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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qglshaderprogram.h"
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#include "qglextensions_p.h"
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#include "qgl_p.h"
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#include <QtCore/qdebug.h>
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#include <QtCore/qfile.h>
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#include <QtCore/qvarlengtharray.h>
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#include <QtCore/qvector.h>
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QT_BEGIN_NAMESPACE
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#if !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1)
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/*!
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\class QGLShaderProgram
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\brief The QGLShaderProgram class allows OpenGL shader programs to be linked and used.
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\since 4.6
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\ingroup painting-3D
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\section1 Introduction
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This class supports shader programs written in the OpenGL Shading
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Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).
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QGLShader and QGLShaderProgram shelter the programmer from the details of
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compiling and linking vertex and fragment shaders.
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The following example creates a vertex shader program using the
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supplied source \c{code}. Once compiled and linked, the shader
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program is activated in the current QGLContext by calling
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QGLShaderProgram::enable():
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\snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 0
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\section1 Writing portable shaders
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Shader programs can be difficult to reuse across OpenGL implementations
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because of varying levels of support for standard vertex attributes and
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uniform variables. In particular, GLSL/ES lacks all of the
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standard variables that are present on desktop OpenGL systems:
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\c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL
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lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}.
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The QGLShaderProgram class makes the process of writing portable shaders
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easier by prefixing all shader programs with the following lines on
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desktop OpenGL:
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\code
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#define highp
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#define mediump
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#define lowp
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\endcode
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This makes it possible to run most GLSL/ES shader programs
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on desktop systems. The programmer should restrict themselves
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to just features that are present in GLSL/ES, and avoid
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standard variable names that only work on the desktop.
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\section1 Simple shader example
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\snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 1
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With the above shader program active, we can draw a green triangle
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as follows:
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\snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 2
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\section1 Partial shaders
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Desktop GLSL can attach an arbitrary number of vertex and fragment
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shaders to a shader program. Embedded GLSL/ES on the other hand
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supports only a single shader of each type on a shader program.
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Multiple shaders of the same type can be useful when large libraries
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of shaders are needed. Common functions can be factored out into
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library shaders that can be reused in multiple shader programs.
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To support this use of shaders, the application programmer can
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create shaders with the QGLShader::PartialVertexShader and
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QGLShader::PartialFragmentShader types. These types direct
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QGLShader and QGLShaderProgram to delay shader compilation until
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link time.
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When link() is called, the sources for the partial shaders are
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concatenated, and a single vertex or fragment shader is compiled
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and linked into the shader program.
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It is more efficient to use the QGLShader::VertexShader and
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QGLShader::FragmentShader when there is only one shader of that
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type in the program.
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\sa QGLShader
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*/
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/*!
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\class QGLShader
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\brief The QGLShader class allows OpenGL shaders to be compiled.
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\since 4.6
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\ingroup painting-3D
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This class supports shaders written in the OpenGL Shading Language (GLSL)
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and in the OpenGL/ES Shading Language (GLSL/ES).
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QGLShader and QGLShaderProgram shelter the programmer from the details of
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compiling and linking vertex and fragment shaders.
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\sa QGLShaderProgram
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*/
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/*!
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\enum QGLShader::ShaderTypeBits
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This enum specifies the type of QGLShader that is being created.
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\value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL).
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\value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL).
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\value PartialVertexShader Partial vertex shader that will be concatenated with all other partial vertex shaders at link time.
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\value PartialFragmentShader Partial fragment shader that will be concatenated with all other partial fragment shaders at link time.
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\omitvalue PartialShader
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*/
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GL_LINK_STATUS
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#define GL_LINK_STATUS 0x8B82
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#endif
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#ifndef GL_INFO_LOG_LENGTH
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#define GL_INFO_LOG_LENGTH 0x8B84
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#endif
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#ifndef GL_ACTIVE_UNIFORMS
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#define GL_ACTIVE_UNIFORMS 0x8B86
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#endif
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#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
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#endif
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#ifndef GL_ACTIVE_ATTRIBUTES
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#define GL_ACTIVE_ATTRIBUTES 0x8B89
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#endif
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#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
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#endif
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#ifndef GL_CURRENT_VERTEX_ATTRIB
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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#endif
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#ifndef GL_SHADER_SOURCE_LENGTH
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#define GL_SHADER_SOURCE_LENGTH 0x8B88
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#endif
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#ifndef GL_SHADER_BINARY_FORMATS
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#define GL_SHADER_BINARY_FORMATS 0x8DF8
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#endif
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#ifndef GL_NUM_SHADER_BINARY_FORMATS
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#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
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#endif
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class QGLShaderPrivate
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{
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public:
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QGLShaderPrivate(const QGLContext *context, QGLShader::ShaderType type)
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: shaderGuard(context)
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, shaderType(type)
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, compiled(false)
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, isPartial((type & QGLShader::PartialShader) != 0)
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, hasPartialSource(false)
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{
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}
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QGLSharedResourceGuard shaderGuard;
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QGLShader::ShaderType shaderType;
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bool compiled;
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bool isPartial;
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bool hasPartialSource;
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QString log;
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QByteArray partialSource;
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bool create();
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bool compile(QGLShader *q);
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void deleteShader();
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};
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#define ctx shaderGuard.context()
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bool QGLShaderPrivate::create()
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{
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const QGLContext *context = shaderGuard.context();
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if (!context)
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return false;
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if (isPartial)
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return true;
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if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) {
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GLuint shader;
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if (shaderType == QGLShader::VertexShader)
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shader = glCreateShader(GL_VERTEX_SHADER);
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else
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shader = glCreateShader(GL_FRAGMENT_SHADER);
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if (!shader) {
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qWarning() << "QGLShader: could not create shader";
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return false;
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}
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shaderGuard.setId(shader);
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return true;
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} else {
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return false;
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}
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}
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bool QGLShaderPrivate::compile(QGLShader *q)
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{
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// Partial shaders are compiled during QGLShaderProgram::link().
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if (isPartial && hasPartialSource) {
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compiled = true;
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return true;
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}
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GLuint shader = shaderGuard.id();
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if (!shader)
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return false;
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glCompileShader(shader);
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GLint value = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
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compiled = (value != 0);
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value = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &value);
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if (!compiled && value > 1) {
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char *logbuf = new char [value];
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GLint len;
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glGetShaderInfoLog(shader, value, &len, logbuf);
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log = QString::fromLatin1(logbuf);
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QString name = q->objectName();
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if (name.isEmpty())
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qWarning() << "QGLShader::compile:" << log;
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else
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qWarning() << "QGLShader::compile[" << name << "]:" << log;
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delete [] logbuf;
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}
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return compiled;
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}
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void QGLShaderPrivate::deleteShader()
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{
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if (shaderGuard.id()) {
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glDeleteShader(shaderGuard.id());
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shaderGuard.setId(0);
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}
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}
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#undef ctx
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#define ctx d->shaderGuard.context()
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/*!
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Constructs a new QGLShader object of the specified \a type
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and attaches it to \a parent. If shader programs are not supported,
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QGLShaderProgram::hasShaderPrograms() will return false.
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This constructor is normally followed by a call to compile()
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or compileFile().
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The shader will be associated with the current QGLContext.
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\sa compile(), compileFile()
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*/
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QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent)
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: QObject(parent)
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{
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d = new QGLShaderPrivate(QGLContext::currentContext(), type);
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d->create();
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}
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/*!
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Constructs a new QGLShader object of the specified \a type from the
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source code in \a fileName and attaches it to \a parent.
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If the shader could not be loaded, then isCompiled() will return false.
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The shader will be associated with the current QGLContext.
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\sa isCompiled()
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*/
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QGLShader::QGLShader
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(const QString& fileName, QGLShader::ShaderType type, QObject *parent)
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: QObject(parent)
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{
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d = new QGLShaderPrivate(QGLContext::currentContext(), type);
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if (d->create() && !compileFile(fileName))
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d->deleteShader();
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}
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/*!
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Constructs a new QGLShader object of the specified \a type
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and attaches it to \a parent. If shader programs are not supported,
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then QGLShaderProgram::hasShaderPrograms() will return false.
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This constructor is normally followed by a call to compile()
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or compileFile().
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The shader will be associated with \a context.
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\sa compile(), compileFile()
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*/
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QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent)
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: QObject(parent)
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{
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if (!context)
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context = QGLContext::currentContext();
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d = new QGLShaderPrivate(context, type);
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#ifndef QT_NO_DEBUG
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if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) {
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qWarning("QGLShader::QGLShader: \'context\' must be the currect context or sharing with it.");
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return;
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}
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#endif
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d->create();
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}
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360 |
/*!
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Constructs a new QGLShader object of the specified \a type from the
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source code in \a fileName and attaches it to \a parent.
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If the shader could not be loaded, then isCompiled() will return false.
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The shader will be associated with \a context.
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\sa isCompiled()
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*/
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QGLShader::QGLShader
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(const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent)
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: QObject(parent)
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{
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if (!context)
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context = QGLContext::currentContext();
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d = new QGLShaderPrivate(context, type);
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#ifndef QT_NO_DEBUG
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if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) {
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qWarning("QGLShader::QGLShader: \'context\' must be currect context or sharing with it.");
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return;
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}
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#endif
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if (d->create() && !compileFile(fileName))
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d->deleteShader();
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}
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385 |
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/*!
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Deletes this shader. If the shader has been attached to a
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QGLShaderProgram object, then the actual shader will stay around
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until the QGLShaderProgram is destroyed.
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*/
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QGLShader::~QGLShader()
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{
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if (d->shaderGuard.id()) {
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QGLShareContextScope scope(d->shaderGuard.context());
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glDeleteShader(d->shaderGuard.id());
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}
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delete d;
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|
398 |
}
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|
399 |
|
|
400 |
/*!
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Returns the type of this shader.
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*/
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403 |
QGLShader::ShaderType QGLShader::shaderType() const
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{
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return d->shaderType;
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}
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|
407 |
|
|
408 |
// The precision qualifiers are useful on OpenGL/ES systems,
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// but usually not present on desktop systems. Define the
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|
410 |
// keywords to empty strings on desktop systems.
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|
411 |
#ifndef QT_OPENGL_ES
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|
412 |
#define QGL_DEFINE_QUALIFIERS 1
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|
413 |
static const char qualifierDefines[] =
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|
414 |
"#define lowp\n"
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|
415 |
"#define mediump\n"
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416 |
"#define highp\n";
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#endif
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|
418 |
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419 |
// The "highp" qualifier doesn't exist in fragment shaders
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420 |
// on all ES platforms. When it doesn't exist, use "mediump".
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|
421 |
#ifdef QT_OPENGL_ES
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|
422 |
#define QGL_REDEFINE_HIGHP 1
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|
423 |
static const char redefineHighp[] =
|
|
424 |
"#ifndef GL_FRAGMENT_PRECISION_HIGH\n"
|
|
425 |
"#define highp mediump\n"
|
|
426 |
"#endif\n";
|
|
427 |
#endif
|
|
428 |
|
|
429 |
/*!
|
|
430 |
Sets the \a source code for this shader and compiles it.
|
|
431 |
Returns true if the source was successfully compiled, false otherwise.
|
|
432 |
|
|
433 |
If shaderType() is PartialVertexShader or PartialFragmentShader,
|
|
434 |
then this function will always return true, even if the source code
|
|
435 |
is invalid. Partial shaders are compiled when QGLShaderProgram::link()
|
|
436 |
is called.
|
|
437 |
|
|
438 |
\sa compileFile()
|
|
439 |
*/
|
|
440 |
bool QGLShader::compile(const char *source)
|
|
441 |
{
|
|
442 |
if (d->isPartial) {
|
|
443 |
d->partialSource = QByteArray(source);
|
|
444 |
d->hasPartialSource = true;
|
|
445 |
return d->compile(this);
|
|
446 |
} else if (d->shaderGuard.id()) {
|
|
447 |
QVarLengthArray<const char *> src;
|
|
448 |
int headerLen = 0;
|
|
449 |
while (source && source[headerLen] == '#') {
|
|
450 |
// Skip #version and #extension directives at the start of
|
|
451 |
// the shader code. We need to insert the qualifierDefines
|
|
452 |
// and redefineHighp just after them.
|
|
453 |
if (qstrncmp(source + headerLen, "#version", 8) != 0 &&
|
|
454 |
qstrncmp(source + headerLen, "#extension", 10) != 0) {
|
|
455 |
break;
|
|
456 |
}
|
|
457 |
while (source[headerLen] != '\0' && source[headerLen] != '\n')
|
|
458 |
++headerLen;
|
|
459 |
if (source[headerLen] == '\n')
|
|
460 |
++headerLen;
|
|
461 |
}
|
|
462 |
QByteArray header;
|
|
463 |
if (headerLen > 0) {
|
|
464 |
header = QByteArray(source, headerLen);
|
|
465 |
src.append(header.constData());
|
|
466 |
}
|
|
467 |
#ifdef QGL_DEFINE_QUALIFIERS
|
|
468 |
src.append(qualifierDefines);
|
|
469 |
#endif
|
|
470 |
#ifdef QGL_REDEFINE_HIGHP
|
|
471 |
if (d->shaderType == FragmentShader ||
|
|
472 |
d->shaderType == PartialFragmentShader)
|
|
473 |
src.append(redefineHighp);
|
|
474 |
#endif
|
|
475 |
src.append(source + headerLen);
|
|
476 |
glShaderSource(d->shaderGuard.id(), src.size(), src.data(), 0);
|
|
477 |
return d->compile(this);
|
|
478 |
} else {
|
|
479 |
return false;
|
|
480 |
}
|
|
481 |
}
|
|
482 |
|
|
483 |
/*!
|
|
484 |
\overload
|
|
485 |
|
|
486 |
Sets the \a source code for this shader and compiles it.
|
|
487 |
Returns true if the source was successfully compiled, false otherwise.
|
|
488 |
|
|
489 |
If shaderType() is PartialVertexShader or PartialFragmentShader,
|
|
490 |
then this function will always return true, even if the source code
|
|
491 |
is invalid. Partial shaders are compiled when QGLShaderProgram::link()
|
|
492 |
is called.
|
|
493 |
|
|
494 |
\sa compileFile()
|
|
495 |
*/
|
|
496 |
bool QGLShader::compile(const QByteArray& source)
|
|
497 |
{
|
|
498 |
return compile(source.constData());
|
|
499 |
}
|
|
500 |
|
|
501 |
/*!
|
|
502 |
\overload
|
|
503 |
|
|
504 |
Sets the \a source code for this shader and compiles it.
|
|
505 |
Returns true if the source was successfully compiled, false otherwise.
|
|
506 |
|
|
507 |
If shaderType() is PartialVertexShader or PartialFragmentShader,
|
|
508 |
then this function will always return true, even if the source code
|
|
509 |
is invalid. Partial shaders are compiled when QGLShaderProgram::link()
|
|
510 |
is called.
|
|
511 |
|
|
512 |
\sa compileFile()
|
|
513 |
*/
|
|
514 |
bool QGLShader::compile(const QString& source)
|
|
515 |
{
|
|
516 |
return compile(source.toLatin1().constData());
|
|
517 |
}
|
|
518 |
|
|
519 |
/*!
|
|
520 |
Sets the source code for this shader to the contents of \a fileName
|
|
521 |
and compiles it. Returns true if the file could be opened and the
|
|
522 |
source compiled, false otherwise.
|
|
523 |
|
|
524 |
If shaderType() is PartialVertexShader or PartialFragmentShader,
|
|
525 |
then this function will always return true, even if the source code
|
|
526 |
is invalid. Partial shaders are compiled when QGLShaderProgram::link()
|
|
527 |
is called.
|
|
528 |
|
|
529 |
\sa compile()
|
|
530 |
*/
|
|
531 |
bool QGLShader::compileFile(const QString& fileName)
|
|
532 |
{
|
|
533 |
QFile file(fileName);
|
|
534 |
if (!file.open(QFile::ReadOnly)) {
|
|
535 |
qWarning() << "QGLShader: Unable to open file" << fileName;
|
|
536 |
return false;
|
|
537 |
}
|
|
538 |
|
|
539 |
QByteArray contents = file.readAll();
|
|
540 |
return compile(contents.constData());
|
|
541 |
}
|
|
542 |
|
|
543 |
/*!
|
|
544 |
Sets the binary code for this shader to the \a length bytes from
|
|
545 |
the array \a binary. The \a format specifies how the binary data
|
|
546 |
should be interpreted by the OpenGL engine. Returns true if the
|
|
547 |
binary was set on the shader; false otherwise.
|
|
548 |
|
|
549 |
This function cannot be used with PartialVertexShader or
|
|
550 |
PartialFragmentShader.
|
|
551 |
|
|
552 |
If this function succeeds, then the shader will be considered compiled.
|
|
553 |
|
|
554 |
\sa shaderBinaryFormats()
|
|
555 |
*/
|
|
556 |
bool QGLShader::setShaderBinary(GLenum format, const void *binary, int length)
|
|
557 |
{
|
|
558 |
#if !defined(QT_OPENGL_ES_2)
|
|
559 |
if (!glShaderBinary)
|
|
560 |
return false;
|
|
561 |
#endif
|
|
562 |
GLuint shader = d->shaderGuard.id();
|
|
563 |
if (d->isPartial || !shader)
|
|
564 |
return false;
|
|
565 |
glGetError(); // Clear error state.
|
|
566 |
glShaderBinary(1, &shader, format, binary, length);
|
|
567 |
d->compiled = (glGetError() == GL_NO_ERROR);
|
|
568 |
return d->compiled;
|
|
569 |
}
|
|
570 |
|
|
571 |
/*!
|
|
572 |
Sets the binary code for this shader to the \a length bytes from
|
|
573 |
the array \a binary. The \a format specifies how the binary data
|
|
574 |
should be interpreted by the OpenGL engine. Returns true if the
|
|
575 |
binary was set on the shader; false otherwise.
|
|
576 |
|
|
577 |
The \a otherShader will also have binary code set on it. This is
|
|
578 |
for the case where \a binary contains both vertex and fragment
|
|
579 |
shader code.
|
|
580 |
|
|
581 |
This function cannot be used with PartialVertexShader or
|
|
582 |
PartialFragmentShader.
|
|
583 |
|
|
584 |
If this function succeeds, then the shader will be considered compiled.
|
|
585 |
|
|
586 |
\sa shaderBinaryFormats()
|
|
587 |
*/
|
|
588 |
bool QGLShader::setShaderBinary
|
|
589 |
(QGLShader& otherShader, GLenum format, const void *binary, int length)
|
|
590 |
{
|
|
591 |
#if !defined(QT_OPENGL_ES_2)
|
|
592 |
if (!glShaderBinary)
|
|
593 |
return false;
|
|
594 |
#endif
|
|
595 |
if (d->isPartial || !d->shaderGuard.id())
|
|
596 |
return false;
|
|
597 |
if (otherShader.d->isPartial || !otherShader.d->shaderGuard.id())
|
|
598 |
return false;
|
|
599 |
glGetError(); // Clear error state.
|
|
600 |
GLuint shaders[2];
|
|
601 |
shaders[0] = d->shaderGuard.id();
|
|
602 |
shaders[1] = otherShader.d->shaderGuard.id();
|
|
603 |
glShaderBinary(2, shaders, format, binary, length);
|
|
604 |
d->compiled = (glGetError() == GL_NO_ERROR);
|
|
605 |
otherShader.d->compiled = d->compiled;
|
|
606 |
return d->compiled;
|
|
607 |
}
|
|
608 |
|
|
609 |
/*!
|
|
610 |
Returns a list of all binary formats that are supported by
|
|
611 |
setShaderBinary() on this system.
|
|
612 |
|
|
613 |
\sa setShaderBinary()
|
|
614 |
*/
|
|
615 |
QList<GLenum> QGLShader::shaderBinaryFormats()
|
|
616 |
{
|
|
617 |
GLint num;
|
|
618 |
QList<GLenum> list;
|
|
619 |
glGetError(); // Clear error state.
|
|
620 |
glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &num);
|
|
621 |
if (glGetError() != GL_NO_ERROR || num <= 0)
|
|
622 |
return list;
|
|
623 |
QVarLengthArray<GLint> formats(num);
|
|
624 |
glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats.data());
|
|
625 |
for (GLint i = 0; i < num; ++i)
|
|
626 |
list += (GLenum)(formats[i]);
|
|
627 |
return list;
|
|
628 |
}
|
|
629 |
|
|
630 |
/*!
|
|
631 |
Returns the source code for this shader.
|
|
632 |
|
|
633 |
\sa compile()
|
|
634 |
*/
|
|
635 |
QByteArray QGLShader::sourceCode() const
|
|
636 |
{
|
|
637 |
if (d->isPartial)
|
|
638 |
return d->partialSource;
|
|
639 |
GLuint shader = d->shaderGuard.id();
|
|
640 |
if (!shader)
|
|
641 |
return QByteArray();
|
|
642 |
GLint size = 0;
|
|
643 |
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &size);
|
|
644 |
if (size <= 0)
|
|
645 |
return QByteArray();
|
|
646 |
GLint len = 0;
|
|
647 |
char *source = new char [size];
|
|
648 |
glGetShaderSource(shader, size, &len, source);
|
|
649 |
QByteArray src(source);
|
|
650 |
delete [] source;
|
|
651 |
return src;
|
|
652 |
}
|
|
653 |
|
|
654 |
/*!
|
|
655 |
Returns true if this shader has been compiled; false otherwise.
|
|
656 |
|
|
657 |
\sa compile()
|
|
658 |
*/
|
|
659 |
bool QGLShader::isCompiled() const
|
|
660 |
{
|
|
661 |
return d->compiled;
|
|
662 |
}
|
|
663 |
|
|
664 |
/*!
|
|
665 |
Returns the errors and warnings that occurred during the last compile.
|
|
666 |
|
|
667 |
\sa compile()
|
|
668 |
*/
|
|
669 |
QString QGLShader::log() const
|
|
670 |
{
|
|
671 |
return d->log;
|
|
672 |
}
|
|
673 |
|
|
674 |
/*!
|
|
675 |
Returns the OpenGL identifier associated with this shader.
|
|
676 |
|
|
677 |
If shaderType() is PartialVertexShader or PartialFragmentShader,
|
|
678 |
this function will always return zero. Partial shaders are
|
|
679 |
created and compiled when QGLShaderProgram::link() is called.
|
|
680 |
|
|
681 |
\sa QGLShaderProgram::programId()
|
|
682 |
*/
|
|
683 |
GLuint QGLShader::shaderId() const
|
|
684 |
{
|
|
685 |
return d->shaderGuard.id();
|
|
686 |
}
|
|
687 |
|
|
688 |
#undef ctx
|
|
689 |
#define ctx programGuard.context()
|
|
690 |
|
|
691 |
class QGLShaderProgramPrivate
|
|
692 |
{
|
|
693 |
public:
|
|
694 |
QGLShaderProgramPrivate(const QGLContext *context)
|
|
695 |
: programGuard(context)
|
|
696 |
, linked(false)
|
|
697 |
, inited(false)
|
|
698 |
, hasPartialShaders(false)
|
|
699 |
, removingShaders(false)
|
|
700 |
, vertexShader(0)
|
|
701 |
, fragmentShader(0)
|
|
702 |
{
|
|
703 |
}
|
|
704 |
~QGLShaderProgramPrivate();
|
|
705 |
|
|
706 |
QGLSharedResourceGuard programGuard;
|
|
707 |
bool linked;
|
|
708 |
bool inited;
|
|
709 |
bool hasPartialShaders;
|
|
710 |
bool removingShaders;
|
|
711 |
QString log;
|
|
712 |
QList<QGLShader *> shaders;
|
|
713 |
QList<QGLShader *> anonShaders;
|
|
714 |
QGLShader *vertexShader;
|
|
715 |
QGLShader *fragmentShader;
|
|
716 |
};
|
|
717 |
|
|
718 |
QGLShaderProgramPrivate::~QGLShaderProgramPrivate()
|
|
719 |
{
|
|
720 |
if (programGuard.id()) {
|
|
721 |
QGLShareContextScope scope(programGuard.context());
|
|
722 |
glDeleteProgram(programGuard.id());
|
|
723 |
}
|
|
724 |
}
|
|
725 |
|
|
726 |
#undef ctx
|
|
727 |
#define ctx d->programGuard.context()
|
|
728 |
|
|
729 |
/*!
|
|
730 |
Constructs a new shader program and attaches it to \a parent.
|
|
731 |
The program will be invalid until addShader() is called.
|
|
732 |
|
|
733 |
The shader program will be associated with the current QGLContext.
|
|
734 |
|
|
735 |
\sa addShader()
|
|
736 |
*/
|
|
737 |
QGLShaderProgram::QGLShaderProgram(QObject *parent)
|
|
738 |
: QObject(parent)
|
|
739 |
{
|
|
740 |
d = new QGLShaderProgramPrivate(QGLContext::currentContext());
|
|
741 |
}
|
|
742 |
|
|
743 |
/*!
|
|
744 |
Constructs a new shader program and attaches it to \a parent.
|
|
745 |
The program will be invalid until addShader() is called.
|
|
746 |
|
|
747 |
The shader program will be associated with \a context.
|
|
748 |
|
|
749 |
\sa addShader()
|
|
750 |
*/
|
|
751 |
QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent)
|
|
752 |
: QObject(parent)
|
|
753 |
{
|
|
754 |
d = new QGLShaderProgramPrivate(context);
|
|
755 |
}
|
|
756 |
|
|
757 |
/*!
|
|
758 |
Deletes this shader program.
|
|
759 |
*/
|
|
760 |
QGLShaderProgram::~QGLShaderProgram()
|
|
761 |
{
|
|
762 |
delete d;
|
|
763 |
}
|
|
764 |
|
|
765 |
bool QGLShaderProgram::init()
|
|
766 |
{
|
|
767 |
if (d->programGuard.id() || d->inited)
|
|
768 |
return true;
|
|
769 |
d->inited = true;
|
|
770 |
const QGLContext *context = d->programGuard.context();
|
|
771 |
if (!context) {
|
|
772 |
context = QGLContext::currentContext();
|
|
773 |
d->programGuard.setContext(context);
|
|
774 |
}
|
|
775 |
if (!context)
|
|
776 |
return false;
|
|
777 |
if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) {
|
|
778 |
GLuint program = glCreateProgram();
|
|
779 |
if (!program) {
|
|
780 |
qWarning() << "QGLShaderProgram: could not create shader program";
|
|
781 |
return false;
|
|
782 |
}
|
|
783 |
d->programGuard.setId(program);
|
|
784 |
return true;
|
|
785 |
} else {
|
|
786 |
qWarning() << "QGLShaderProgram: shader programs are not supported";
|
|
787 |
return false;
|
|
788 |
}
|
|
789 |
}
|
|
790 |
|
|
791 |
/*!
|
|
792 |
Adds a compiled \a shader to this shader program. Returns true
|
|
793 |
if the shader could be added, or false otherwise.
|
|
794 |
|
|
795 |
Ownership of the \a shader object remains with the caller.
|
|
796 |
It will not be deleted when this QGLShaderProgram instance
|
|
797 |
is deleted. This allows the caller to add the same shader
|
|
798 |
to multiple shader programs.
|
|
799 |
|
|
800 |
\sa removeShader(), link(), removeAllShaders()
|
|
801 |
*/
|
|
802 |
bool QGLShaderProgram::addShader(QGLShader *shader)
|
|
803 |
{
|
|
804 |
if (!init())
|
|
805 |
return false;
|
|
806 |
if (d->shaders.contains(shader))
|
|
807 |
return true; // Already added to this shader program.
|
|
808 |
if (d->programGuard.id() && shader) {
|
|
809 |
if (!QGLContext::areSharing(shader->d->shaderGuard.context(),
|
|
810 |
d->programGuard.context())) {
|
|
811 |
qWarning("QGLShaderProgram::addShader: Program and shader are not associated with same context.");
|
|
812 |
return false;
|
|
813 |
}
|
|
814 |
if (!shader->d->compiled)
|
|
815 |
return false;
|
|
816 |
if (!shader->d->isPartial) {
|
|
817 |
if (!shader->d->shaderGuard.id())
|
|
818 |
return false;
|
|
819 |
glAttachShader(d->programGuard.id(), shader->d->shaderGuard.id());
|
|
820 |
} else {
|
|
821 |
d->hasPartialShaders = true;
|
|
822 |
}
|
|
823 |
d->linked = false; // Program needs to be relinked.
|
|
824 |
d->shaders.append(shader);
|
|
825 |
connect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed()));
|
|
826 |
return true;
|
|
827 |
} else {
|
|
828 |
return false;
|
|
829 |
}
|
|
830 |
}
|
|
831 |
|
|
832 |
/*!
|
|
833 |
Compiles \a source as a shader of the specified \a type and
|
|
834 |
adds it to this shader program. Returns true if compilation
|
|
835 |
was successful, false otherwise. The compilation errors
|
|
836 |
and warnings will be made available via log().
|
|
837 |
|
|
838 |
This function is intended to be a short-cut for quickly
|
|
839 |
adding vertex and fragment shaders to a shader program without
|
|
840 |
creating an instance of QGLShader first.
|
|
841 |
|
|
842 |
\sa removeShader(), link(), log(), removeAllShaders()
|
|
843 |
*/
|
|
844 |
bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source)
|
|
845 |
{
|
|
846 |
if (!init())
|
|
847 |
return false;
|
|
848 |
QGLShader *shader = new QGLShader(type, this);
|
|
849 |
if (!shader->compile(source)) {
|
|
850 |
d->log = shader->log();
|
|
851 |
delete shader;
|
|
852 |
return false;
|
|
853 |
}
|
|
854 |
d->anonShaders.append(shader);
|
|
855 |
return addShader(shader);
|
|
856 |
}
|
|
857 |
|
|
858 |
/*!
|
|
859 |
\overload
|
|
860 |
|
|
861 |
Compiles \a source as a shader of the specified \a type and
|
|
862 |
adds it to this shader program. Returns true if compilation
|
|
863 |
was successful, false otherwise. The compilation errors
|
|
864 |
and warnings will be made available via log().
|
|
865 |
|
|
866 |
This function is intended to be a short-cut for quickly
|
|
867 |
adding vertex and fragment shaders to a shader program without
|
|
868 |
creating an instance of QGLShader first.
|
|
869 |
|
|
870 |
\sa removeShader(), link(), log(), removeAllShaders()
|
|
871 |
*/
|
|
872 |
bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& source)
|
|
873 |
{
|
|
874 |
return addShader(type, source.constData());
|
|
875 |
}
|
|
876 |
|
|
877 |
/*!
|
|
878 |
\overload
|
|
879 |
|
|
880 |
Compiles \a source as a shader of the specified \a type and
|
|
881 |
adds it to this shader program. Returns true if compilation
|
|
882 |
was successful, false otherwise. The compilation errors
|
|
883 |
and warnings will be made available via log().
|
|
884 |
|
|
885 |
This function is intended to be a short-cut for quickly
|
|
886 |
adding vertex and fragment shaders to a shader program without
|
|
887 |
creating an instance of QGLShader first.
|
|
888 |
|
|
889 |
\sa removeShader(), link(), log(), removeAllShaders()
|
|
890 |
*/
|
|
891 |
bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& source)
|
|
892 |
{
|
|
893 |
return addShader(type, source.toLatin1().constData());
|
|
894 |
}
|
|
895 |
|
|
896 |
/*!
|
|
897 |
Compiles the contents of \a fileName as a shader of the specified
|
|
898 |
\a type and adds it to this shader program. Returns true if
|
|
899 |
compilation was successful, false otherwise. The compilation errors
|
|
900 |
and warnings will be made available via log().
|
|
901 |
|
|
902 |
This function is intended to be a short-cut for quickly
|
|
903 |
adding vertex and fragment shaders to a shader program without
|
|
904 |
creating an instance of QGLShader first.
|
|
905 |
|
|
906 |
\sa addShader()
|
|
907 |
*/
|
|
908 |
bool QGLShaderProgram::addShaderFromFile
|
|
909 |
(QGLShader::ShaderType type, const QString& fileName)
|
|
910 |
{
|
|
911 |
if (!init())
|
|
912 |
return false;
|
|
913 |
QGLShader *shader = new QGLShader(type, this);
|
|
914 |
if (!shader->compileFile(fileName)) {
|
|
915 |
d->log = shader->log();
|
|
916 |
delete shader;
|
|
917 |
return false;
|
|
918 |
}
|
|
919 |
d->anonShaders.append(shader);
|
|
920 |
return addShader(shader);
|
|
921 |
}
|
|
922 |
|
|
923 |
/*!
|
|
924 |
Removes \a shader from this shader program. The object is not deleted.
|
|
925 |
|
|
926 |
\sa addShader(), link(), removeAllShaders()
|
|
927 |
*/
|
|
928 |
void QGLShaderProgram::removeShader(QGLShader *shader)
|
|
929 |
{
|
|
930 |
if (d->programGuard.id() && shader && shader->d->shaderGuard.id()) {
|
|
931 |
QGLShareContextScope scope(d->programGuard.context());
|
|
932 |
glDetachShader(d->programGuard.id(), shader->d->shaderGuard.id());
|
|
933 |
}
|
|
934 |
d->linked = false; // Program needs to be relinked.
|
|
935 |
if (shader) {
|
|
936 |
d->shaders.removeAll(shader);
|
|
937 |
d->anonShaders.removeAll(shader);
|
|
938 |
disconnect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed()));
|
|
939 |
}
|
|
940 |
}
|
|
941 |
|
|
942 |
/*!
|
|
943 |
Returns a list of all shaders that have been added to this shader
|
|
944 |
program using addShader().
|
|
945 |
|
|
946 |
\sa addShader(), removeShader()
|
|
947 |
*/
|
|
948 |
QList<QGLShader *> QGLShaderProgram::shaders() const
|
|
949 |
{
|
|
950 |
return d->shaders;
|
|
951 |
}
|
|
952 |
|
|
953 |
/*!
|
|
954 |
Removes all of the shaders that were added to this program previously.
|
|
955 |
The QGLShader objects for the shaders will not be deleted if they
|
|
956 |
were constructed externally. QGLShader objects that are constructed
|
|
957 |
internally by QGLShaderProgram will be deleted.
|
|
958 |
|
|
959 |
\sa addShader(), removeShader()
|
|
960 |
*/
|
|
961 |
void QGLShaderProgram::removeAllShaders()
|
|
962 |
{
|
|
963 |
d->removingShaders = true;
|
|
964 |
foreach (QGLShader *shader, d->shaders) {
|
|
965 |
if (d->programGuard.id() && shader && shader->d->shaderGuard.id())
|
|
966 |
glDetachShader(d->programGuard.id(), shader->d->shaderGuard.id());
|
|
967 |
}
|
|
968 |
foreach (QGLShader *shader, d->anonShaders) {
|
|
969 |
// Delete shader objects that were created anonymously.
|
|
970 |
delete shader;
|
|
971 |
}
|
|
972 |
d->shaders.clear();
|
|
973 |
d->anonShaders.clear();
|
|
974 |
d->linked = false; // Program needs to be relinked.
|
|
975 |
d->removingShaders = false;
|
|
976 |
}
|
|
977 |
|
|
978 |
#if defined(QT_OPENGL_ES_2)
|
|
979 |
|
|
980 |
#ifndef GL_PROGRAM_BINARY_LENGTH_OES
|
|
981 |
#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
|
|
982 |
#endif
|
|
983 |
#ifndef GL_NUM_PROGRAM_BINARY_FORMATS_OES
|
|
984 |
#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
|
|
985 |
#endif
|
|
986 |
#ifndef GL_PROGRAM_BINARY_FORMATS_OES
|
|
987 |
#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
|
|
988 |
#endif
|
|
989 |
|
|
990 |
#endif
|
|
991 |
|
|
992 |
/*!
|
|
993 |
Returns the program binary associated with this shader program.
|
|
994 |
The numeric identifier of the program binary format is returned
|
|
995 |
in \a format. The \c OES_get_program_binary extension will need
|
|
996 |
to be supported by the system for binary retrieval to succeed.
|
|
997 |
|
|
998 |
Returns an empty QByteArray if the program binary cannot be
|
|
999 |
retrieved on this system, or the shader program has not yet
|
|
1000 |
been linked.
|
|
1001 |
|
|
1002 |
The returned binary can be supplied to setProgramBinary() on the
|
|
1003 |
same machine at some future point to reload the program. It contains
|
|
1004 |
the compiled code of all of the shaders that were attached to the
|
|
1005 |
program at the time programBinary() is called.
|
|
1006 |
|
|
1007 |
\sa setProgramBinary(), programBinaryFormats()
|
|
1008 |
*/
|
|
1009 |
QByteArray QGLShaderProgram::programBinary(int *format) const
|
|
1010 |
{
|
|
1011 |
#if defined(QT_OPENGL_ES_2)
|
|
1012 |
if (!isLinked())
|
|
1013 |
return QByteArray();
|
|
1014 |
|
|
1015 |
// Get the length of the binary data, bailing out if there is none.
|
|
1016 |
GLint length = 0;
|
|
1017 |
GLuint program = d->programGuard.id();
|
|
1018 |
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &length);
|
|
1019 |
if (length <= 0)
|
|
1020 |
return QByteArray();
|
|
1021 |
|
|
1022 |
// Retrieve the binary data.
|
|
1023 |
QByteArray binary(length, 0);
|
|
1024 |
GLenum binaryFormat;
|
|
1025 |
glGetProgramBinaryOES(program, length, 0, &binaryFormat, binary.data());
|
|
1026 |
if (format)
|
|
1027 |
*format = (int)binaryFormat;
|
|
1028 |
return binary;
|
|
1029 |
#else
|
|
1030 |
Q_UNUSED(format);
|
|
1031 |
return QByteArray();
|
|
1032 |
#endif
|
|
1033 |
}
|
|
1034 |
|
|
1035 |
/*!
|
|
1036 |
Sets the \a binary for this shader program according to \a format.
|
|
1037 |
Returns true if the binary was set, or false if the binary format
|
|
1038 |
is not supported or this system does not support program binaries.
|
|
1039 |
The program will be linked if the load succeeds.
|
|
1040 |
|
|
1041 |
\sa programBinary(), programBinaryFormats(), isLinked()
|
|
1042 |
*/
|
|
1043 |
bool QGLShaderProgram::setProgramBinary(int format, const QByteArray& binary)
|
|
1044 |
{
|
|
1045 |
#if defined(QT_OPENGL_ES_2)
|
|
1046 |
// Load the binary and check that it was linked correctly.
|
|
1047 |
GLuint program = d->programGuard.id();
|
|
1048 |
if (!program)
|
|
1049 |
return false;
|
|
1050 |
glProgramBinaryOES(program, (GLenum)format,
|
|
1051 |
binary.constData(), binary.size());
|
|
1052 |
GLint value = 0;
|
|
1053 |
glGetProgramiv(program, GL_LINK_STATUS, &value);
|
|
1054 |
d->linked = (value != 0);
|
|
1055 |
value = 0;
|
|
1056 |
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value);
|
|
1057 |
d->log = QString();
|
|
1058 |
if (value > 1) {
|
|
1059 |
char *logbuf = new char [value];
|
|
1060 |
GLint len;
|
|
1061 |
glGetProgramInfoLog(program, value, &len, logbuf);
|
|
1062 |
d->log = QString::fromLatin1(logbuf);
|
|
1063 |
QString name = objectName();
|
|
1064 |
if (name.isEmpty())
|
|
1065 |
qWarning() << "QGLShader::setProgramBinary:" << d->log;
|
|
1066 |
else
|
|
1067 |
qWarning() << "QGLShader::setProgramBinary[" << name << "]:" << d->log;
|
|
1068 |
delete [] logbuf;
|
|
1069 |
}
|
|
1070 |
return d->linked;
|
|
1071 |
#else
|
|
1072 |
Q_UNUSED(format);
|
|
1073 |
Q_UNUSED(binary);
|
|
1074 |
return false;
|
|
1075 |
#endif
|
|
1076 |
}
|
|
1077 |
|
|
1078 |
/*!
|
|
1079 |
Returns the list of program binary formats that are accepted by
|
|
1080 |
this system for use with setProgramBinary().
|
|
1081 |
|
|
1082 |
\sa programBinary(), setProgramBinary()
|
|
1083 |
*/
|
|
1084 |
QList<int> QGLShaderProgram::programBinaryFormats()
|
|
1085 |
{
|
|
1086 |
#if defined(QT_OPENGL_ES_2)
|
|
1087 |
GLint count = 0;
|
|
1088 |
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &count);
|
|
1089 |
if (count <= 0)
|
|
1090 |
return QList<int>();
|
|
1091 |
QVector<int> list;
|
|
1092 |
list.resize(count);
|
|
1093 |
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS_OES, list.data());
|
|
1094 |
return list.toList();
|
|
1095 |
#else
|
|
1096 |
return QList<int>();
|
|
1097 |
#endif
|
|
1098 |
}
|
|
1099 |
|
|
1100 |
/*!
|
|
1101 |
Links together the shaders that were added to this program with
|
|
1102 |
addShader(). Returns true if the link was successful or
|
|
1103 |
false otherwise. If the link failed, the error messages can
|
|
1104 |
be retrieved with log().
|
|
1105 |
|
|
1106 |
Subclasses can override this function to initialize attributes
|
|
1107 |
and uniform variables for use in specific shader programs.
|
|
1108 |
|
|
1109 |
If the shader program was already linked, calling this
|
|
1110 |
function again will force it to be re-linked.
|
|
1111 |
|
|
1112 |
\sa addShader(), log()
|
|
1113 |
*/
|
|
1114 |
bool QGLShaderProgram::link()
|
|
1115 |
{
|
|
1116 |
GLuint program = d->programGuard.id();
|
|
1117 |
if (!program)
|
|
1118 |
return false;
|
|
1119 |
if (d->hasPartialShaders) {
|
|
1120 |
// Compile the partial vertex and fragment shaders.
|
|
1121 |
QByteArray vertexSource;
|
|
1122 |
QByteArray fragmentSource;
|
|
1123 |
foreach (QGLShader *shader, d->shaders) {
|
|
1124 |
if (shader->shaderType() == QGLShader::PartialVertexShader)
|
|
1125 |
vertexSource += shader->sourceCode();
|
|
1126 |
else if (shader->shaderType() == QGLShader::PartialFragmentShader)
|
|
1127 |
fragmentSource += shader->sourceCode();
|
|
1128 |
}
|
|
1129 |
if (vertexSource.isEmpty()) {
|
|
1130 |
if (d->vertexShader) {
|
|
1131 |
glDetachShader(program, d->vertexShader->d->shaderGuard.id());
|
|
1132 |
delete d->vertexShader;
|
|
1133 |
d->vertexShader = 0;
|
|
1134 |
}
|
|
1135 |
} else {
|
|
1136 |
if (!d->vertexShader) {
|
|
1137 |
d->vertexShader =
|
|
1138 |
new QGLShader(QGLShader::VertexShader, this);
|
|
1139 |
}
|
|
1140 |
if (!d->vertexShader->compile(vertexSource)) {
|
|
1141 |
d->log = d->vertexShader->log();
|
|
1142 |
return false;
|
|
1143 |
}
|
|
1144 |
glAttachShader(program, d->vertexShader->d->shaderGuard.id());
|
|
1145 |
}
|
|
1146 |
if (fragmentSource.isEmpty()) {
|
|
1147 |
if (d->fragmentShader) {
|
|
1148 |
glDetachShader(program, d->fragmentShader->d->shaderGuard.id());
|
|
1149 |
delete d->fragmentShader;
|
|
1150 |
d->fragmentShader = 0;
|
|
1151 |
}
|
|
1152 |
} else {
|
|
1153 |
if (!d->fragmentShader) {
|
|
1154 |
d->fragmentShader =
|
|
1155 |
new QGLShader(QGLShader::FragmentShader, this);
|
|
1156 |
}
|
|
1157 |
if (!d->fragmentShader->compile(fragmentSource)) {
|
|
1158 |
d->log = d->fragmentShader->log();
|
|
1159 |
return false;
|
|
1160 |
}
|
|
1161 |
glAttachShader(program, d->fragmentShader->d->shaderGuard.id());
|
|
1162 |
}
|
|
1163 |
}
|
|
1164 |
glLinkProgram(program);
|
|
1165 |
GLint value = 0;
|
|
1166 |
glGetProgramiv(program, GL_LINK_STATUS, &value);
|
|
1167 |
d->linked = (value != 0);
|
|
1168 |
value = 0;
|
|
1169 |
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value);
|
|
1170 |
d->log = QString();
|
|
1171 |
if (value > 1) {
|
|
1172 |
char *logbuf = new char [value];
|
|
1173 |
GLint len;
|
|
1174 |
glGetProgramInfoLog(program, value, &len, logbuf);
|
|
1175 |
d->log = QString::fromLatin1(logbuf);
|
|
1176 |
QString name = objectName();
|
|
1177 |
if (name.isEmpty())
|
|
1178 |
qWarning() << "QGLShader::link:" << d->log;
|
|
1179 |
else
|
|
1180 |
qWarning() << "QGLShader::link[" << name << "]:" << d->log;
|
|
1181 |
delete [] logbuf;
|
|
1182 |
}
|
|
1183 |
return d->linked;
|
|
1184 |
}
|
|
1185 |
|
|
1186 |
/*!
|
|
1187 |
Returns true if this shader program has been linked; false otherwise.
|
|
1188 |
|
|
1189 |
\sa link()
|
|
1190 |
*/
|
|
1191 |
bool QGLShaderProgram::isLinked() const
|
|
1192 |
{
|
|
1193 |
return d->linked;
|
|
1194 |
}
|
|
1195 |
|
|
1196 |
/*!
|
|
1197 |
Returns the errors and warnings that occurred during the last link()
|
|
1198 |
or addShader() with explicitly specified source code.
|
|
1199 |
|
|
1200 |
\sa link()
|
|
1201 |
*/
|
|
1202 |
QString QGLShaderProgram::log() const
|
|
1203 |
{
|
|
1204 |
return d->log;
|
|
1205 |
}
|
|
1206 |
|
|
1207 |
/*!
|
|
1208 |
Enable use of this shader program in the currently active QGLContext.
|
|
1209 |
Returns true if the program was successfully enabled; false
|
|
1210 |
otherwise. If the shader program has not yet been linked,
|
|
1211 |
or it needs to be re-linked, this function will call link().
|
|
1212 |
|
|
1213 |
\sa link(), disable()
|
|
1214 |
*/
|
|
1215 |
bool QGLShaderProgram::enable()
|
|
1216 |
{
|
|
1217 |
GLuint program = d->programGuard.id();
|
|
1218 |
if (!program)
|
|
1219 |
return false;
|
|
1220 |
if (!d->linked && !link())
|
|
1221 |
return false;
|
|
1222 |
glUseProgram(program);
|
|
1223 |
return true;
|
|
1224 |
}
|
|
1225 |
|
|
1226 |
#undef ctx
|
|
1227 |
#define ctx QGLContext::currentContext()
|
|
1228 |
|
|
1229 |
/*!
|
|
1230 |
Disables the active shader program in the current QGLContext.
|
|
1231 |
This is equivalent to calling \c{glUseProgram(0)}.
|
|
1232 |
|
|
1233 |
\sa enable()
|
|
1234 |
*/
|
|
1235 |
void QGLShaderProgram::disable()
|
|
1236 |
{
|
|
1237 |
#if defined(QT_OPENGL_ES_2)
|
|
1238 |
glUseProgram(0);
|
|
1239 |
#else
|
|
1240 |
if (glUseProgram)
|
|
1241 |
glUseProgram(0);
|
|
1242 |
#endif
|
|
1243 |
}
|
|
1244 |
|
|
1245 |
#undef ctx
|
|
1246 |
#define ctx d->programGuard.context()
|
|
1247 |
|
|
1248 |
/*!
|
|
1249 |
Returns the OpenGL identifier associated with this shader program.
|
|
1250 |
|
|
1251 |
\sa QGLShader::shaderId()
|
|
1252 |
*/
|
|
1253 |
GLuint QGLShaderProgram::programId() const
|
|
1254 |
{
|
|
1255 |
return d->programGuard.id();
|
|
1256 |
}
|
|
1257 |
|
|
1258 |
/*!
|
|
1259 |
Binds the attribute \a name to the specified \a location. This
|
|
1260 |
function can be called before or after the program has been linked.
|
|
1261 |
Any attributes that have not been explicitly bound when the program
|
|
1262 |
is linked will be assigned locations automatically.
|
|
1263 |
|
|
1264 |
\sa attributeLocation()
|
|
1265 |
*/
|
|
1266 |
void QGLShaderProgram::bindAttributeLocation(const char *name, int location)
|
|
1267 |
{
|
|
1268 |
glBindAttribLocation(d->programGuard.id(), location, name);
|
|
1269 |
}
|
|
1270 |
|
|
1271 |
/*!
|
|
1272 |
\overload
|
|
1273 |
|
|
1274 |
Binds the attribute \a name to the specified \a location. This
|
|
1275 |
function can be called before or after the program has been linked.
|
|
1276 |
Any attributes that have not been explicitly bound when the program
|
|
1277 |
is linked will be assigned locations automatically.
|
|
1278 |
|
|
1279 |
\sa attributeLocation()
|
|
1280 |
*/
|
|
1281 |
void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location)
|
|
1282 |
{
|
|
1283 |
glBindAttribLocation(d->programGuard.id(), location, name.constData());
|
|
1284 |
}
|
|
1285 |
|
|
1286 |
/*!
|
|
1287 |
\overload
|
|
1288 |
|
|
1289 |
Binds the attribute \a name to the specified \a location. This
|
|
1290 |
function can be called before or after the program has been linked.
|
|
1291 |
Any attributes that have not been explicitly bound when the program
|
|
1292 |
is linked will be assigned locations automatically.
|
|
1293 |
|
|
1294 |
\sa attributeLocation()
|
|
1295 |
*/
|
|
1296 |
void QGLShaderProgram::bindAttributeLocation(const QString& name, int location)
|
|
1297 |
{
|
|
1298 |
glBindAttribLocation(d->programGuard.id(), location, name.toLatin1().constData());
|
|
1299 |
}
|
|
1300 |
|
|
1301 |
/*!
|
|
1302 |
Returns the location of the attribute \a name within this shader
|
|
1303 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1304 |
attribute for this shader program.
|
|
1305 |
|
|
1306 |
\sa uniformLocation(), bindAttributeLocation()
|
|
1307 |
*/
|
|
1308 |
int QGLShaderProgram::attributeLocation(const char *name) const
|
|
1309 |
{
|
|
1310 |
if (d->linked) {
|
|
1311 |
return glGetAttribLocation(d->programGuard.id(), name);
|
|
1312 |
} else {
|
|
1313 |
qWarning() << "QGLShaderProgram::attributeLocation(" << name
|
|
1314 |
<< "): shader program is not linked";
|
|
1315 |
return -1;
|
|
1316 |
}
|
|
1317 |
}
|
|
1318 |
|
|
1319 |
/*!
|
|
1320 |
\overload
|
|
1321 |
|
|
1322 |
Returns the location of the attribute \a name within this shader
|
|
1323 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1324 |
attribute for this shader program.
|
|
1325 |
|
|
1326 |
\sa uniformLocation(), bindAttributeLocation()
|
|
1327 |
*/
|
|
1328 |
int QGLShaderProgram::attributeLocation(const QByteArray& name) const
|
|
1329 |
{
|
|
1330 |
return attributeLocation(name.constData());
|
|
1331 |
}
|
|
1332 |
|
|
1333 |
/*!
|
|
1334 |
\overload
|
|
1335 |
|
|
1336 |
Returns the location of the attribute \a name within this shader
|
|
1337 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1338 |
attribute for this shader program.
|
|
1339 |
|
|
1340 |
\sa uniformLocation(), bindAttributeLocation()
|
|
1341 |
*/
|
|
1342 |
int QGLShaderProgram::attributeLocation(const QString& name) const
|
|
1343 |
{
|
|
1344 |
return attributeLocation(name.toLatin1().constData());
|
|
1345 |
}
|
|
1346 |
|
|
1347 |
/*!
|
|
1348 |
Sets the attribute at \a location in the current context to \a value.
|
|
1349 |
|
|
1350 |
\sa setUniformValue()
|
|
1351 |
*/
|
|
1352 |
void QGLShaderProgram::setAttributeValue(int location, GLfloat value)
|
|
1353 |
{
|
|
1354 |
if (location != -1)
|
|
1355 |
glVertexAttrib1fv(location, &value);
|
|
1356 |
}
|
|
1357 |
|
|
1358 |
/*!
|
|
1359 |
\overload
|
|
1360 |
|
|
1361 |
Sets the attribute called \a name in the current context to \a value.
|
|
1362 |
|
|
1363 |
\sa setUniformValue()
|
|
1364 |
*/
|
|
1365 |
void QGLShaderProgram::setAttributeValue(const char *name, GLfloat value)
|
|
1366 |
{
|
|
1367 |
setAttributeValue(attributeLocation(name), value);
|
|
1368 |
}
|
|
1369 |
|
|
1370 |
/*!
|
|
1371 |
Sets the attribute at \a location in the current context to
|
|
1372 |
the 2D vector (\a x, \a y).
|
|
1373 |
|
|
1374 |
\sa setUniformValue()
|
|
1375 |
*/
|
|
1376 |
void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y)
|
|
1377 |
{
|
|
1378 |
if (location != -1) {
|
|
1379 |
GLfloat values[2] = {x, y};
|
|
1380 |
glVertexAttrib2fv(location, values);
|
|
1381 |
}
|
|
1382 |
}
|
|
1383 |
|
|
1384 |
/*!
|
|
1385 |
\overload
|
|
1386 |
|
|
1387 |
Sets the attribute called \a name in the current context to
|
|
1388 |
the 2D vector (\a x, \a y).
|
|
1389 |
|
|
1390 |
\sa setUniformValue()
|
|
1391 |
*/
|
|
1392 |
void QGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y)
|
|
1393 |
{
|
|
1394 |
setAttributeValue(attributeLocation(name), x, y);
|
|
1395 |
}
|
|
1396 |
|
|
1397 |
/*!
|
|
1398 |
Sets the attribute at \a location in the current context to
|
|
1399 |
the 3D vector (\a x, \a y, \a z).
|
|
1400 |
|
|
1401 |
\sa setUniformValue()
|
|
1402 |
*/
|
|
1403 |
void QGLShaderProgram::setAttributeValue
|
|
1404 |
(int location, GLfloat x, GLfloat y, GLfloat z)
|
|
1405 |
{
|
|
1406 |
if (location != -1) {
|
|
1407 |
GLfloat values[3] = {x, y, z};
|
|
1408 |
glVertexAttrib3fv(location, values);
|
|
1409 |
}
|
|
1410 |
}
|
|
1411 |
|
|
1412 |
/*!
|
|
1413 |
\overload
|
|
1414 |
|
|
1415 |
Sets the attribute called \a name in the current context to
|
|
1416 |
the 3D vector (\a x, \a y, \a z).
|
|
1417 |
|
|
1418 |
\sa setUniformValue()
|
|
1419 |
*/
|
|
1420 |
void QGLShaderProgram::setAttributeValue
|
|
1421 |
(const char *name, GLfloat x, GLfloat y, GLfloat z)
|
|
1422 |
{
|
|
1423 |
setAttributeValue(attributeLocation(name), x, y, z);
|
|
1424 |
}
|
|
1425 |
|
|
1426 |
/*!
|
|
1427 |
Sets the attribute at \a location in the current context to
|
|
1428 |
the 4D vector (\a x, \a y, \a z, \a w).
|
|
1429 |
|
|
1430 |
\sa setUniformValue()
|
|
1431 |
*/
|
|
1432 |
void QGLShaderProgram::setAttributeValue
|
|
1433 |
(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
1434 |
{
|
|
1435 |
if (location != -1) {
|
|
1436 |
GLfloat values[4] = {x, y, z, w};
|
|
1437 |
glVertexAttrib4fv(location, values);
|
|
1438 |
}
|
|
1439 |
}
|
|
1440 |
|
|
1441 |
/*!
|
|
1442 |
\overload
|
|
1443 |
|
|
1444 |
Sets the attribute called \a name in the current context to
|
|
1445 |
the 4D vector (\a x, \a y, \a z, \a w).
|
|
1446 |
|
|
1447 |
\sa setUniformValue()
|
|
1448 |
*/
|
|
1449 |
void QGLShaderProgram::setAttributeValue
|
|
1450 |
(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
1451 |
{
|
|
1452 |
setAttributeValue(attributeLocation(name), x, y, z, w);
|
|
1453 |
}
|
|
1454 |
|
|
1455 |
/*!
|
|
1456 |
Sets the attribute at \a location in the current context to \a value.
|
|
1457 |
|
|
1458 |
\sa setUniformValue()
|
|
1459 |
*/
|
|
1460 |
void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value)
|
|
1461 |
{
|
|
1462 |
if (location != -1)
|
|
1463 |
glVertexAttrib2fv(location, reinterpret_cast<const GLfloat *>(&value));
|
|
1464 |
}
|
|
1465 |
|
|
1466 |
/*!
|
|
1467 |
\overload
|
|
1468 |
|
|
1469 |
Sets the attribute called \a name in the current context to \a value.
|
|
1470 |
|
|
1471 |
\sa setUniformValue()
|
|
1472 |
*/
|
|
1473 |
void QGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value)
|
|
1474 |
{
|
|
1475 |
setAttributeValue(attributeLocation(name), value);
|
|
1476 |
}
|
|
1477 |
|
|
1478 |
/*!
|
|
1479 |
Sets the attribute at \a location in the current context to \a value.
|
|
1480 |
|
|
1481 |
\sa setUniformValue()
|
|
1482 |
*/
|
|
1483 |
void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value)
|
|
1484 |
{
|
|
1485 |
if (location != -1)
|
|
1486 |
glVertexAttrib3fv(location, reinterpret_cast<const GLfloat *>(&value));
|
|
1487 |
}
|
|
1488 |
|
|
1489 |
/*!
|
|
1490 |
\overload
|
|
1491 |
|
|
1492 |
Sets the attribute called \a name in the current context to \a value.
|
|
1493 |
|
|
1494 |
\sa setUniformValue()
|
|
1495 |
*/
|
|
1496 |
void QGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value)
|
|
1497 |
{
|
|
1498 |
setAttributeValue(attributeLocation(name), value);
|
|
1499 |
}
|
|
1500 |
|
|
1501 |
/*!
|
|
1502 |
Sets the attribute at \a location in the current context to \a value.
|
|
1503 |
|
|
1504 |
\sa setUniformValue()
|
|
1505 |
*/
|
|
1506 |
void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value)
|
|
1507 |
{
|
|
1508 |
if (location != -1)
|
|
1509 |
glVertexAttrib4fv(location, reinterpret_cast<const GLfloat *>(&value));
|
|
1510 |
}
|
|
1511 |
|
|
1512 |
/*!
|
|
1513 |
\overload
|
|
1514 |
|
|
1515 |
Sets the attribute called \a name in the current context to \a value.
|
|
1516 |
|
|
1517 |
\sa setUniformValue()
|
|
1518 |
*/
|
|
1519 |
void QGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value)
|
|
1520 |
{
|
|
1521 |
setAttributeValue(attributeLocation(name), value);
|
|
1522 |
}
|
|
1523 |
|
|
1524 |
/*!
|
|
1525 |
Sets the attribute at \a location in the current context to \a value.
|
|
1526 |
|
|
1527 |
\sa setUniformValue()
|
|
1528 |
*/
|
|
1529 |
void QGLShaderProgram::setAttributeValue(int location, const QColor& value)
|
|
1530 |
{
|
|
1531 |
if (location != -1) {
|
|
1532 |
GLfloat values[4] = {value.redF(), value.greenF(), value.blueF(), value.alphaF()};
|
|
1533 |
glVertexAttrib4fv(location, values);
|
|
1534 |
}
|
|
1535 |
}
|
|
1536 |
|
|
1537 |
/*!
|
|
1538 |
\overload
|
|
1539 |
|
|
1540 |
Sets the attribute called \a name in the current context to \a value.
|
|
1541 |
|
|
1542 |
\sa setUniformValue()
|
|
1543 |
*/
|
|
1544 |
void QGLShaderProgram::setAttributeValue(const char *name, const QColor& value)
|
|
1545 |
{
|
|
1546 |
setAttributeValue(attributeLocation(name), value);
|
|
1547 |
}
|
|
1548 |
|
|
1549 |
/*!
|
|
1550 |
Sets the attribute at \a location in the current context to the
|
|
1551 |
contents of \a values, which contains \a columns elements, each
|
|
1552 |
consisting of \a rows elements. The \a rows value should be
|
|
1553 |
1, 2, 3, or 4. This function is typically used to set matrix
|
|
1554 |
values and column vectors.
|
|
1555 |
|
|
1556 |
\sa setUniformValue()
|
|
1557 |
*/
|
|
1558 |
void QGLShaderProgram::setAttributeValue
|
|
1559 |
(int location, const GLfloat *values, int columns, int rows)
|
|
1560 |
{
|
|
1561 |
if (rows < 1 || rows > 4) {
|
|
1562 |
qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported";
|
|
1563 |
return;
|
|
1564 |
}
|
|
1565 |
if (location != -1) {
|
|
1566 |
while (columns-- > 0) {
|
|
1567 |
if (rows == 1)
|
|
1568 |
glVertexAttrib1fv(location, values);
|
|
1569 |
else if (rows == 2)
|
|
1570 |
glVertexAttrib2fv(location, values);
|
|
1571 |
else if (rows == 3)
|
|
1572 |
glVertexAttrib3fv(location, values);
|
|
1573 |
else
|
|
1574 |
glVertexAttrib4fv(location, values);
|
|
1575 |
values += rows;
|
|
1576 |
++location;
|
|
1577 |
}
|
|
1578 |
}
|
|
1579 |
}
|
|
1580 |
|
|
1581 |
/*!
|
|
1582 |
\overload
|
|
1583 |
|
|
1584 |
Sets the attribute called \a name in the current context to the
|
|
1585 |
contents of \a values, which contains \a columns elements, each
|
|
1586 |
consisting of \a rows elements. The \a rows value should be
|
|
1587 |
1, 2, 3, or 4. This function is typically used to set matrix
|
|
1588 |
values and column vectors.
|
|
1589 |
|
|
1590 |
\sa setUniformValue()
|
|
1591 |
*/
|
|
1592 |
void QGLShaderProgram::setAttributeValue
|
|
1593 |
(const char *name, const GLfloat *values, int columns, int rows)
|
|
1594 |
{
|
|
1595 |
setAttributeValue(attributeLocation(name), values, columns, rows);
|
|
1596 |
}
|
|
1597 |
|
|
1598 |
/*!
|
|
1599 |
Sets an array of vertex \a values on the attribute at \a location
|
|
1600 |
in this shader program. The \a size indicates the number of
|
|
1601 |
components per vertex (1, 2, 3, or 4), and the \a stride indicates
|
|
1602 |
the number of bytes between vertices. A default \a stride value
|
|
1603 |
of zero indicates that the vertices are densely packed in \a values.
|
|
1604 |
|
|
1605 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1606 |
*/
|
|
1607 |
void QGLShaderProgram::setAttributeArray
|
|
1608 |
(int location, const GLfloat *values, int size, int stride)
|
|
1609 |
{
|
|
1610 |
if (location != -1) {
|
|
1611 |
glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE,
|
|
1612 |
stride, values);
|
|
1613 |
glEnableVertexAttribArray(location);
|
|
1614 |
}
|
|
1615 |
}
|
|
1616 |
|
|
1617 |
/*!
|
|
1618 |
Sets an array of 2D vertex \a values on the attribute at \a location
|
|
1619 |
in this shader program. The \a stride indicates the number of bytes
|
|
1620 |
between vertices. A default \a stride value of zero indicates that
|
|
1621 |
the vertices are densely packed in \a values.
|
|
1622 |
|
|
1623 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1624 |
*/
|
|
1625 |
void QGLShaderProgram::setAttributeArray
|
|
1626 |
(int location, const QVector2D *values, int stride)
|
|
1627 |
{
|
|
1628 |
if (location != -1) {
|
|
1629 |
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE,
|
|
1630 |
stride, values);
|
|
1631 |
glEnableVertexAttribArray(location);
|
|
1632 |
}
|
|
1633 |
}
|
|
1634 |
|
|
1635 |
/*!
|
|
1636 |
Sets an array of 3D vertex \a values on the attribute at \a location
|
|
1637 |
in this shader program. The \a stride indicates the number of bytes
|
|
1638 |
between vertices. A default \a stride value of zero indicates that
|
|
1639 |
the vertices are densely packed in \a values.
|
|
1640 |
|
|
1641 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1642 |
*/
|
|
1643 |
void QGLShaderProgram::setAttributeArray
|
|
1644 |
(int location, const QVector3D *values, int stride)
|
|
1645 |
{
|
|
1646 |
if (location != -1) {
|
|
1647 |
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE,
|
|
1648 |
stride, values);
|
|
1649 |
glEnableVertexAttribArray(location);
|
|
1650 |
}
|
|
1651 |
}
|
|
1652 |
|
|
1653 |
/*!
|
|
1654 |
Sets an array of 4D vertex \a values on the attribute at \a location
|
|
1655 |
in this shader program. The \a stride indicates the number of bytes
|
|
1656 |
between vertices. A default \a stride value of zero indicates that
|
|
1657 |
the vertices are densely packed in \a values.
|
|
1658 |
|
|
1659 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1660 |
*/
|
|
1661 |
void QGLShaderProgram::setAttributeArray
|
|
1662 |
(int location, const QVector4D *values, int stride)
|
|
1663 |
{
|
|
1664 |
if (location != -1) {
|
|
1665 |
glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE,
|
|
1666 |
stride, values);
|
|
1667 |
glEnableVertexAttribArray(location);
|
|
1668 |
}
|
|
1669 |
}
|
|
1670 |
|
|
1671 |
/*!
|
|
1672 |
\overload
|
|
1673 |
|
|
1674 |
Sets an array of vertex \a values on the attribute called \a name
|
|
1675 |
in this shader program. The \a size indicates the number of
|
|
1676 |
components per vertex (1, 2, 3, or 4), and the \a stride indicates
|
|
1677 |
the number of bytes between vertices. A default \a stride value
|
|
1678 |
of zero indicates that the vertices are densely packed in \a values.
|
|
1679 |
|
|
1680 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1681 |
*/
|
|
1682 |
void QGLShaderProgram::setAttributeArray
|
|
1683 |
(const char *name, const GLfloat *values, int size, int stride)
|
|
1684 |
{
|
|
1685 |
setAttributeArray(attributeLocation(name), values, size, stride);
|
|
1686 |
}
|
|
1687 |
|
|
1688 |
/*!
|
|
1689 |
\overload
|
|
1690 |
|
|
1691 |
Sets an array of 2D vertex \a values on the attribute called \a name
|
|
1692 |
in this shader program. The \a stride indicates the number of bytes
|
|
1693 |
between vertices. A default \a stride value of zero indicates that
|
|
1694 |
the vertices are densely packed in \a values.
|
|
1695 |
|
|
1696 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1697 |
*/
|
|
1698 |
void QGLShaderProgram::setAttributeArray
|
|
1699 |
(const char *name, const QVector2D *values, int stride)
|
|
1700 |
{
|
|
1701 |
setAttributeArray(attributeLocation(name), values, stride);
|
|
1702 |
}
|
|
1703 |
|
|
1704 |
/*!
|
|
1705 |
\overload
|
|
1706 |
|
|
1707 |
Sets an array of 3D vertex \a values on the attribute called \a name
|
|
1708 |
in this shader program. The \a stride indicates the number of bytes
|
|
1709 |
between vertices. A default \a stride value of zero indicates that
|
|
1710 |
the vertices are densely packed in \a values.
|
|
1711 |
|
|
1712 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1713 |
*/
|
|
1714 |
void QGLShaderProgram::setAttributeArray
|
|
1715 |
(const char *name, const QVector3D *values, int stride)
|
|
1716 |
{
|
|
1717 |
setAttributeArray(attributeLocation(name), values, stride);
|
|
1718 |
}
|
|
1719 |
|
|
1720 |
/*!
|
|
1721 |
\overload
|
|
1722 |
|
|
1723 |
Sets an array of 4D vertex \a values on the attribute called \a name
|
|
1724 |
in this shader program. The \a stride indicates the number of bytes
|
|
1725 |
between vertices. A default \a stride value of zero indicates that
|
|
1726 |
the vertices are densely packed in \a values.
|
|
1727 |
|
|
1728 |
\sa setAttributeValue(), setUniformValue(), disableAttributeArray()
|
|
1729 |
*/
|
|
1730 |
void QGLShaderProgram::setAttributeArray
|
|
1731 |
(const char *name, const QVector4D *values, int stride)
|
|
1732 |
{
|
|
1733 |
setAttributeArray(attributeLocation(name), values, stride);
|
|
1734 |
}
|
|
1735 |
|
|
1736 |
/*!
|
|
1737 |
Disables the vertex array at \a location in this shader program
|
|
1738 |
that was enabled by a previous call to setAttributeArray().
|
|
1739 |
|
|
1740 |
\sa setAttributeArray(), setAttributeValue(), setUniformValue()
|
|
1741 |
*/
|
|
1742 |
void QGLShaderProgram::disableAttributeArray(int location)
|
|
1743 |
{
|
|
1744 |
if (location != -1)
|
|
1745 |
glDisableVertexAttribArray(location);
|
|
1746 |
}
|
|
1747 |
|
|
1748 |
/*!
|
|
1749 |
\overload
|
|
1750 |
|
|
1751 |
Disables the vertex array called \a name in this shader program
|
|
1752 |
that was enabled by a previous call to setAttributeArray().
|
|
1753 |
|
|
1754 |
\sa setAttributeArray(), setAttributeValue(), setUniformValue()
|
|
1755 |
*/
|
|
1756 |
void QGLShaderProgram::disableAttributeArray(const char *name)
|
|
1757 |
{
|
|
1758 |
disableAttributeArray(attributeLocation(name));
|
|
1759 |
}
|
|
1760 |
|
|
1761 |
/*!
|
|
1762 |
Returns the location of the uniform variable \a name within this shader
|
|
1763 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1764 |
uniform variable for this shader program.
|
|
1765 |
|
|
1766 |
\sa attributeLocation()
|
|
1767 |
*/
|
|
1768 |
int QGLShaderProgram::uniformLocation(const char *name) const
|
|
1769 |
{
|
|
1770 |
if (d->linked) {
|
|
1771 |
return glGetUniformLocation(d->programGuard.id(), name);
|
|
1772 |
} else {
|
|
1773 |
qWarning() << "QGLShaderProgram::uniformLocation(" << name
|
|
1774 |
<< "): shader program is not linked";
|
|
1775 |
return -1;
|
|
1776 |
}
|
|
1777 |
}
|
|
1778 |
|
|
1779 |
/*!
|
|
1780 |
\overload
|
|
1781 |
|
|
1782 |
Returns the location of the uniform variable \a name within this shader
|
|
1783 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1784 |
uniform variable for this shader program.
|
|
1785 |
|
|
1786 |
\sa attributeLocation()
|
|
1787 |
*/
|
|
1788 |
int QGLShaderProgram::uniformLocation(const QByteArray& name) const
|
|
1789 |
{
|
|
1790 |
return uniformLocation(name.constData());
|
|
1791 |
}
|
|
1792 |
|
|
1793 |
/*!
|
|
1794 |
\overload
|
|
1795 |
|
|
1796 |
Returns the location of the uniform variable \a name within this shader
|
|
1797 |
program's parameter list. Returns -1 if \a name is not a valid
|
|
1798 |
uniform variable for this shader program.
|
|
1799 |
|
|
1800 |
\sa attributeLocation()
|
|
1801 |
*/
|
|
1802 |
int QGLShaderProgram::uniformLocation(const QString& name) const
|
|
1803 |
{
|
|
1804 |
return uniformLocation(name.toLatin1().constData());
|
|
1805 |
}
|
|
1806 |
|
|
1807 |
/*!
|
|
1808 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
1809 |
|
|
1810 |
\sa setAttributeValue()
|
|
1811 |
*/
|
|
1812 |
void QGLShaderProgram::setUniformValue(int location, GLfloat value)
|
|
1813 |
{
|
|
1814 |
if (location != -1)
|
|
1815 |
glUniform1fv(location, 1, &value);
|
|
1816 |
}
|
|
1817 |
|
|
1818 |
/*!
|
|
1819 |
\overload
|
|
1820 |
|
|
1821 |
Sets the uniform variable called \a name in the current context
|
|
1822 |
to \a value.
|
|
1823 |
|
|
1824 |
\sa setAttributeValue()
|
|
1825 |
*/
|
|
1826 |
void QGLShaderProgram::setUniformValue(const char *name, GLfloat value)
|
|
1827 |
{
|
|
1828 |
setUniformValue(uniformLocation(name), value);
|
|
1829 |
}
|
|
1830 |
|
|
1831 |
/*!
|
|
1832 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
1833 |
|
|
1834 |
\sa setAttributeValue()
|
|
1835 |
*/
|
|
1836 |
void QGLShaderProgram::setUniformValue(int location, GLint value)
|
|
1837 |
{
|
|
1838 |
if (location != -1)
|
|
1839 |
glUniform1i(location, value);
|
|
1840 |
}
|
|
1841 |
|
|
1842 |
/*!
|
|
1843 |
\overload
|
|
1844 |
|
|
1845 |
Sets the uniform variable called \a name in the current context
|
|
1846 |
to \a value.
|
|
1847 |
|
|
1848 |
\sa setAttributeValue()
|
|
1849 |
*/
|
|
1850 |
void QGLShaderProgram::setUniformValue(const char *name, GLint value)
|
|
1851 |
{
|
|
1852 |
setUniformValue(uniformLocation(name), value);
|
|
1853 |
}
|
|
1854 |
|
|
1855 |
/*!
|
|
1856 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
1857 |
This function should be used when setting sampler values.
|
|
1858 |
|
|
1859 |
\sa setAttributeValue()
|
|
1860 |
*/
|
|
1861 |
void QGLShaderProgram::setUniformValue(int location, GLuint value)
|
|
1862 |
{
|
|
1863 |
if (location != -1)
|
|
1864 |
glUniform1i(location, value);
|
|
1865 |
}
|
|
1866 |
|
|
1867 |
/*!
|
|
1868 |
\overload
|
|
1869 |
|
|
1870 |
Sets the uniform variable called \a name in the current context
|
|
1871 |
to \a value. This function should be used when setting sampler values.
|
|
1872 |
|
|
1873 |
\sa setAttributeValue()
|
|
1874 |
*/
|
|
1875 |
void QGLShaderProgram::setUniformValue(const char *name, GLuint value)
|
|
1876 |
{
|
|
1877 |
setUniformValue(uniformLocation(name), value);
|
|
1878 |
}
|
|
1879 |
|
|
1880 |
/*!
|
|
1881 |
Sets the uniform variable at \a location in the current context to
|
|
1882 |
the 2D vector (\a x, \a y).
|
|
1883 |
|
|
1884 |
\sa setAttributeValue()
|
|
1885 |
*/
|
|
1886 |
void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y)
|
|
1887 |
{
|
|
1888 |
if (location != -1) {
|
|
1889 |
GLfloat values[2] = {x, y};
|
|
1890 |
glUniform2fv(location, 1, values);
|
|
1891 |
}
|
|
1892 |
}
|
|
1893 |
|
|
1894 |
/*!
|
|
1895 |
\overload
|
|
1896 |
|
|
1897 |
Sets the uniform variable called \a name in the current context to
|
|
1898 |
the 2D vector (\a x, \a y).
|
|
1899 |
|
|
1900 |
\sa setAttributeValue()
|
|
1901 |
*/
|
|
1902 |
void QGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y)
|
|
1903 |
{
|
|
1904 |
setUniformValue(uniformLocation(name), x, y);
|
|
1905 |
}
|
|
1906 |
|
|
1907 |
/*!
|
|
1908 |
Sets the uniform variable at \a location in the current context to
|
|
1909 |
the 3D vector (\a x, \a y, \a z).
|
|
1910 |
|
|
1911 |
\sa setAttributeValue()
|
|
1912 |
*/
|
|
1913 |
void QGLShaderProgram::setUniformValue
|
|
1914 |
(int location, GLfloat x, GLfloat y, GLfloat z)
|
|
1915 |
{
|
|
1916 |
if (location != -1) {
|
|
1917 |
GLfloat values[3] = {x, y, z};
|
|
1918 |
glUniform3fv(location, 1, values);
|
|
1919 |
}
|
|
1920 |
}
|
|
1921 |
|
|
1922 |
/*!
|
|
1923 |
\overload
|
|
1924 |
|
|
1925 |
Sets the uniform variable called \a name in the current context to
|
|
1926 |
the 3D vector (\a x, \a y, \a z).
|
|
1927 |
|
|
1928 |
\sa setAttributeValue()
|
|
1929 |
*/
|
|
1930 |
void QGLShaderProgram::setUniformValue
|
|
1931 |
(const char *name, GLfloat x, GLfloat y, GLfloat z)
|
|
1932 |
{
|
|
1933 |
setUniformValue(uniformLocation(name), x, y, z);
|
|
1934 |
}
|
|
1935 |
|
|
1936 |
/*!
|
|
1937 |
Sets the uniform variable at \a location in the current context to
|
|
1938 |
the 4D vector (\a x, \a y, \a z, \a w).
|
|
1939 |
|
|
1940 |
\sa setAttributeValue()
|
|
1941 |
*/
|
|
1942 |
void QGLShaderProgram::setUniformValue
|
|
1943 |
(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
1944 |
{
|
|
1945 |
if (location != -1) {
|
|
1946 |
GLfloat values[4] = {x, y, z, w};
|
|
1947 |
glUniform4fv(location, 1, values);
|
|
1948 |
}
|
|
1949 |
}
|
|
1950 |
|
|
1951 |
/*!
|
|
1952 |
\overload
|
|
1953 |
|
|
1954 |
Sets the uniform variable called \a name in the current context to
|
|
1955 |
the 4D vector (\a x, \a y, \a z, \a w).
|
|
1956 |
|
|
1957 |
\sa setAttributeValue()
|
|
1958 |
*/
|
|
1959 |
void QGLShaderProgram::setUniformValue
|
|
1960 |
(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
|
1961 |
{
|
|
1962 |
setUniformValue(uniformLocation(name), x, y, z, w);
|
|
1963 |
}
|
|
1964 |
|
|
1965 |
/*!
|
|
1966 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
1967 |
|
|
1968 |
\sa setAttributeValue()
|
|
1969 |
*/
|
|
1970 |
void QGLShaderProgram::setUniformValue(int location, const QVector2D& value)
|
|
1971 |
{
|
|
1972 |
if (location != -1)
|
|
1973 |
glUniform2fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
|
|
1974 |
}
|
|
1975 |
|
|
1976 |
/*!
|
|
1977 |
\overload
|
|
1978 |
|
|
1979 |
Sets the uniform variable called \a name in the current context
|
|
1980 |
to \a value.
|
|
1981 |
|
|
1982 |
\sa setAttributeValue()
|
|
1983 |
*/
|
|
1984 |
void QGLShaderProgram::setUniformValue(const char *name, const QVector2D& value)
|
|
1985 |
{
|
|
1986 |
setUniformValue(uniformLocation(name), value);
|
|
1987 |
}
|
|
1988 |
|
|
1989 |
/*!
|
|
1990 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
1991 |
|
|
1992 |
\sa setAttributeValue()
|
|
1993 |
*/
|
|
1994 |
void QGLShaderProgram::setUniformValue(int location, const QVector3D& value)
|
|
1995 |
{
|
|
1996 |
if (location != -1)
|
|
1997 |
glUniform3fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
|
|
1998 |
}
|
|
1999 |
|
|
2000 |
/*!
|
|
2001 |
\overload
|
|
2002 |
|
|
2003 |
Sets the uniform variable called \a name in the current context
|
|
2004 |
to \a value.
|
|
2005 |
|
|
2006 |
\sa setAttributeValue()
|
|
2007 |
*/
|
|
2008 |
void QGLShaderProgram::setUniformValue(const char *name, const QVector3D& value)
|
|
2009 |
{
|
|
2010 |
setUniformValue(uniformLocation(name), value);
|
|
2011 |
}
|
|
2012 |
|
|
2013 |
/*!
|
|
2014 |
Sets the uniform variable at \a location in the current context to \a value.
|
|
2015 |
|
|
2016 |
\sa setAttributeValue()
|
|
2017 |
*/
|
|
2018 |
void QGLShaderProgram::setUniformValue(int location, const QVector4D& value)
|
|
2019 |
{
|
|
2020 |
if (location != -1)
|
|
2021 |
glUniform4fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
|
|
2022 |
}
|
|
2023 |
|
|
2024 |
/*!
|
|
2025 |
\overload
|
|
2026 |
|
|
2027 |
Sets the uniform variable called \a name in the current context
|
|
2028 |
to \a value.
|
|
2029 |
|
|
2030 |
\sa setAttributeValue()
|
|
2031 |
*/
|
|
2032 |
void QGLShaderProgram::setUniformValue(const char *name, const QVector4D& value)
|
|
2033 |
{
|
|
2034 |
setUniformValue(uniformLocation(name), value);
|
|
2035 |
}
|
|
2036 |
|
|
2037 |
/*!
|
|
2038 |
Sets the uniform variable at \a location in the current context to
|
|
2039 |
the red, green, blue, and alpha components of \a color.
|
|
2040 |
|
|
2041 |
\sa setAttributeValue()
|
|
2042 |
*/
|
|
2043 |
void QGLShaderProgram::setUniformValue(int location, const QColor& color)
|
|
2044 |
{
|
|
2045 |
if (location != -1) {
|
|
2046 |
GLfloat values[4] = {color.redF(), color.greenF(), color.blueF(), color.alphaF()};
|
|
2047 |
glUniform4fv(location, 1, values);
|
|
2048 |
}
|
|
2049 |
}
|
|
2050 |
|
|
2051 |
/*!
|
|
2052 |
\overload
|
|
2053 |
|
|
2054 |
Sets the uniform variable called \a name in the current context to
|
|
2055 |
the red, green, blue, and alpha components of \a color.
|
|
2056 |
|
|
2057 |
\sa setAttributeValue()
|
|
2058 |
*/
|
|
2059 |
void QGLShaderProgram::setUniformValue(const char *name, const QColor& color)
|
|
2060 |
{
|
|
2061 |
setUniformValue(uniformLocation(name), color);
|
|
2062 |
}
|
|
2063 |
|
|
2064 |
/*!
|
|
2065 |
Sets the uniform variable at \a location in the current context to
|
|
2066 |
the x and y coordinates of \a point.
|
|
2067 |
|
|
2068 |
\sa setAttributeValue()
|
|
2069 |
*/
|
|
2070 |
void QGLShaderProgram::setUniformValue(int location, const QPoint& point)
|
|
2071 |
{
|
|
2072 |
if (location != -1) {
|
|
2073 |
GLfloat values[4] = {point.x(), point.y()};
|
|
2074 |
glUniform2fv(location, 1, values);
|
|
2075 |
}
|
|
2076 |
}
|
|
2077 |
|
|
2078 |
/*!
|
|
2079 |
\overload
|
|
2080 |
|
|
2081 |
Sets the uniform variable associated with \a name in the current
|
|
2082 |
context to the x and y coordinates of \a point.
|
|
2083 |
|
|
2084 |
\sa setAttributeValue()
|
|
2085 |
*/
|
|
2086 |
void QGLShaderProgram::setUniformValue(const char *name, const QPoint& point)
|
|
2087 |
{
|
|
2088 |
setUniformValue(uniformLocation(name), point);
|
|
2089 |
}
|
|
2090 |
|
|
2091 |
/*!
|
|
2092 |
Sets the uniform variable at \a location in the current context to
|
|
2093 |
the x and y coordinates of \a point.
|
|
2094 |
|
|
2095 |
\sa setAttributeValue()
|
|
2096 |
*/
|
|
2097 |
void QGLShaderProgram::setUniformValue(int location, const QPointF& point)
|
|
2098 |
{
|
|
2099 |
if (location != -1) {
|
|
2100 |
GLfloat values[4] = {point.x(), point.y()};
|
|
2101 |
glUniform2fv(location, 1, values);
|
|
2102 |
}
|
|
2103 |
}
|
|
2104 |
|
|
2105 |
/*!
|
|
2106 |
\overload
|
|
2107 |
|
|
2108 |
Sets the uniform variable associated with \a name in the current
|
|
2109 |
context to the x and y coordinates of \a point.
|
|
2110 |
|
|
2111 |
\sa setAttributeValue()
|
|
2112 |
*/
|
|
2113 |
void QGLShaderProgram::setUniformValue(const char *name, const QPointF& point)
|
|
2114 |
{
|
|
2115 |
setUniformValue(uniformLocation(name), point);
|
|
2116 |
}
|
|
2117 |
|
|
2118 |
/*!
|
|
2119 |
Sets the uniform variable at \a location in the current context to
|
|
2120 |
the width and height of the given \a size.
|
|
2121 |
|
|
2122 |
\sa setAttributeValue()
|
|
2123 |
*/
|
|
2124 |
void QGLShaderProgram::setUniformValue(int location, const QSize& size)
|
|
2125 |
{
|
|
2126 |
if (location != -1) {
|
|
2127 |
GLfloat values[4] = {size.width(), size.width()};
|
|
2128 |
glUniform2fv(location, 1, values);
|
|
2129 |
}
|
|
2130 |
}
|
|
2131 |
|
|
2132 |
/*!
|
|
2133 |
\overload
|
|
2134 |
|
|
2135 |
Sets the uniform variable associated with \a name in the current
|
|
2136 |
context to the width and height of the given \a size.
|
|
2137 |
|
|
2138 |
\sa setAttributeValue()
|
|
2139 |
*/
|
|
2140 |
void QGLShaderProgram::setUniformValue(const char *name, const QSize& size)
|
|
2141 |
{
|
|
2142 |
setUniformValue(uniformLocation(name), size);
|
|
2143 |
}
|
|
2144 |
|
|
2145 |
/*!
|
|
2146 |
Sets the uniform variable at \a location in the current context to
|
|
2147 |
the width and height of the given \a size.
|
|
2148 |
|
|
2149 |
\sa setAttributeValue()
|
|
2150 |
*/
|
|
2151 |
void QGLShaderProgram::setUniformValue(int location, const QSizeF& size)
|
|
2152 |
{
|
|
2153 |
if (location != -1) {
|
|
2154 |
GLfloat values[4] = {size.width(), size.height()};
|
|
2155 |
glUniform2fv(location, 1, values);
|
|
2156 |
}
|
|
2157 |
}
|
|
2158 |
|
|
2159 |
/*!
|
|
2160 |
\overload
|
|
2161 |
|
|
2162 |
Sets the uniform variable associated with \a name in the current
|
|
2163 |
context to the width and height of the given \a size.
|
|
2164 |
|
|
2165 |
\sa setAttributeValue()
|
|
2166 |
*/
|
|
2167 |
void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size)
|
|
2168 |
{
|
|
2169 |
setUniformValue(uniformLocation(name), size);
|
|
2170 |
}
|
|
2171 |
|
|
2172 |
// We have to repack matrices from qreal to GLfloat.
|
|
2173 |
#define setUniformMatrix(func,location,value,cols,rows) \
|
|
2174 |
if (location == -1) \
|
|
2175 |
return; \
|
|
2176 |
if (sizeof(qreal) == sizeof(GLfloat)) { \
|
|
2177 |
func(location, 1, GL_FALSE, \
|
|
2178 |
reinterpret_cast<const GLfloat *>(value.constData())); \
|
|
2179 |
} else { \
|
|
2180 |
GLfloat mat[cols * rows]; \
|
|
2181 |
const qreal *data = value.constData(); \
|
|
2182 |
for (int i = 0; i < cols * rows; ++i) \
|
|
2183 |
mat[i] = data[i]; \
|
|
2184 |
func(location, 1, GL_FALSE, mat); \
|
|
2185 |
}
|
|
2186 |
#if !defined(QT_OPENGL_ES_2)
|
|
2187 |
#define setUniformGenericMatrix(func,colfunc,location,value,cols,rows) \
|
|
2188 |
if (location == -1) \
|
|
2189 |
return; \
|
|
2190 |
if (sizeof(qreal) == sizeof(GLfloat)) { \
|
|
2191 |
const GLfloat *data = reinterpret_cast<const GLfloat *> \
|
|
2192 |
(value.constData()); \
|
|
2193 |
if (func) \
|
|
2194 |
func(location, 1, GL_FALSE, data); \
|
|
2195 |
else \
|
|
2196 |
colfunc(location, cols, data); \
|
|
2197 |
} else { \
|
|
2198 |
GLfloat mat[cols * rows]; \
|
|
2199 |
const qreal *data = value.constData(); \
|
|
2200 |
for (int i = 0; i < cols * rows; ++i) \
|
|
2201 |
mat[i] = data[i]; \
|
|
2202 |
if (func) \
|
|
2203 |
func(location, 1, GL_FALSE, mat); \
|
|
2204 |
else \
|
|
2205 |
colfunc(location, cols, mat); \
|
|
2206 |
}
|
|
2207 |
#else
|
|
2208 |
#define setUniformGenericMatrix(func,colfunc,location,value,cols,rows) \
|
|
2209 |
if (location == -1) \
|
|
2210 |
return; \
|
|
2211 |
if (sizeof(qreal) == sizeof(GLfloat)) { \
|
|
2212 |
const GLfloat *data = reinterpret_cast<const GLfloat *> \
|
|
2213 |
(value.constData()); \
|
|
2214 |
colfunc(location, cols, data); \
|
|
2215 |
} else { \
|
|
2216 |
GLfloat mat[cols * rows]; \
|
|
2217 |
const qreal *data = value.constData(); \
|
|
2218 |
for (int i = 0; i < cols * rows; ++i) \
|
|
2219 |
mat[i] = data[i]; \
|
|
2220 |
colfunc(location, cols, mat); \
|
|
2221 |
}
|
|
2222 |
#endif
|
|
2223 |
|
|
2224 |
/*!
|
|
2225 |
Sets the uniform variable at \a location in the current context
|
|
2226 |
to a 2x2 matrix \a value.
|
|
2227 |
|
|
2228 |
\sa setAttributeValue()
|
|
2229 |
*/
|
|
2230 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value)
|
|
2231 |
{
|
|
2232 |
setUniformMatrix(glUniformMatrix2fv, location, value, 2, 2);
|
|
2233 |
}
|
|
2234 |
|
|
2235 |
/*!
|
|
2236 |
\overload
|
|
2237 |
|
|
2238 |
Sets the uniform variable called \a name in the current context
|
|
2239 |
to a 2x2 matrix \a value.
|
|
2240 |
|
|
2241 |
\sa setAttributeValue()
|
|
2242 |
*/
|
|
2243 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value)
|
|
2244 |
{
|
|
2245 |
setUniformValue(uniformLocation(name), value);
|
|
2246 |
}
|
|
2247 |
|
|
2248 |
/*!
|
|
2249 |
Sets the uniform variable at \a location in the current context
|
|
2250 |
to a 2x3 matrix \a value.
|
|
2251 |
|
|
2252 |
\sa setAttributeValue()
|
|
2253 |
*/
|
|
2254 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value)
|
|
2255 |
{
|
|
2256 |
setUniformGenericMatrix
|
|
2257 |
(glUniformMatrix2x3fv, glUniform3fv, location, value, 2, 3);
|
|
2258 |
}
|
|
2259 |
|
|
2260 |
/*!
|
|
2261 |
\overload
|
|
2262 |
|
|
2263 |
Sets the uniform variable called \a name in the current context
|
|
2264 |
to a 2x3 matrix \a value.
|
|
2265 |
|
|
2266 |
\sa setAttributeValue()
|
|
2267 |
*/
|
|
2268 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value)
|
|
2269 |
{
|
|
2270 |
setUniformValue(uniformLocation(name), value);
|
|
2271 |
}
|
|
2272 |
|
|
2273 |
/*!
|
|
2274 |
Sets the uniform variable at \a location in the current context
|
|
2275 |
to a 2x4 matrix \a value.
|
|
2276 |
|
|
2277 |
\sa setAttributeValue()
|
|
2278 |
*/
|
|
2279 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value)
|
|
2280 |
{
|
|
2281 |
setUniformGenericMatrix
|
|
2282 |
(glUniformMatrix2x4fv, glUniform4fv, location, value, 2, 4);
|
|
2283 |
}
|
|
2284 |
|
|
2285 |
/*!
|
|
2286 |
\overload
|
|
2287 |
|
|
2288 |
Sets the uniform variable called \a name in the current context
|
|
2289 |
to a 2x4 matrix \a value.
|
|
2290 |
|
|
2291 |
\sa setAttributeValue()
|
|
2292 |
*/
|
|
2293 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value)
|
|
2294 |
{
|
|
2295 |
setUniformValue(uniformLocation(name), value);
|
|
2296 |
}
|
|
2297 |
|
|
2298 |
/*!
|
|
2299 |
Sets the uniform variable at \a location in the current context
|
|
2300 |
to a 3x2 matrix \a value.
|
|
2301 |
|
|
2302 |
\sa setAttributeValue()
|
|
2303 |
*/
|
|
2304 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value)
|
|
2305 |
{
|
|
2306 |
setUniformGenericMatrix
|
|
2307 |
(glUniformMatrix3x2fv, glUniform2fv, location, value, 3, 2);
|
|
2308 |
}
|
|
2309 |
|
|
2310 |
/*!
|
|
2311 |
\overload
|
|
2312 |
|
|
2313 |
Sets the uniform variable called \a name in the current context
|
|
2314 |
to a 3x2 matrix \a value.
|
|
2315 |
|
|
2316 |
\sa setAttributeValue()
|
|
2317 |
*/
|
|
2318 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value)
|
|
2319 |
{
|
|
2320 |
setUniformValue(uniformLocation(name), value);
|
|
2321 |
}
|
|
2322 |
|
|
2323 |
/*!
|
|
2324 |
Sets the uniform variable at \a location in the current context
|
|
2325 |
to a 3x3 matrix \a value.
|
|
2326 |
|
|
2327 |
\sa setAttributeValue()
|
|
2328 |
*/
|
|
2329 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value)
|
|
2330 |
{
|
|
2331 |
setUniformMatrix(glUniformMatrix3fv, location, value, 3, 3);
|
|
2332 |
}
|
|
2333 |
|
|
2334 |
/*!
|
|
2335 |
\overload
|
|
2336 |
|
|
2337 |
Sets the uniform variable called \a name in the current context
|
|
2338 |
to a 3x3 matrix \a value.
|
|
2339 |
|
|
2340 |
\sa setAttributeValue()
|
|
2341 |
*/
|
|
2342 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value)
|
|
2343 |
{
|
|
2344 |
setUniformValue(uniformLocation(name), value);
|
|
2345 |
}
|
|
2346 |
|
|
2347 |
/*!
|
|
2348 |
Sets the uniform variable at \a location in the current context
|
|
2349 |
to a 3x4 matrix \a value.
|
|
2350 |
|
|
2351 |
\sa setAttributeValue()
|
|
2352 |
*/
|
|
2353 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value)
|
|
2354 |
{
|
|
2355 |
setUniformGenericMatrix
|
|
2356 |
(glUniformMatrix3x4fv, glUniform4fv, location, value, 3, 4);
|
|
2357 |
}
|
|
2358 |
|
|
2359 |
/*!
|
|
2360 |
\overload
|
|
2361 |
|
|
2362 |
Sets the uniform variable called \a name in the current context
|
|
2363 |
to a 3x4 matrix \a value.
|
|
2364 |
|
|
2365 |
\sa setAttributeValue()
|
|
2366 |
*/
|
|
2367 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value)
|
|
2368 |
{
|
|
2369 |
setUniformValue(uniformLocation(name), value);
|
|
2370 |
}
|
|
2371 |
|
|
2372 |
/*!
|
|
2373 |
Sets the uniform variable at \a location in the current context
|
|
2374 |
to a 4x2 matrix \a value.
|
|
2375 |
|
|
2376 |
\sa setAttributeValue()
|
|
2377 |
*/
|
|
2378 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value)
|
|
2379 |
{
|
|
2380 |
setUniformGenericMatrix
|
|
2381 |
(glUniformMatrix4x2fv, glUniform2fv, location, value, 4, 2);
|
|
2382 |
}
|
|
2383 |
|
|
2384 |
/*!
|
|
2385 |
\overload
|
|
2386 |
|
|
2387 |
Sets the uniform variable called \a name in the current context
|
|
2388 |
to a 4x2 matrix \a value.
|
|
2389 |
|
|
2390 |
\sa setAttributeValue()
|
|
2391 |
*/
|
|
2392 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value)
|
|
2393 |
{
|
|
2394 |
setUniformValue(uniformLocation(name), value);
|
|
2395 |
}
|
|
2396 |
|
|
2397 |
/*!
|
|
2398 |
Sets the uniform variable at \a location in the current context
|
|
2399 |
to a 4x3 matrix \a value.
|
|
2400 |
|
|
2401 |
\sa setAttributeValue()
|
|
2402 |
*/
|
|
2403 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value)
|
|
2404 |
{
|
|
2405 |
setUniformGenericMatrix
|
|
2406 |
(glUniformMatrix4x3fv, glUniform3fv, location, value, 4, 3);
|
|
2407 |
}
|
|
2408 |
|
|
2409 |
/*!
|
|
2410 |
\overload
|
|
2411 |
|
|
2412 |
Sets the uniform variable called \a name in the current context
|
|
2413 |
to a 4x3 matrix \a value.
|
|
2414 |
|
|
2415 |
\sa setAttributeValue()
|
|
2416 |
*/
|
|
2417 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value)
|
|
2418 |
{
|
|
2419 |
setUniformValue(uniformLocation(name), value);
|
|
2420 |
}
|
|
2421 |
|
|
2422 |
/*!
|
|
2423 |
Sets the uniform variable at \a location in the current context
|
|
2424 |
to a 4x4 matrix \a value.
|
|
2425 |
|
|
2426 |
\sa setAttributeValue()
|
|
2427 |
*/
|
|
2428 |
void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value)
|
|
2429 |
{
|
|
2430 |
setUniformMatrix(glUniformMatrix4fv, location, value, 4, 4);
|
|
2431 |
}
|
|
2432 |
|
|
2433 |
/*!
|
|
2434 |
\overload
|
|
2435 |
|
|
2436 |
Sets the uniform variable called \a name in the current context
|
|
2437 |
to a 4x4 matrix \a value.
|
|
2438 |
|
|
2439 |
\sa setAttributeValue()
|
|
2440 |
*/
|
|
2441 |
void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value)
|
|
2442 |
{
|
|
2443 |
setUniformValue(uniformLocation(name), value);
|
|
2444 |
}
|
|
2445 |
|
|
2446 |
/*!
|
|
2447 |
\overload
|
|
2448 |
|
|
2449 |
Sets the uniform variable at \a location in the current context
|
|
2450 |
to a 4x4 matrix \a value. The matrix elements must be specified
|
|
2451 |
in column-major order.
|
|
2452 |
|
|
2453 |
\sa setAttributeValue()
|
|
2454 |
*/
|
|
2455 |
void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4])
|
|
2456 |
{
|
|
2457 |
if (location != -1)
|
|
2458 |
glUniformMatrix4fv(location, 1, GL_FALSE, value[0]);
|
|
2459 |
}
|
|
2460 |
|
|
2461 |
/*!
|
|
2462 |
\overload
|
|
2463 |
|
|
2464 |
Sets the uniform variable called \a name in the current context
|
|
2465 |
to a 4x4 matrix \a value. The matrix elements must be specified
|
|
2466 |
in column-major order.
|
|
2467 |
|
|
2468 |
\sa setAttributeValue()
|
|
2469 |
*/
|
|
2470 |
void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4])
|
|
2471 |
{
|
|
2472 |
setUniformValue(uniformLocation(name), value);
|
|
2473 |
}
|
|
2474 |
|
|
2475 |
/*!
|
|
2476 |
Sets the uniform variable at \a location in the current context to a
|
|
2477 |
3x3 transformation matrix \a value that is specified as a QTransform value.
|
|
2478 |
|
|
2479 |
To set a QTransform value as a 4x4 matrix in a shader, use
|
|
2480 |
\c{setUniformValue(location, QMatrix4x4(value))}.
|
|
2481 |
*/
|
|
2482 |
void QGLShaderProgram::setUniformValue(int location, const QTransform& value)
|
|
2483 |
{
|
|
2484 |
if (location != -1) {
|
|
2485 |
GLfloat mat[3][3] = {
|
|
2486 |
{value.m11(), value.m12(), value.m13()},
|
|
2487 |
{value.m21(), value.m22(), value.m23()},
|
|
2488 |
{value.m31(), value.m32(), value.m33()}
|
|
2489 |
};
|
|
2490 |
glUniformMatrix3fv(location, 1, GL_FALSE, mat[0]);
|
|
2491 |
}
|
|
2492 |
}
|
|
2493 |
|
|
2494 |
/*!
|
|
2495 |
\overload
|
|
2496 |
|
|
2497 |
Sets the uniform variable called \a name in the current context to a
|
|
2498 |
3x3 transformation matrix \a value that is specified as a QTransform value.
|
|
2499 |
|
|
2500 |
To set a QTransform value as a 4x4 matrix in a shader, use
|
|
2501 |
\c{setUniformValue(name, QMatrix4x4(value))}.
|
|
2502 |
*/
|
|
2503 |
void QGLShaderProgram::setUniformValue
|
|
2504 |
(const char *name, const QTransform& value)
|
|
2505 |
{
|
|
2506 |
setUniformValue(uniformLocation(name), value);
|
|
2507 |
}
|
|
2508 |
|
|
2509 |
/*!
|
|
2510 |
Sets the uniform variable array at \a location in the current
|
|
2511 |
context to the \a count elements of \a values.
|
|
2512 |
|
|
2513 |
\sa setAttributeValue()
|
|
2514 |
*/
|
|
2515 |
void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count)
|
|
2516 |
{
|
|
2517 |
if (location != -1)
|
|
2518 |
glUniform1iv(location, count, values);
|
|
2519 |
}
|
|
2520 |
|
|
2521 |
/*!
|
|
2522 |
\overload
|
|
2523 |
|
|
2524 |
Sets the uniform variable array called \a name in the current
|
|
2525 |
context to the \a count elements of \a values.
|
|
2526 |
|
|
2527 |
\sa setAttributeValue()
|
|
2528 |
*/
|
|
2529 |
void QGLShaderProgram::setUniformValueArray
|
|
2530 |
(const char *name, const GLint *values, int count)
|
|
2531 |
{
|
|
2532 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2533 |
}
|
|
2534 |
|
|
2535 |
/*!
|
|
2536 |
Sets the uniform variable array at \a location in the current
|
|
2537 |
context to the \a count elements of \a values. This overload
|
|
2538 |
should be used when setting an array of sampler values.
|
|
2539 |
|
|
2540 |
\sa setAttributeValue()
|
|
2541 |
*/
|
|
2542 |
void QGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count)
|
|
2543 |
{
|
|
2544 |
if (location != -1)
|
|
2545 |
glUniform1iv(location, count, reinterpret_cast<const GLint *>(values));
|
|
2546 |
}
|
|
2547 |
|
|
2548 |
/*!
|
|
2549 |
\overload
|
|
2550 |
|
|
2551 |
Sets the uniform variable array called \a name in the current
|
|
2552 |
context to the \a count elements of \a values. This overload
|
|
2553 |
should be used when setting an array of sampler values.
|
|
2554 |
|
|
2555 |
\sa setAttributeValue()
|
|
2556 |
*/
|
|
2557 |
void QGLShaderProgram::setUniformValueArray
|
|
2558 |
(const char *name, const GLuint *values, int count)
|
|
2559 |
{
|
|
2560 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2561 |
}
|
|
2562 |
|
|
2563 |
/*!
|
|
2564 |
Sets the uniform variable array at \a location in the current
|
|
2565 |
context to the \a count elements of \a values. Each element
|
|
2566 |
has \a size components. The \a size must be 1, 2, 3, or 4.
|
|
2567 |
|
|
2568 |
\sa setAttributeValue()
|
|
2569 |
*/
|
|
2570 |
void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int size)
|
|
2571 |
{
|
|
2572 |
if (location != -1) {
|
|
2573 |
if (size == 1)
|
|
2574 |
glUniform1fv(location, count, values);
|
|
2575 |
else if (size == 2)
|
|
2576 |
glUniform2fv(location, count, values);
|
|
2577 |
else if (size == 3)
|
|
2578 |
glUniform3fv(location, count, values);
|
|
2579 |
else if (size == 4)
|
|
2580 |
glUniform4fv(location, count, values);
|
|
2581 |
else
|
|
2582 |
qWarning() << "QGLShaderProgram::setUniformValue: size" << size << "not supported";
|
|
2583 |
}
|
|
2584 |
}
|
|
2585 |
|
|
2586 |
/*!
|
|
2587 |
\overload
|
|
2588 |
|
|
2589 |
Sets the uniform variable array called \a name in the current
|
|
2590 |
context to the \a count elements of \a values. Each element
|
|
2591 |
has \a size components. The \a size must be 1, 2, 3, or 4.
|
|
2592 |
|
|
2593 |
\sa setAttributeValue()
|
|
2594 |
*/
|
|
2595 |
void QGLShaderProgram::setUniformValueArray
|
|
2596 |
(const char *name, const GLfloat *values, int count, int size)
|
|
2597 |
{
|
|
2598 |
setUniformValueArray(uniformLocation(name), values, count, size);
|
|
2599 |
}
|
|
2600 |
|
|
2601 |
/*!
|
|
2602 |
Sets the uniform variable array at \a location in the current
|
|
2603 |
context to the \a count 2D vector elements of \a values.
|
|
2604 |
|
|
2605 |
\sa setAttributeValue()
|
|
2606 |
*/
|
|
2607 |
void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count)
|
|
2608 |
{
|
|
2609 |
if (location != -1)
|
|
2610 |
glUniform2fv(location, count, reinterpret_cast<const GLfloat *>(values));
|
|
2611 |
}
|
|
2612 |
|
|
2613 |
/*!
|
|
2614 |
\overload
|
|
2615 |
|
|
2616 |
Sets the uniform variable array called \a name in the current
|
|
2617 |
context to the \a count 2D vector elements of \a values.
|
|
2618 |
|
|
2619 |
\sa setAttributeValue()
|
|
2620 |
*/
|
|
2621 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count)
|
|
2622 |
{
|
|
2623 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2624 |
}
|
|
2625 |
|
|
2626 |
/*!
|
|
2627 |
Sets the uniform variable array at \a location in the current
|
|
2628 |
context to the \a count 3D vector elements of \a values.
|
|
2629 |
|
|
2630 |
\sa setAttributeValue()
|
|
2631 |
*/
|
|
2632 |
void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count)
|
|
2633 |
{
|
|
2634 |
if (location != -1)
|
|
2635 |
glUniform3fv(location, count, reinterpret_cast<const GLfloat *>(values));
|
|
2636 |
}
|
|
2637 |
|
|
2638 |
/*!
|
|
2639 |
\overload
|
|
2640 |
|
|
2641 |
Sets the uniform variable array called \a name in the current
|
|
2642 |
context to the \a count 3D vector elements of \a values.
|
|
2643 |
|
|
2644 |
\sa setAttributeValue()
|
|
2645 |
*/
|
|
2646 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count)
|
|
2647 |
{
|
|
2648 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2649 |
}
|
|
2650 |
|
|
2651 |
/*!
|
|
2652 |
Sets the uniform variable array at \a location in the current
|
|
2653 |
context to the \a count 4D vector elements of \a values.
|
|
2654 |
|
|
2655 |
\sa setAttributeValue()
|
|
2656 |
*/
|
|
2657 |
void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count)
|
|
2658 |
{
|
|
2659 |
if (location != -1)
|
|
2660 |
glUniform4fv(location, count, reinterpret_cast<const GLfloat *>(values));
|
|
2661 |
}
|
|
2662 |
|
|
2663 |
/*!
|
|
2664 |
\overload
|
|
2665 |
|
|
2666 |
Sets the uniform variable array called \a name in the current
|
|
2667 |
context to the \a count 4D vector elements of \a values.
|
|
2668 |
|
|
2669 |
\sa setAttributeValue()
|
|
2670 |
*/
|
|
2671 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count)
|
|
2672 |
{
|
|
2673 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2674 |
}
|
|
2675 |
|
|
2676 |
// We have to repack matrix arrays from qreal to GLfloat.
|
|
2677 |
#define setUniformMatrixArray(func,location,values,count,type,cols,rows) \
|
|
2678 |
if (location == -1 || count <= 0) \
|
|
2679 |
return; \
|
|
2680 |
if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \
|
|
2681 |
func(location, count, GL_FALSE, \
|
|
2682 |
reinterpret_cast<const GLfloat *>(values[0].constData())); \
|
|
2683 |
} else { \
|
|
2684 |
QVarLengthArray<GLfloat> temp(cols * rows * count); \
|
|
2685 |
for (int index = 0; index < count; ++index) { \
|
|
2686 |
for (int index2 = 0; index2 < (cols * rows); ++index2) { \
|
|
2687 |
temp.data()[cols * rows * index + index2] = \
|
|
2688 |
values[index].constData()[index2]; \
|
|
2689 |
} \
|
|
2690 |
} \
|
|
2691 |
func(location, count, GL_FALSE, temp.constData()); \
|
|
2692 |
}
|
|
2693 |
#if !defined(QT_OPENGL_ES_2)
|
|
2694 |
#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \
|
|
2695 |
if (location == -1 || count <= 0) \
|
|
2696 |
return; \
|
|
2697 |
if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \
|
|
2698 |
const GLfloat *data = reinterpret_cast<const GLfloat *> \
|
|
2699 |
(values[0].constData()); \
|
|
2700 |
if (func) \
|
|
2701 |
func(location, count, GL_FALSE, data); \
|
|
2702 |
else \
|
|
2703 |
colfunc(location, count * cols, data); \
|
|
2704 |
} else { \
|
|
2705 |
QVarLengthArray<GLfloat> temp(cols * rows * count); \
|
|
2706 |
for (int index = 0; index < count; ++index) { \
|
|
2707 |
for (int index2 = 0; index2 < (cols * rows); ++index2) { \
|
|
2708 |
temp.data()[cols * rows * index + index2] = \
|
|
2709 |
values[index].constData()[index2]; \
|
|
2710 |
} \
|
|
2711 |
} \
|
|
2712 |
if (func) \
|
|
2713 |
func(location, count, GL_FALSE, temp.constData()); \
|
|
2714 |
else \
|
|
2715 |
colfunc(location, count * cols, temp.constData()); \
|
|
2716 |
}
|
|
2717 |
#else
|
|
2718 |
#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \
|
|
2719 |
if (location == -1 || count <= 0) \
|
|
2720 |
return; \
|
|
2721 |
if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \
|
|
2722 |
const GLfloat *data = reinterpret_cast<const GLfloat *> \
|
|
2723 |
(values[0].constData()); \
|
|
2724 |
colfunc(location, count * cols, data); \
|
|
2725 |
} else { \
|
|
2726 |
QVarLengthArray<GLfloat> temp(cols * rows * count); \
|
|
2727 |
for (int index = 0; index < count; ++index) { \
|
|
2728 |
for (int index2 = 0; index2 < (cols * rows); ++index2) { \
|
|
2729 |
temp.data()[cols * rows * index + index2] = \
|
|
2730 |
values[index].constData()[index2]; \
|
|
2731 |
} \
|
|
2732 |
} \
|
|
2733 |
colfunc(location, count * cols, temp.constData()); \
|
|
2734 |
}
|
|
2735 |
#endif
|
|
2736 |
|
|
2737 |
/*!
|
|
2738 |
Sets the uniform variable array at \a location in the current
|
|
2739 |
context to the \a count 2x2 matrix elements of \a values.
|
|
2740 |
|
|
2741 |
\sa setAttributeValue()
|
|
2742 |
*/
|
|
2743 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count)
|
|
2744 |
{
|
|
2745 |
setUniformMatrixArray
|
|
2746 |
(glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2);
|
|
2747 |
}
|
|
2748 |
|
|
2749 |
/*!
|
|
2750 |
\overload
|
|
2751 |
|
|
2752 |
Sets the uniform variable array called \a name in the current
|
|
2753 |
context to the \a count 2x2 matrix elements of \a values.
|
|
2754 |
|
|
2755 |
\sa setAttributeValue()
|
|
2756 |
*/
|
|
2757 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count)
|
|
2758 |
{
|
|
2759 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2760 |
}
|
|
2761 |
|
|
2762 |
/*!
|
|
2763 |
Sets the uniform variable array at \a location in the current
|
|
2764 |
context to the \a count 2x3 matrix elements of \a values.
|
|
2765 |
|
|
2766 |
\sa setAttributeValue()
|
|
2767 |
*/
|
|
2768 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count)
|
|
2769 |
{
|
|
2770 |
setUniformGenericMatrixArray
|
|
2771 |
(glUniformMatrix2x3fv, glUniform3fv, location, values, count,
|
|
2772 |
QMatrix2x3, 2, 3);
|
|
2773 |
}
|
|
2774 |
|
|
2775 |
/*!
|
|
2776 |
\overload
|
|
2777 |
|
|
2778 |
Sets the uniform variable array called \a name in the current
|
|
2779 |
context to the \a count 2x3 matrix elements of \a values.
|
|
2780 |
|
|
2781 |
\sa setAttributeValue()
|
|
2782 |
*/
|
|
2783 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count)
|
|
2784 |
{
|
|
2785 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2786 |
}
|
|
2787 |
|
|
2788 |
/*!
|
|
2789 |
Sets the uniform variable array at \a location in the current
|
|
2790 |
context to the \a count 2x4 matrix elements of \a values.
|
|
2791 |
|
|
2792 |
\sa setAttributeValue()
|
|
2793 |
*/
|
|
2794 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count)
|
|
2795 |
{
|
|
2796 |
setUniformGenericMatrixArray
|
|
2797 |
(glUniformMatrix2x4fv, glUniform4fv, location, values, count,
|
|
2798 |
QMatrix2x4, 2, 4);
|
|
2799 |
}
|
|
2800 |
|
|
2801 |
/*!
|
|
2802 |
\overload
|
|
2803 |
|
|
2804 |
Sets the uniform variable array called \a name in the current
|
|
2805 |
context to the \a count 2x4 matrix elements of \a values.
|
|
2806 |
|
|
2807 |
\sa setAttributeValue()
|
|
2808 |
*/
|
|
2809 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count)
|
|
2810 |
{
|
|
2811 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2812 |
}
|
|
2813 |
|
|
2814 |
/*!
|
|
2815 |
Sets the uniform variable array at \a location in the current
|
|
2816 |
context to the \a count 3x2 matrix elements of \a values.
|
|
2817 |
|
|
2818 |
\sa setAttributeValue()
|
|
2819 |
*/
|
|
2820 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count)
|
|
2821 |
{
|
|
2822 |
setUniformGenericMatrixArray
|
|
2823 |
(glUniformMatrix3x2fv, glUniform2fv, location, values, count,
|
|
2824 |
QMatrix3x2, 3, 2);
|
|
2825 |
}
|
|
2826 |
|
|
2827 |
/*!
|
|
2828 |
\overload
|
|
2829 |
|
|
2830 |
Sets the uniform variable array called \a name in the current
|
|
2831 |
context to the \a count 3x2 matrix elements of \a values.
|
|
2832 |
|
|
2833 |
\sa setAttributeValue()
|
|
2834 |
*/
|
|
2835 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count)
|
|
2836 |
{
|
|
2837 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2838 |
}
|
|
2839 |
|
|
2840 |
/*!
|
|
2841 |
Sets the uniform variable array at \a location in the current
|
|
2842 |
context to the \a count 3x3 matrix elements of \a values.
|
|
2843 |
|
|
2844 |
\sa setAttributeValue()
|
|
2845 |
*/
|
|
2846 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count)
|
|
2847 |
{
|
|
2848 |
setUniformMatrixArray
|
|
2849 |
(glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3);
|
|
2850 |
}
|
|
2851 |
|
|
2852 |
/*!
|
|
2853 |
\overload
|
|
2854 |
|
|
2855 |
Sets the uniform variable array called \a name in the current
|
|
2856 |
context to the \a count 3x3 matrix elements of \a values.
|
|
2857 |
|
|
2858 |
\sa setAttributeValue()
|
|
2859 |
*/
|
|
2860 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count)
|
|
2861 |
{
|
|
2862 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2863 |
}
|
|
2864 |
|
|
2865 |
/*!
|
|
2866 |
Sets the uniform variable array at \a location in the current
|
|
2867 |
context to the \a count 3x4 matrix elements of \a values.
|
|
2868 |
|
|
2869 |
\sa setAttributeValue()
|
|
2870 |
*/
|
|
2871 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count)
|
|
2872 |
{
|
|
2873 |
setUniformGenericMatrixArray
|
|
2874 |
(glUniformMatrix3x4fv, glUniform4fv, location, values, count,
|
|
2875 |
QMatrix3x4, 3, 4);
|
|
2876 |
}
|
|
2877 |
|
|
2878 |
/*!
|
|
2879 |
\overload
|
|
2880 |
|
|
2881 |
Sets the uniform variable array called \a name in the current
|
|
2882 |
context to the \a count 3x4 matrix elements of \a values.
|
|
2883 |
|
|
2884 |
\sa setAttributeValue()
|
|
2885 |
*/
|
|
2886 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count)
|
|
2887 |
{
|
|
2888 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2889 |
}
|
|
2890 |
|
|
2891 |
/*!
|
|
2892 |
Sets the uniform variable array at \a location in the current
|
|
2893 |
context to the \a count 4x2 matrix elements of \a values.
|
|
2894 |
|
|
2895 |
\sa setAttributeValue()
|
|
2896 |
*/
|
|
2897 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count)
|
|
2898 |
{
|
|
2899 |
setUniformGenericMatrixArray
|
|
2900 |
(glUniformMatrix4x2fv, glUniform2fv, location, values, count,
|
|
2901 |
QMatrix4x2, 4, 2);
|
|
2902 |
}
|
|
2903 |
|
|
2904 |
/*!
|
|
2905 |
\overload
|
|
2906 |
|
|
2907 |
Sets the uniform variable array called \a name in the current
|
|
2908 |
context to the \a count 4x2 matrix elements of \a values.
|
|
2909 |
|
|
2910 |
\sa setAttributeValue()
|
|
2911 |
*/
|
|
2912 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count)
|
|
2913 |
{
|
|
2914 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2915 |
}
|
|
2916 |
|
|
2917 |
/*!
|
|
2918 |
Sets the uniform variable array at \a location in the current
|
|
2919 |
context to the \a count 4x3 matrix elements of \a values.
|
|
2920 |
|
|
2921 |
\sa setAttributeValue()
|
|
2922 |
*/
|
|
2923 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count)
|
|
2924 |
{
|
|
2925 |
setUniformGenericMatrixArray
|
|
2926 |
(glUniformMatrix4x3fv, glUniform3fv, location, values, count,
|
|
2927 |
QMatrix4x3, 4, 3);
|
|
2928 |
}
|
|
2929 |
|
|
2930 |
/*!
|
|
2931 |
\overload
|
|
2932 |
|
|
2933 |
Sets the uniform variable array called \a name in the current
|
|
2934 |
context to the \a count 4x3 matrix elements of \a values.
|
|
2935 |
|
|
2936 |
\sa setAttributeValue()
|
|
2937 |
*/
|
|
2938 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count)
|
|
2939 |
{
|
|
2940 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2941 |
}
|
|
2942 |
|
|
2943 |
/*!
|
|
2944 |
Sets the uniform variable array at \a location in the current
|
|
2945 |
context to the \a count 4x4 matrix elements of \a values.
|
|
2946 |
|
|
2947 |
\sa setAttributeValue()
|
|
2948 |
*/
|
|
2949 |
void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count)
|
|
2950 |
{
|
|
2951 |
setUniformMatrixArray
|
|
2952 |
(glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4);
|
|
2953 |
}
|
|
2954 |
|
|
2955 |
/*!
|
|
2956 |
\overload
|
|
2957 |
|
|
2958 |
Sets the uniform variable array called \a name in the current
|
|
2959 |
context to the \a count 4x4 matrix elements of \a values.
|
|
2960 |
|
|
2961 |
\sa setAttributeValue()
|
|
2962 |
*/
|
|
2963 |
void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count)
|
|
2964 |
{
|
|
2965 |
setUniformValueArray(uniformLocation(name), values, count);
|
|
2966 |
}
|
|
2967 |
|
|
2968 |
#undef ctx
|
|
2969 |
|
|
2970 |
/*!
|
|
2971 |
Returns true if shader programs written in the OpenGL Shading
|
|
2972 |
Language (GLSL) are supported on this system; false otherwise.
|
|
2973 |
|
|
2974 |
The \a context is used to resolve the GLSL extensions.
|
|
2975 |
If \a context is null, then QGLContext::currentContext() is used.
|
|
2976 |
*/
|
|
2977 |
bool QGLShaderProgram::hasShaderPrograms(const QGLContext *context)
|
|
2978 |
{
|
|
2979 |
#if !defined(QT_OPENGL_ES_2)
|
|
2980 |
if (!context)
|
|
2981 |
context = QGLContext::currentContext();
|
|
2982 |
if (!context)
|
|
2983 |
return false;
|
|
2984 |
return qt_resolve_glsl_extensions(const_cast<QGLContext *>(context));
|
|
2985 |
#else
|
|
2986 |
Q_UNUSED(context);
|
|
2987 |
return true;
|
|
2988 |
#endif
|
|
2989 |
}
|
|
2990 |
|
|
2991 |
/*!
|
|
2992 |
\internal
|
|
2993 |
*/
|
|
2994 |
void QGLShaderProgram::shaderDestroyed()
|
|
2995 |
{
|
|
2996 |
QGLShader *shader = qobject_cast<QGLShader *>(sender());
|
|
2997 |
if (shader && !d->removingShaders)
|
|
2998 |
removeShader(shader);
|
|
2999 |
}
|
|
3000 |
|
|
3001 |
#endif
|
|
3002 |
|
|
3003 |
QT_END_NAMESPACE
|