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/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** 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 General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) 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.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-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#pragma once
#ifndef QT3DS_RENDER_BACKEND_SHADER_PROGRAM_GL_H
#define QT3DS_RENDER_BACKEND_SHADER_PROGRAM_GL_H
#include "foundation/Qt3DSFoundation.h"
#include "foundation/Utils.h"
#include "render/Qt3DSRenderBaseTypes.h"
namespace qt3ds {
namespace render {
struct NVRenderBackendShaderInputEntryGL
{
CRegisteredString m_AttribName; ///< must be the same name as used in the vertex shader
QT3DSU32 m_AttribLocation; ///< attribute index
QT3DSU32 m_Type; ///< GL vertex format type @sa GL_FLOAT, GL_INT
QT3DSU32 m_NumComponents; ///< component count. max 4
};
///< this class handles the shader input variables
class NVRenderBackendShaderInputGL
{
public:
///< constructor
NVRenderBackendShaderInputGL(NVDataRef<NVRenderBackendShaderInputEntryGL> entries)
: m_ShaderInputEntries(entries)
{
}
///< destructor
~NVRenderBackendShaderInputGL(){}
NVRenderBackendShaderInputEntryGL *getEntryByName(CRegisteredString entryName) const
{
QT3DS_FOREACH(idx, m_ShaderInputEntries.size())
{
if (m_ShaderInputEntries[idx].m_AttribName == entryName)
return &m_ShaderInputEntries.mData[idx];
}
return NULL;
}
Option<NVRenderBackendShaderInputEntryGL>
getEntryByAttribLocation(QT3DSU32 attribLocation) const
{
QT3DS_FOREACH(idx, m_ShaderInputEntries.size())
{
if (m_ShaderInputEntries[idx].m_AttribLocation == attribLocation)
return m_ShaderInputEntries[idx];
}
return Empty();
}
NVDataRef<NVRenderBackendShaderInputEntryGL> m_ShaderInputEntries; ///< shader input entries
};
///< this class represents the internals of a GL program
class NVRenderBackendShaderProgramGL
{
public:
///< constructor
NVRenderBackendShaderProgramGL(QT3DSU32 programID)
: m_ProgramID(programID)
, m_shaderInput(NULL)
{
}
///< destructor
~NVRenderBackendShaderProgramGL(){}
QT3DSU32 m_ProgramID; ///< this is the OpenGL object ID
NVRenderBackendShaderInputGL *m_shaderInput; ///< pointer to shader input object
};
}
}
#endif
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