/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** 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 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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