(), removeAllShaders()
-*/
-void QGLShaderProgram::removeShader(QGLShader *shader)
-{
- Q_D(QGLShaderProgram);
- if (d->programGuard && d->programGuard->id()
- && shader && shader->d_func()->shaderGuard)
- {
- d->glfuncs->glDetachShader(d->programGuard->id(), shader->d_func()->shaderGuard->id());
- }
- d->linked = false; // Program needs to be relinked.
- if (shader) {
- d->shaders.removeAll(shader);
- d->anonShaders.removeAll(shader);
- disconnect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed()));
- }
-}
-
-/*!
- Returns a list of all shaders that have been added to this shader
- program using addShader().
-
- \sa addShader(), removeShader()
-*/
-QList<QGLShader *> QGLShaderProgram::shaders() const
-{
- Q_D(const QGLShaderProgram);
- return d->shaders;
-}
-
-/*!
- Removes all of the shaders that were added to this program previously.
- The QGLShader objects for the shaders will not be deleted if they
- were constructed externally. QGLShader objects that are constructed
- internally by QGLShaderProgram will be deleted.
-
- \sa addShader(), removeShader()
-*/
-void QGLShaderProgram::removeAllShaders()
-{
- Q_D(QGLShaderProgram);
- d->removingShaders = true;
- if (d->programGuard) {
- if (const auto programGuardId = d->programGuard->id()) {
- for (QGLShader *shader : qAsConst(d->shaders)) {
- if (shader && shader->d_func()->shaderGuard)
- d->glfuncs->glDetachShader(programGuardId, shader->d_func()->shaderGuard->id());
- }
- }
- }
- // Delete shader objects that were created anonymously.
- qDeleteAll(d->anonShaders);
- d->shaders.clear();
- d->anonShaders.clear();
- d->linked = false; // Program needs to be relinked.
- d->removingShaders = false;
-}
-
-/*!
- Links together the shaders that were added to this program with
- addShader(). Returns \c true if the link was successful or
- false otherwise. If the link failed, the error messages can
- be retrieved with log().
-
- Subclasses can override this function to initialize attributes
- and uniform variables for use in specific shader programs.
-
- If the shader program was already linked, calling this
- function again will force it to be re-linked.
-
- \sa addShader(), log()
-*/
-bool QGLShaderProgram::link()
-{
- Q_D(QGLShaderProgram);
- GLuint program = d->programGuard ? d->programGuard->id() : 0;
- if (!program)
- return false;
-
- GLint value;
- if (d->shaders.isEmpty()) {
- // If there are no explicit shaders, then it is possible that the
- // application added a program binary with glProgramBinaryOES(),
- // or otherwise populated the shaders itself. Check to see if the
- // program is already linked and bail out if so.
- value = 0;
- d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, &value);
- d->linked = (value != 0);
- if (d->linked)
- return true;
- }
-
-#if !defined(QT_OPENGL_ES_2)
- // Set up the geometry shader parameters
- if (!QOpenGLContext::currentContext()->isOpenGLES()
- && d->glfuncs->glProgramParameteri) {
- for (QGLShader *shader : qAsConst(d->shaders)) {
- if (shader->shaderType() & QGLShader::Geometry) {
- d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_INPUT_TYPE_EXT,
- d->geometryInputType);
- d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_OUTPUT_TYPE_EXT,
- d->geometryOutputType);
- d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_VERTICES_OUT_EXT,
- d->geometryVertexCount);
- break;
- }
- }
- }
-#endif
-
- d->glfuncs->glLinkProgram(program);
- value = 0;
- d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, &value);
- d->linked = (value != 0);
- value = 0;
- d->glfuncs->glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value);
- d->log = QString();
- if (value > 1) {
- char *logbuf = new char [value];
- GLint len;
- d->glfuncs->glGetProgramInfoLog(program, value, &len, logbuf);
- d->log = QString::fromLatin1(logbuf);
- QString name = objectName();
- if (!d->linked) {
- if (name.isEmpty())
- qWarning() << "QGLShader::link:" << d->log;
- else
- qWarning() << "QGLShader::link[" << name << "]:" << d->log;
- }
- delete [] logbuf;
- }
- return d->linked;
-}
-
-/*!
- Returns \c true if this shader program has been linked; false otherwise.
-
- \sa link()
-*/
-bool QGLShaderProgram::isLinked() const
-{
- Q_D(const QGLShaderProgram);
- return d->linked;
-}
-
-/*!
- Returns the errors and warnings that occurred during the last link()
- or addShader() with explicitly specified source code.
-
- \sa link()
-*/
-QString QGLShaderProgram::log() const
-{
- Q_D(const QGLShaderProgram);
- return d->log;
-}
-
-/*!
- Binds this shader program to the active QGLContext and makes
- it the current shader program. Any previously bound shader program
- is released. This is equivalent to calling \c{glUseProgram()} on
- programId(). Returns \c true if the program was successfully bound;
- false otherwise. If the shader program has not yet been linked,
- or it needs to be re-linked, this function will call link().
-
- \sa link(), release()
-*/
-bool QGLShaderProgram::bind()
-{
- Q_D(QGLShaderProgram);
- GLuint program = d->programGuard ? d->programGuard->id() : 0;
- if (!program)
- return false;
- if (!d->linked && !link())
- return false;
-#ifndef QT_NO_DEBUG
- if (d->programGuard->group() != QOpenGLContextGroup::currentContextGroup()) {
- qWarning("QGLShaderProgram::bind: program is not valid in the current context.");
- return false;
- }
-#endif
- d->glfuncs->glUseProgram(program);
- return true;
-}
-
-#undef ctx
-#define ctx QGLContext::currentContext()
-
-/*!
- Releases the active shader program from the current QGLContext.
- This is equivalent to calling \c{glUseProgram(0)}.
-
- \sa bind()
-*/
-void QGLShaderProgram::release()
-{
- Q_D(QGLShaderProgram);
-#ifndef QT_NO_DEBUG
- if (d->programGuard && d->programGuard->group() != QOpenGLContextGroup::currentContextGroup())
- qWarning("QGLShaderProgram::release: program is not valid in the current context.");
-#endif
- d->glfuncs->glUseProgram(0);
-}
-
-/*!
- Returns the OpenGL identifier associated with this shader program.
-
- \sa QGLShader::shaderId()
-*/
-GLuint QGLShaderProgram::programId() const
-{
- Q_D(const QGLShaderProgram);
- GLuint id = d->programGuard ? d->programGuard->id() : 0;
- if (id)
- return id;
-
- // Create the identifier if we don't have one yet. This is for
- // applications that want to create the attached shader configuration
- // themselves, particularly those using program binaries.
- if (!const_cast<QGLShaderProgram *>(this)->init())
- return 0;
- return d->programGuard ? d->programGuard->id() : 0;
-}
-
-/*!
- Binds the attribute \a name to the specified \a location. This
- function can be called before or after the program has been linked.
- Any attributes that have not been explicitly bound when the program
- is linked will be assigned locations automatically.
-
- When this function is called after the program has been linked,
- the program will need to be relinked for the change to take effect.
-
- \sa attributeLocation()
-*/
-void QGLShaderProgram::bindAttributeLocation(const char *name, int location)
-{
- Q_D(QGLShaderProgram);
- if (!init() || !d->programGuard || !d->programGuard->id())
- return;
- d->glfuncs->glBindAttribLocation(d->programGuard->id(), location, name);
- d->linked = false; // Program needs to be relinked.
-}
-
-/*!
- \overload
-
- Binds the attribute \a name to the specified \a location. This
- function can be called before or after the program has been linked.
- Any attributes that have not been explicitly bound when the program
- is linked will be assigned locations automatically.
-
- When this function is called after the program has been linked,
- the program will need to be relinked for the change to take effect.
-
- \sa attributeLocation()
-*/
-void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location)
-{
- bindAttributeLocation(name.constData(), location);
-}
-
-/*!
- \overload
-
- Binds the attribute \a name to the specified \a location. This
- function can be called before or after the program has been linked.
- Any attributes that have not been explicitly bound when the program
- is linked will be assigned locations automatically.
-
- When this function is called after the program has been linked,
- the program will need to be relinked for the change to take effect.
-
- \sa attributeLocation()
-*/
-void QGLShaderProgram::bindAttributeLocation(const QString& name, int location)
-{
- bindAttributeLocation(name.toLatin1().constData(), location);
-}
-
-/*!
- Returns the location of the attribute \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- attribute for this shader program.
-
- \sa uniformLocation(), bindAttributeLocation()
-*/
-int QGLShaderProgram::attributeLocation(const char *name) const
-{
- Q_D(const QGLShaderProgram);
- if (d->linked && d->programGuard && d->programGuard->id()) {
- return d->glfuncs->glGetAttribLocation(d->programGuard->id(), name);
- } else {
- qWarning() << "QGLShaderProgram::attributeLocation(" << name
- << "): shader program is not linked";
- return -1;
- }
-}
-
-/*!
- \overload
-
- Returns the location of the attribute \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- attribute for this shader program.
-
- \sa uniformLocation(), bindAttributeLocation()
-*/
-int QGLShaderProgram::attributeLocation(const QByteArray& name) const
-{
- return attributeLocation(name.constData());
-}
-
-/*!
- \overload
-
- Returns the location of the attribute \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- attribute for this shader program.
-
- \sa uniformLocation(), bindAttributeLocation()
-*/
-int QGLShaderProgram::attributeLocation(const QString& name) const
-{
- return attributeLocation(name.toLatin1().constData());
-}
-
-/*!
- Sets the attribute at \a location in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, GLfloat value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glVertexAttrib1fv(location, &value);
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, GLfloat value)
-{
- setAttributeValue(attributeLocation(name), value);
-}
-
-/*!
- Sets the attribute at \a location in the current context to
- the 2D vector (\a x, \a y).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[2] = {x, y};
- d->glfuncs->glVertexAttrib2fv(location, values);
- }
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to
- the 2D vector (\a x, \a y).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y)
-{
- setAttributeValue(attributeLocation(name), x, y);
-}
-
-/*!
- Sets the attribute at \a location in the current context to
- the 3D vector (\a x, \a y, \a z).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (int location, GLfloat x, GLfloat y, GLfloat z)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[3] = {x, y, z};
- d->glfuncs->glVertexAttrib3fv(location, values);
- }
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to
- the 3D vector (\a x, \a y, \a z).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (const char *name, GLfloat x, GLfloat y, GLfloat z)
-{
- setAttributeValue(attributeLocation(name), x, y, z);
-}
-
-/*!
- Sets the attribute at \a location in the current context to
- the 4D vector (\a x, \a y, \a z, \a w).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {x, y, z, w};
- d->glfuncs->glVertexAttrib4fv(location, values);
- }
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to
- the 4D vector (\a x, \a y, \a z, \a w).
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- setAttributeValue(attributeLocation(name), x, y, z, w);
-}
-
-/*!
- Sets the attribute at \a location in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glVertexAttrib2fv(location, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value)
-{
- setAttributeValue(attributeLocation(name), value);
-}
-
-/*!
- Sets the attribute at \a location in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glVertexAttrib3fv(location, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value)
-{
- setAttributeValue(attributeLocation(name), value);
-}
-
-/*!
- Sets the attribute at \a location in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glVertexAttrib4fv(location, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value)
-{
- setAttributeValue(attributeLocation(name), value);
-}
-
-/*!
- Sets the attribute at \a location in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(int location, const QColor& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(value.redF()), GLfloat(value.greenF()),
- GLfloat(value.blueF()), GLfloat(value.alphaF())};
- d->glfuncs->glVertexAttrib4fv(location, values);
- }
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to \a value.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue(const char *name, const QColor& value)
-{
- setAttributeValue(attributeLocation(name), value);
-}
-
-/*!
- Sets the attribute at \a location in the current context to the
- contents of \a values, which contains \a columns elements, each
- consisting of \a rows elements. The \a rows value should be
- 1, 2, 3, or 4. This function is typically used to set matrix
- values and column vectors.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (int location, const GLfloat *values, int columns, int rows)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (rows < 1 || rows > 4) {
- qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported";
- return;
- }
- if (location != -1) {
- while (columns-- > 0) {
- if (rows == 1)
- d->glfuncs->glVertexAttrib1fv(location, values);
- else if (rows == 2)
- d->glfuncs->glVertexAttrib2fv(location, values);
- else if (rows == 3)
- d->glfuncs->glVertexAttrib3fv(location, values);
- else
- d->glfuncs->glVertexAttrib4fv(location, values);
- values += rows;
- ++location;
- }
- }
-}
-
-/*!
- \overload
-
- Sets the attribute called \a name in the current context to the
- contents of \a values, which contains \a columns elements, each
- consisting of \a rows elements. The \a rows value should be
- 1, 2, 3, or 4. This function is typically used to set matrix
- values and column vectors.
-
- \sa setUniformValue()
-*/
-void QGLShaderProgram::setAttributeValue
- (const char *name, const GLfloat *values, int columns, int rows)
-{
- setAttributeValue(attributeLocation(name), values, columns, rows);
-}
-
-/*!
- Sets an array of vertex \a values on the attribute at \a location
- in this shader program. The \a tupleSize indicates the number of
- components per vertex (1, 2, 3, or 4), and the \a stride indicates
- the number of bytes between vertices. A default \a stride value
- of zero indicates that the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (int location, const GLfloat *values, int tupleSize, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, tupleSize, GL_FLOAT, GL_FALSE,
- stride, values);
- }
-}
-
-/*!
- Sets an array of 2D vertex \a values on the attribute at \a location
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (int location, const QVector2D *values, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE,
- stride, values);
- }
-}
-
-/*!
- Sets an array of 3D vertex \a values on the attribute at \a location
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (int location, const QVector3D *values, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE,
- stride, values);
- }
-}
-
-/*!
- Sets an array of 4D vertex \a values on the attribute at \a location
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (int location, const QVector4D *values, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE,
- stride, values);
- }
-}
-
-/*!
- Sets an array of vertex \a values on the attribute at \a location
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The \a type indicates the type of elements in the \a values array,
- usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
- indicates the number of components per vertex: 1, 2, 3, or 4.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- The setAttributeBuffer() function can be used to set the attribute
- array to an offset within a vertex buffer.
-
- \note Normalization will be enabled. If this is not desired, call
- glVertexAttribPointer directly through QGLFunctions.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray(), setAttributeBuffer()
- \since 4.7
-*/
-void QGLShaderProgram::setAttributeArray
- (int location, GLenum type, const void *values, int tupleSize, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, tupleSize, type, GL_TRUE,
- stride, values);
- }
-}
-
-/*!
- \overload
-
- Sets an array of vertex \a values on the attribute called \a name
- in this shader program. The \a tupleSize indicates the number of
- components per vertex (1, 2, 3, or 4), and the \a stride indicates
- the number of bytes between vertices. A default \a stride value
- of zero indicates that the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on \a name. Otherwise the value specified with setAttributeValue()
- for \a name will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (const char *name, const GLfloat *values, int tupleSize, int stride)
-{
- setAttributeArray(attributeLocation(name), values, tupleSize, stride);
-}
-
-/*!
- \overload
-
- Sets an array of 2D vertex \a values on the attribute called \a name
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on \a name. Otherwise the value specified with setAttributeValue()
- for \a name will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (const char *name, const QVector2D *values, int stride)
-{
- setAttributeArray(attributeLocation(name), values, stride);
-}
-
-/*!
- \overload
-
- Sets an array of 3D vertex \a values on the attribute called \a name
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on \a name. Otherwise the value specified with setAttributeValue()
- for \a name will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (const char *name, const QVector3D *values, int stride)
-{
- setAttributeArray(attributeLocation(name), values, stride);
-}
-
-/*!
- \overload
-
- Sets an array of 4D vertex \a values on the attribute called \a name
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The array will become active when enableAttributeArray() is called
- on \a name. Otherwise the value specified with setAttributeValue()
- for \a name will be used.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray()
-*/
-void QGLShaderProgram::setAttributeArray
- (const char *name, const QVector4D *values, int stride)
-{
- setAttributeArray(attributeLocation(name), values, stride);
-}
-
-/*!
- \overload
-
- Sets an array of vertex \a values on the attribute called \a name
- in this shader program. The \a stride indicates the number of bytes
- between vertices. A default \a stride value of zero indicates that
- the vertices are densely packed in \a values.
-
- The \a type indicates the type of elements in the \a values array,
- usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
- indicates the number of components per vertex: 1, 2, 3, or 4.
-
- The array will become active when enableAttributeArray() is called
- on the \a name. Otherwise the value specified with
- setAttributeValue() for \a name will be used.
-
- The setAttributeBuffer() function can be used to set the attribute
- array to an offset within a vertex buffer.
-
- \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
- \sa disableAttributeArray(), setAttributeBuffer()
- \since 4.7
-*/
-void QGLShaderProgram::setAttributeArray
- (const char *name, GLenum type, const void *values, int tupleSize, int stride)
-{
- setAttributeArray(attributeLocation(name), type, values, tupleSize, stride);
-}
-
-/*!
- Sets an array of vertex values on the attribute at \a location in
- this shader program, starting at a specific \a offset in the
- currently bound vertex buffer. The \a stride indicates the number
- of bytes between vertices. A default \a stride value of zero
- indicates that the vertices are densely packed in the value array.
-
- The \a type indicates the type of elements in the vertex value
- array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a
- tupleSize indicates the number of components per vertex: 1, 2, 3,
- or 4.
-
- The array will become active when enableAttributeArray() is called
- on the \a location. Otherwise the value specified with
- setAttributeValue() for \a location will be used.
-
- \note Normalization will be enabled. If this is not desired, call
- glVertexAttribPointer directly though QGLFunctions.
-
- \sa setAttributeArray()
- \since 4.7
-*/
-void QGLShaderProgram::setAttributeBuffer
- (int location, GLenum type, int offset, int tupleSize, int stride)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- d->glfuncs->glVertexAttribPointer(location, tupleSize, type, GL_TRUE, stride,
- reinterpret_cast<const void *>(qintptr(offset)));
- }
-}
-
-/*!
- \overload
-
- Sets an array of vertex values on the attribute called \a name
- in this shader program, starting at a specific \a offset in the
- currently bound vertex buffer. The \a stride indicates the number
- of bytes between vertices. A default \a stride value of zero
- indicates that the vertices are densely packed in the value array.
-
- The \a type indicates the type of elements in the vertex value
- array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a
- tupleSize indicates the number of components per vertex: 1, 2, 3,
- or 4.
-
- The array will become active when enableAttributeArray() is called
- on the \a name. Otherwise the value specified with
- setAttributeValue() for \a name will be used.
-
- \sa setAttributeArray()
- \since 4.7
-*/
-void QGLShaderProgram::setAttributeBuffer
- (const char *name, GLenum type, int offset, int tupleSize, int stride)
-{
- setAttributeBuffer(attributeLocation(name), type, offset, tupleSize, stride);
-}
-
-/*!
- Enables the vertex array at \a location in this shader program
- so that the value set by setAttributeArray() on \a location
- will be used by the shader program.
-
- \sa disableAttributeArray(), setAttributeArray(), setAttributeValue()
- \sa setUniformValue()
-*/
-void QGLShaderProgram::enableAttributeArray(int location)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glEnableVertexAttribArray(location);
-}
-
-/*!
- \overload
-
- Enables the vertex array called \a name in this shader program
- so that the value set by setAttributeArray() on \a name
- will be used by the shader program.
-
- \sa disableAttributeArray(), setAttributeArray(), setAttributeValue()
- \sa setUniformValue()
-*/
-void QGLShaderProgram::enableAttributeArray(const char *name)
-{
- enableAttributeArray(attributeLocation(name));
-}
-
-/*!
- Disables the vertex array at \a location in this shader program
- that was enabled by a previous call to enableAttributeArray().
-
- \sa enableAttributeArray(), setAttributeArray(), setAttributeValue()
- \sa setUniformValue()
-*/
-void QGLShaderProgram::disableAttributeArray(int location)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glDisableVertexAttribArray(location);
-}
-
-/*!
- \overload
-
- Disables the vertex array called \a name in this shader program
- that was enabled by a previous call to enableAttributeArray().
-
- \sa enableAttributeArray(), setAttributeArray(), setAttributeValue()
- \sa setUniformValue()
-*/
-void QGLShaderProgram::disableAttributeArray(const char *name)
-{
- disableAttributeArray(attributeLocation(name));
-}
-
-/*!
- Returns the location of the uniform variable \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- uniform variable for this shader program.
-
- \sa attributeLocation()
-*/
-int QGLShaderProgram::uniformLocation(const char *name) const
-{
- Q_D(const QGLShaderProgram);
- Q_UNUSED(d);
- if (d->linked && d->programGuard && d->programGuard->id()) {
- return d->glfuncs->glGetUniformLocation(d->programGuard->id(), name);
- } else {
- qWarning() << "QGLShaderProgram::uniformLocation(" << name
- << "): shader program is not linked";
- return -1;
- }
-}
-
-/*!
- \overload
-
- Returns the location of the uniform variable \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- uniform variable for this shader program.
-
- \sa attributeLocation()
-*/
-int QGLShaderProgram::uniformLocation(const QByteArray& name) const
-{
- return uniformLocation(name.constData());
-}
-
-/*!
- \overload
-
- Returns the location of the uniform variable \a name within this shader
- program's parameter list. Returns -1 if \a name is not a valid
- uniform variable for this shader program.
-
- \sa attributeLocation()
-*/
-int QGLShaderProgram::uniformLocation(const QString& name) const
-{
- return uniformLocation(name.toLatin1().constData());
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, GLfloat value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform1fv(location, 1, &value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, GLfloat value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, GLint value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform1i(location, value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, GLint value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
- This function should be used when setting sampler values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, GLuint value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform1i(location, value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value. This function should be used when setting sampler values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, GLuint value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the 2D vector (\a x, \a y).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[2] = {x, y};
- d->glfuncs->glUniform2fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context to
- the 2D vector (\a x, \a y).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y)
-{
- setUniformValue(uniformLocation(name), x, y);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the 3D vector (\a x, \a y, \a z).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue
- (int location, GLfloat x, GLfloat y, GLfloat z)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[3] = {x, y, z};
- d->glfuncs->glUniform3fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context to
- the 3D vector (\a x, \a y, \a z).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue
- (const char *name, GLfloat x, GLfloat y, GLfloat z)
-{
- setUniformValue(uniformLocation(name), x, y, z);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the 4D vector (\a x, \a y, \a z, \a w).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue
- (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {x, y, z, w};
- d->glfuncs->glUniform4fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context to
- the 4D vector (\a x, \a y, \a z, \a w).
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue
- (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- setUniformValue(uniformLocation(name), x, y, z, w);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QVector2D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform2fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QVector2D& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QVector3D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform3fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QVector3D& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QVector4D& value)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform4fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QVector4D& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the red, green, blue, and alpha components of \a color.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QColor& color)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(color.redF()), GLfloat(color.greenF()),
- GLfloat(color.blueF()), GLfloat(color.alphaF())};
- d->glfuncs->glUniform4fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context to
- the red, green, blue, and alpha components of \a color.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QColor& color)
-{
- setUniformValue(uniformLocation(name), color);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the x and y coordinates of \a point.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QPoint& point)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())};
- d->glfuncs->glUniform2fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable associated with \a name in the current
- context to the x and y coordinates of \a point.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QPoint& point)
-{
- setUniformValue(uniformLocation(name), point);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the x and y coordinates of \a point.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QPointF& point)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())};
- d->glfuncs->glUniform2fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable associated with \a name in the current
- context to the x and y coordinates of \a point.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QPointF& point)
-{
- setUniformValue(uniformLocation(name), point);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the width and height of the given \a size.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QSize& size)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())};
- d->glfuncs->glUniform2fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable associated with \a name in the current
- context to the width and height of the given \a size.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QSize& size)
-{
- setUniformValue(uniformLocation(name), size);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to
- the width and height of the given \a size.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QSizeF& size)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1) {
- GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())};
- d->glfuncs->glUniform2fv(location, 1, values);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable associated with \a name in the current
- context to the width and height of the given \a size.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size)
-{
- setUniformValue(uniformLocation(name), size);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 2x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniformMatrix2fv(location, 1, GL_FALSE, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 2x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 2x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform3fv(location, 2, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 2x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 2x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform4fv(location, 2, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 2x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 3x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform2fv(location, 3, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 3x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 3x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniformMatrix3fv(location, 1, GL_FALSE, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 3x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 3x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform4fv(location, 3, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 3x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 4x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform2fv(location, 4, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 4x2 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 4x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniform3fv(location, 4, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 4x3 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context
- to a 4x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value)
-{
- Q_D(QGLShaderProgram);
- d->glfuncs->glUniformMatrix4fv(location, 1, GL_FALSE, value.constData());
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 4x4 matrix \a value.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable at \a location in the current context
- to a 2x2 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
- \since 4.7
-*/
-void QGLShaderProgram::setUniformValue(int location, const GLfloat value[2][2])
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniformMatrix2fv(location, 1, GL_FALSE, value[0]);
-}
-
-/*!
- \overload
-
- Sets the uniform variable at \a location in the current context
- to a 3x3 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
- \since 4.7
-*/
-void QGLShaderProgram::setUniformValue(int location, const GLfloat value[3][3])
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniformMatrix3fv(location, 1, GL_FALSE, value[0]);
-}
-
-/*!
- \overload
-
- Sets the uniform variable at \a location in the current context
- to a 4x4 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4])
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniformMatrix4fv(location, 1, GL_FALSE, value[0]);
-}
-
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 2x2 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
- \since 4.7
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[2][2])
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 3x3 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
- \since 4.7
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[3][3])
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context
- to a 4x4 matrix \a value. The matrix elements must be specified
- in column-major order.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4])
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable at \a location in the current context to a
- 3x3 transformation matrix \a value that is specified as a QTransform value.
-
- To set a QTransform value as a 4x4 matrix in a shader, use
- \c{setUniformValue(location, QMatrix4x4(value))}.
-*/
-void QGLShaderProgram::setUniformValue(int location, const QTransform& value)
-{
- Q_D(QGLShaderProgram);
- if (location != -1) {
- GLfloat mat[3][3] = {
- {GLfloat(value.m11()), GLfloat(value.m12()), GLfloat(value.m13())},
- {GLfloat(value.m21()), GLfloat(value.m22()), GLfloat(value.m23())},
- {GLfloat(value.m31()), GLfloat(value.m32()), GLfloat(value.m33())}
- };
- d->glfuncs->glUniformMatrix3fv(location, 1, GL_FALSE, mat[0]);
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable called \a name in the current context to a
- 3x3 transformation matrix \a value that is specified as a QTransform value.
-
- To set a QTransform value as a 4x4 matrix in a shader, use
- \c{setUniformValue(name, QMatrix4x4(value))}.
-*/
-void QGLShaderProgram::setUniformValue
- (const char *name, const QTransform& value)
-{
- setUniformValue(uniformLocation(name), value);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count)
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniform1iv(location, count, values);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray
- (const char *name, const GLint *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count elements of \a values. This overload
- should be used when setting an array of sampler values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count)
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniform1iv(location, count, reinterpret_cast<const GLint *>(values));
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count elements of \a values. This overload
- should be used when setting an array of sampler values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray
- (const char *name, const GLuint *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count elements of \a values. Each element
- has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize)
-{
- Q_D(QGLShaderProgram);
- if (location != -1) {
- if (tupleSize == 1)
- d->glfuncs->glUniform1fv(location, count, values);
- else if (tupleSize == 2)
- d->glfuncs->glUniform2fv(location, count, values);
- else if (tupleSize == 3)
- d->glfuncs->glUniform3fv(location, count, values);
- else if (tupleSize == 4)
- d->glfuncs->glUniform4fv(location, count, values);
- else
- qWarning() << "QGLShaderProgram::setUniformValue: size" << tupleSize << "not supported";
- }
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count elements of \a values. Each element
- has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray
- (const char *name, const GLfloat *values, int count, int tupleSize)
-{
- setUniformValueArray(uniformLocation(name), values, count, tupleSize);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 2D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count)
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniform2fv(location, count, reinterpret_cast<const GLfloat *>(values));
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 2D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 3D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count)
-{
- Q_D(QGLShaderProgram);
- if (location != -1)
- d->glfuncs->glUniform3fv(location, count, reinterpret_cast<const GLfloat *>(values));
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 3D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 4D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- if (location != -1)
- d->glfuncs->glUniform4fv(location, count, reinterpret_cast<const GLfloat *>(values));
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 4D vector elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-// We have to repack matrix arrays from qreal to GLfloat.
-#define setUniformMatrixArray(func,location,values,count,type,cols,rows) \
- if (location == -1 || count <= 0) \
- return; \
- if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \
- func(location, count, GL_FALSE, \
- reinterpret_cast<const GLfloat *>(values[0].constData())); \
- } else { \
- QVarLengthArray<GLfloat> temp(cols * rows * count); \
- for (int index = 0; index < count; ++index) { \
- for (int index2 = 0; index2 < (cols * rows); ++index2) { \
- temp.data()[cols * rows * index + index2] = \
- values[index].constData()[index2]; \
- } \
- } \
- func(location, count, GL_FALSE, temp.constData()); \
- }
-#define setUniformGenericMatrixArray(colfunc,location,values,count,type,cols,rows) \
- if (location == -1 || count <= 0) \
- return; \
- if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \
- const GLfloat *data = reinterpret_cast<const GLfloat *> \
- (values[0].constData()); \
- colfunc(location, count * cols, data); \
- } else { \
- QVarLengthArray<GLfloat> temp(cols * rows * count); \
- for (int index = 0; index < count; ++index) { \
- for (int index2 = 0; index2 < (cols * rows); ++index2) { \
- temp.data()[cols * rows * index + index2] = \
- values[index].constData()[index2]; \
- } \
- } \
- colfunc(location, count * cols, temp.constData()); \
- }
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 2x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformMatrixArray
- (d->glfuncs->glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 2x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 2x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform3fv, location, values, count,
- QMatrix2x3, 2, 3);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 2x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 2x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform4fv, location, values, count,
- QMatrix2x4, 2, 4);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 2x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 3x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform2fv, location, values, count,
- QMatrix3x2, 3, 2);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 3x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 3x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformMatrixArray
- (d->glfuncs->glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 3x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 3x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform4fv, location, values, count,
- QMatrix3x4, 3, 4);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 3x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 4x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform2fv, location, values, count,
- QMatrix4x2, 4, 2);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 4x2 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 4x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformGenericMatrixArray
- (d->glfuncs->glUniform3fv, location, values, count,
- QMatrix4x3, 4, 3);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 4x3 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-/*!
- Sets the uniform variable array at \a location in the current
- context to the \a count 4x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count)
-{
- Q_D(QGLShaderProgram);
- Q_UNUSED(d);
- setUniformMatrixArray
- (d->glfuncs->glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4);
-}
-
-/*!
- \overload
-
- Sets the uniform variable array called \a name in the current
- context to the \a count 4x4 matrix elements of \a values.
-
- \sa setAttributeValue()
-*/
-void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count)
-{
- setUniformValueArray(uniformLocation(name), values, count);
-}
-
-#undef ctx
-
-/*!
- Returns the hardware limit for how many vertices a geometry shader
- can output.
-
- \since 4.7
-
- \sa setGeometryOutputVertexCount()
-*/
-int QGLShaderProgram::maxGeometryOutputVertices() const
-{
- GLint n = 0;
-#if !defined(QT_OPENGL_ES_2)
- Q_D(const QGLShaderProgram);
- if (!QOpenGLContext::currentContext()->isOpenGLES())
- d->glfuncs->glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, &n);
-#endif
- return n;
-}
-
-/*!
- Sets the maximum number of vertices the current geometry shader
- program will produce, if active, to \a count.
-
- \since 4.7
-
- This parameter takes effect the next time the program is linked.
-*/
-void QGLShaderProgram::setGeometryOutputVertexCount(int count)
-{
-#ifndef QT_NO_DEBUG
- int max = maxGeometryOutputVertices();
- if (count > max) {
- qWarning("QGLShaderProgram::setGeometryOutputVertexCount: count: %d higher than maximum: %d",
- count, max);
- }
-#endif
- d_func()->geometryVertexCount = count;
-}
-
-
-/*!
- Returns the maximum number of vertices the current geometry shader
- program will produce, if active.
-
- \since 4.7
-
- This parameter takes effect the ntext time the program is linked.
-*/
-int QGLShaderProgram::geometryOutputVertexCount() const
-{
- return d_func()->geometryVertexCount;
-}
-
-
-/*!
- Sets the input type from \a inputType.
-
- This parameter takes effect the next time the program is linked.
-*/
-void QGLShaderProgram::setGeometryInputType(GLenum inputType)
-{
- d_func()->geometryInputType = inputType;
-}
-
-
-/*!
- Returns the geometry shader input type, if active.
-
- This parameter takes effect the next time the program is linked.
-
- \since 4.7
- */
-
-GLenum QGLShaderProgram::geometryInputType() const
-{
- return d_func()->geometryInputType;
-}
-
-
-/*!
- Sets the output type from the geometry shader, if active, to
- \a outputType.
-
- This parameter takes effect the next time the program is linked.
-
- \since 4.7
-*/
-void QGLShaderProgram::setGeometryOutputType(GLenum outputType)
-{
- d_func()->geometryOutputType = outputType;
-}
-
-
-/*!
- Returns the geometry shader output type, if active.
-
- This parameter takes effect the next time the program is linked.
-
- \since 4.7
- */
-GLenum QGLShaderProgram::geometryOutputType() const
-{
- return d_func()->geometryOutputType;
-}
-
-
-/*!
- Returns \c true if shader programs written in the OpenGL Shading
- Language (GLSL) are supported on this system; false otherwise.
-
- The \a context is used to resolve the GLSL extensions.
- If \a context is \nullptr, then QGLContext::currentContext() is
- used.
-*/
-bool QGLShaderProgram::hasOpenGLShaderPrograms(const QGLContext *context)
-{
-#if !defined(QT_OPENGL_ES_2)
- if (!context)
- context = QGLContext::currentContext();
- if (!context)
- return false;
-
- QOpenGLFunctions functions(context->contextHandle());
- return functions.hasOpenGLFeature(QOpenGLFunctions::Shaders);
-#else
- Q_UNUSED(context);
- return true;
-#endif
-}
-
-/*!
- \internal
-*/
-void QGLShaderProgram::shaderDestroyed()
-{
- Q_D(QGLShaderProgram);
- QGLShader *shader = qobject_cast<QGLShader *>(sender());
- if (shader && !d->removingShaders)
- removeShader(shader);
-}
-
-
-#undef ctx
-#undef context
-
-/*!
- Returns \c true if shader programs of type \a type are supported on
- this system; false otherwise.
-
- The \a context is used to resolve the GLSL extensions.
- If \a context is \nullptr, then QGLContext::currentContext() is
- used.
-
- \since 4.7
-*/
-bool QGLShader::hasOpenGLShaders(ShaderType type, const QGLContext *context)
-{
- if (!context)
- context = QGLContext::currentContext();
- if (!context)
- return false;
-
- if ((type & ~(Geometry | Vertex | Fragment)) || type == 0)
- return false;
-
- QOpenGLFunctions functions(context->contextHandle());
- bool resolved = functions.hasOpenGLFeature(QOpenGLFunctions::Shaders);
- if (!resolved)
- return false;
-
- if ((type & Geometry) && !QByteArray((const char *) functions.glGetString(GL_EXTENSIONS)).contains("GL_EXT_geometry_shader4"))
- return false;
-
- return true;
-}
-
-QT_END_NAMESPACE