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Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
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diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp deleted file mode 100644 index 35f60318be..0000000000 --- a/src/opengl/qglshaderprogram.cpp +++ /dev/null @@ -1,3237 +0,0 @@ -/**************************************************************************** -** -** 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 |