/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QOPENGLSHADERPROGRAM_H #define QOPENGLSHADERPROGRAM_H #include #ifndef QT_NO_OPENGL #include #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLContext; class QOpenGLShaderProgram; class QOpenGLShaderPrivate; class Q_GUI_EXPORT QOpenGLShader : public QObject { Q_OBJECT public: enum ShaderTypeBit { Vertex = 0x0001, Fragment = 0x0002, Geometry = 0x0004, TessellationControl = 0x0008, TessellationEvaluation = 0x0010, Compute = 0x0020 }; Q_DECLARE_FLAGS(ShaderType, ShaderTypeBit) explicit QOpenGLShader(QOpenGLShader::ShaderType type, QObject *parent = nullptr); ~QOpenGLShader(); QOpenGLShader::ShaderType shaderType() const; bool compileSourceCode(const char *source); bool compileSourceCode(const QByteArray& source); bool compileSourceCode(const QString& source); bool compileSourceFile(const QString& fileName); QByteArray sourceCode() const; bool isCompiled() const; QString log() const; GLuint shaderId() const; static bool hasOpenGLShaders(ShaderType type, QOpenGLContext *context = nullptr); private: friend class QOpenGLShaderProgram; Q_DISABLE_COPY(QOpenGLShader) Q_DECLARE_PRIVATE(QOpenGLShader) }; Q_DECLARE_OPERATORS_FOR_FLAGS(QOpenGLShader::ShaderType) class QOpenGLShaderProgramPrivate; class Q_GUI_EXPORT QOpenGLShaderProgram : public QObject { Q_OBJECT public: explicit QOpenGLShaderProgram(QObject *parent = nullptr); ~QOpenGLShaderProgram(); bool addShader(QOpenGLShader *shader); void removeShader(QOpenGLShader *shader); QList shaders() const; bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source); bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray& source); bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString& source); bool addShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString& fileName); bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source); bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source); bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source); bool addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName); void removeAllShaders(); virtual bool link(); bool isLinked() const; QString log() const; bool bind(); void release(); bool create(); GLuint programId() const; int maxGeometryOutputVertices() const; void setPatchVertexCount(int count); int patchVertexCount() const; void setDefaultOuterTessellationLevels(const QVector &levels); QVector defaultOuterTessellationLevels() const; void setDefaultInnerTessellationLevels(const QVector &levels); QVector defaultInnerTessellationLevels() const; void bindAttributeLocation(const char *name, int location); void bindAttributeLocation(const QByteArray& name, int location); void bindAttributeLocation(const QString& name, int location); int attributeLocation(const char *name) const; int attributeLocation(const QByteArray& name) const; int attributeLocation(const QString& name) const; void setAttributeValue(int location, GLfloat value); void setAttributeValue(int location, GLfloat x, GLfloat y); void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z); void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setAttributeValue(int location, const QVector2D& value); void setAttributeValue(int location, const QVector3D& value); void setAttributeValue(int location, const QVector4D& value); void setAttributeValue(int location, const QColor& value); void setAttributeValue(int location, const GLfloat *values, int columns, int rows); void setAttributeValue(const char *name, GLfloat value); void setAttributeValue(const char *name, GLfloat x, GLfloat y); void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z); void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setAttributeValue(const char *name, const QVector2D& value); void setAttributeValue(const char *name, const QVector3D& value); void setAttributeValue(const char *name, const QVector4D& value); void setAttributeValue(const char *name, const QColor& value); void setAttributeValue(const char *name, const GLfloat *values, int columns, int rows); void setAttributeArray (int location, const GLfloat *values, int tupleSize, int stride = 0); void setAttributeArray (int location, const QVector2D *values, int stride = 0); void setAttributeArray (int location, const QVector3D *values, int stride = 0); void setAttributeArray (int location, const QVector4D *values, int stride = 0); void setAttributeArray (int location, GLenum type, const void *values, int tupleSize, int stride = 0); void setAttributeArray (const char *name, const GLfloat *values, int tupleSize, int stride = 0); void setAttributeArray (const char *name, const QVector2D *values, int stride = 0); void setAttributeArray (const char *name, const QVector3D *values, int stride = 0); void setAttributeArray (const char *name, const QVector4D *values, int stride = 0); void setAttributeArray (const char *name, GLenum type, const void *values, int tupleSize, int stride = 0); void setAttributeBuffer (int location, GLenum type, int offset, int tupleSize, int stride = 0); void setAttributeBuffer (const char *name, GLenum type, int offset, int tupleSize, int stride = 0); void enableAttributeArray(int location); void enableAttributeArray(const char *name); void disableAttributeArray(int location); void disableAttributeArray(const char *name); int uniformLocation(const char *name) const; int uniformLocation(const QByteArray& name) const; int uniformLocation(const QString& name) const; void setUniformValue(int location, GLfloat value); void setUniformValue(int location, GLint value); void setUniformValue(int location, GLuint value); void setUniformValue(int location, GLfloat x, GLfloat y); void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z); void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setUniformValue(int location, const QVector2D& value); void setUniformValue(int location, const QVector3D& value); void setUniformValue(int location, const QVector4D& value); void setUniformValue(int location, const QColor& color); void setUniformValue(int location, const QPoint& point); void setUniformValue(int location, const QPointF& point); void setUniformValue(int location, const QSize& size); void setUniformValue(int location, const QSizeF& size); void setUniformValue(int location, const QMatrix2x2& value); void setUniformValue(int location, const QMatrix2x3& value); void setUniformValue(int location, const QMatrix2x4& value); void setUniformValue(int location, const QMatrix3x2& value); void setUniformValue(int location, const QMatrix3x3& value); void setUniformValue(int location, const QMatrix3x4& value); void setUniformValue(int location, const QMatrix4x2& value); void setUniformValue(int location, const QMatrix4x3& value); void setUniformValue(int location, const QMatrix4x4& value); void setUniformValue(int location, const GLfloat value[2][2]); void setUniformValue(int location, const GLfloat value[3][3]); void setUniformValue(int location, const GLfloat value[4][4]); void setUniformValue(int location, const QTransform& value); void setUniformValue(const char *name, GLfloat value); void setUniformValue(const char *name, GLint value); void setUniformValue(const char *name, GLuint value); void setUniformValue(const char *name, GLfloat x, GLfloat y); void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z); void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setUniformValue(const char *name, const QVector2D& value); void setUniformValue(const char *name, const QVector3D& value); void setUniformValue(const char *name, const QVector4D& value); void setUniformValue(const char *name, const QColor& color); void setUniformValue(const char *name, const QPoint& point); void setUniformValue(const char *name, const QPointF& point); void setUniformValue(const char *name, const QSize& size); void setUniformValue(const char *name, const QSizeF& size); void setUniformValue(const char *name, const QMatrix2x2& value); void setUniformValue(const char *name, const QMatrix2x3& value); void setUniformValue(const char *name, const QMatrix2x4& value); void setUniformValue(const char *name, const QMatrix3x2& value); void setUniformValue(const char *name, const QMatrix3x3& value); void setUniformValue(const char *name, const QMatrix3x4& value); void setUniformValue(const char *name, const QMatrix4x2& value); void setUniformValue(const char *name, const QMatrix4x3& value); void setUniformValue(const char *name, const QMatrix4x4& value); void setUniformValue(const char *name, const GLfloat value[2][2]); void setUniformValue(const char *name, const GLfloat value[3][3]); void setUniformValue(const char *name, const GLfloat value[4][4]); void setUniformValue(const char *name, const QTransform& value); void setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize); void setUniformValueArray(int location, const GLint *values, int count); void setUniformValueArray(int location, const GLuint *values, int count); void setUniformValueArray(int location, const QVector2D *values, int count); void setUniformValueArray(int location, const QVector3D *values, int count); void setUniformValueArray(int location, const QVector4D *values, int count); void setUniformValueArray(int location, const QMatrix2x2 *values, int count); void setUniformValueArray(int location, const QMatrix2x3 *values, int count); void setUniformValueArray(int location, const QMatrix2x4 *values, int count); void setUniformValueArray(int location, const QMatrix3x2 *values, int count); void setUniformValueArray(int location, const QMatrix3x3 *values, int count); void setUniformValueArray(int location, const QMatrix3x4 *values, int count); void setUniformValueArray(int location, const QMatrix4x2 *values, int count); void setUniformValueArray(int location, const QMatrix4x3 *values, int count); void setUniformValueArray(int location, const QMatrix4x4 *values, int count); void setUniformValueArray(const char *name, const GLfloat *values, int count, int tupleSize); void setUniformValueArray(const char *name, const GLint *values, int count); void setUniformValueArray(const char *name, const GLuint *values, int count); void setUniformValueArray(const char *name, const QVector2D *values, int count); void setUniformValueArray(const char *name, const QVector3D *values, int count); void setUniformValueArray(const char *name, const QVector4D *values, int count); void setUniformValueArray(const char *name, const QMatrix2x2 *values, int count); void setUniformValueArray(const char *name, const QMatrix2x3 *values, int count); void setUniformValueArray(const char *name, const QMatrix2x4 *values, int count); void setUniformValueArray(const char *name, const QMatrix3x2 *values, int count); void setUniformValueArray(const char *name, const QMatrix3x3 *values, int count); void setUniformValueArray(const char *name, const QMatrix3x4 *values, int count); void setUniformValueArray(const char *name, const QMatrix4x2 *values, int count); void setUniformValueArray(const char *name, const QMatrix4x3 *values, int count); void setUniformValueArray(const char *name, const QMatrix4x4 *values, int count); static bool hasOpenGLShaderPrograms(QOpenGLContext *context = nullptr); private Q_SLOTS: void shaderDestroyed(); private: Q_DISABLE_COPY(QOpenGLShaderProgram) Q_DECLARE_PRIVATE(QOpenGLShaderProgram) bool init(); }; QT_END_NAMESPACE #endif // QT_NO_OPENGL #endif