/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qglcustomshaderstage_p.h" #include "qglengineshadermanager_p.h" #include "qpaintengineex_opengl2_p.h" #include QT_BEGIN_NAMESPACE class QGLCustomShaderStagePrivate { public: QGLCustomShaderStagePrivate() : m_manager(0) {} QPointer m_manager; QByteArray m_source; }; QGLCustomShaderStage::QGLCustomShaderStage() : d_ptr(new QGLCustomShaderStagePrivate) { } QGLCustomShaderStage::~QGLCustomShaderStage() { Q_D(QGLCustomShaderStage); if (d->m_manager) { d->m_manager->removeCustomStage(); d->m_manager->sharedShaders->cleanupCustomStage(this); } } void QGLCustomShaderStage::setUniformsDirty() { Q_D(QGLCustomShaderStage); if (d->m_manager) d->m_manager->setDirty(); // ### Probably a bit overkill! } bool QGLCustomShaderStage::setOnPainter(QPainter* p) { Q_D(QGLCustomShaderStage); if (p->paintEngine()->type() != QPaintEngine::OpenGL2) { qWarning("QGLCustomShaderStage::setOnPainter() - paint engine not OpenGL2"); return false; } if (d->m_manager) qWarning("Custom shader is already set on a painter"); QGL2PaintEngineEx *engine = static_cast(p->paintEngine()); d->m_manager = QGL2PaintEngineExPrivate::shaderManagerForEngine(engine); Q_ASSERT(d->m_manager); d->m_manager->setCustomStage(this); return true; } void QGLCustomShaderStage::removeFromPainter(QPainter* p) { Q_D(QGLCustomShaderStage); if (p->paintEngine()->type() != QPaintEngine::OpenGL2) return; QGL2PaintEngineEx *engine = static_cast(p->paintEngine()); d->m_manager = QGL2PaintEngineExPrivate::shaderManagerForEngine(engine); Q_ASSERT(d->m_manager); // Just set the stage to null, don't call removeCustomStage(). // This should leave the program in a compiled/linked state // if the next custom shader stage is this one again. d->m_manager->setCustomStage(0); d->m_manager = 0; } QByteArray QGLCustomShaderStage::source() const { Q_D(const QGLCustomShaderStage); return d->m_source; } // Called by the shader manager if another custom shader is attached or // the manager is deleted void QGLCustomShaderStage::setInactive() { Q_D(QGLCustomShaderStage); d->m_manager = 0; } void QGLCustomShaderStage::setSource(const QByteArray& s) { Q_D(QGLCustomShaderStage); d->m_source = s; } QT_END_NAMESPACE