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| 39 | |
| 40 | #include "qglshaderprogram.h" |
| 41 | #include <private/qopenglextensions_p.h> |
| 42 | #include "qgl_p.h" |
| 43 | #include <QtCore/private/qobject_p.h> |
| 44 | #include <QtCore/qdebug.h> |
| 45 | #include <QtCore/qfile.h> |
| 46 | #include <QtCore/qvarlengtharray.h> |
| 47 | #include <QtCore/qvector.h> |
| 48 | #include <QDebug> |
| 49 | |
| 50 | QT_BEGIN_NAMESPACE |
| 51 | |
| 52 | /*! |
| 53 | \class QGLShaderProgram |
| 54 | \inmodule QtOpenGL |
| 55 | \brief The QGLShaderProgram class allows OpenGL shader programs to be linked and used. |
| 56 | \since 4.6 |
| 57 | \obsolete |
| 58 | \ingroup painting-3D |
| 59 | |
| 60 | \section1 Introduction |
| 61 | |
| 62 | This class supports shader programs written in the OpenGL Shading |
| 63 | Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES). |
| 64 | |
| 65 | QGLShader and QGLShaderProgram shelter the programmer from the details of |
| 66 | compiling and linking vertex and fragment shaders. |
| 67 | |
| 68 | The following example creates a vertex shader program using the |
| 69 | supplied source \c{code}. Once compiled and linked, the shader |
| 70 | program is activated in the current QGLContext by calling |
| 71 | QGLShaderProgram::bind(): |
| 72 | |
| 73 | \snippet code/src_opengl_qglshaderprogram.cpp 0 |
| 74 | |
| 75 | \section1 Writing Portable Shaders |
| 76 | |
| 77 | Shader programs can be difficult to reuse across OpenGL implementations |
| 78 | because of varying levels of support for standard vertex attributes and |
| 79 | uniform variables. In particular, GLSL/ES lacks all of the |
| 80 | standard variables that are present on desktop OpenGL systems: |
| 81 | \c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL |
| 82 | lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}. |
| 83 | |
| 84 | The QGLShaderProgram class makes the process of writing portable shaders |
| 85 | easier by prefixing all shader programs with the following lines on |
| 86 | desktop OpenGL: |
| 87 | |
| 88 | \code |
| 89 | #define highp |
| 90 | #define mediump |
| 91 | #define lowp |
| 92 | \endcode |
| 93 | |
| 94 | This makes it possible to run most GLSL/ES shader programs |
| 95 | on desktop systems. The programmer should restrict themselves |
| 96 | to just features that are present in GLSL/ES, and avoid |
| 97 | standard variable names that only work on the desktop. |
| 98 | |
| 99 | \section1 Simple Shader Example |
| 100 | |
| 101 | \snippet code/src_opengl_qglshaderprogram.cpp 1 |
| 102 | |
| 103 | With the above shader program active, we can draw a green triangle |
| 104 | as follows: |
| 105 | |
| 106 | \snippet code/src_opengl_qglshaderprogram.cpp 2 |
| 107 | |
| 108 | \section1 Binary Shaders and Programs |
| 109 | |
| 110 | Binary shaders may be specified using \c{glShaderBinary()} on |
| 111 | the return value from QGLShader::shaderId(). The QGLShader instance |
| 112 | containing the binary can then be added to the shader program with |
| 113 | addShader() and linked in the usual fashion with link(). |
| 114 | |
| 115 | Binary programs may be specified using \c{glProgramBinaryOES()} |
| 116 | on the return value from programId(). Then the application should |
| 117 | call link(), which will notice that the program has already been |
| 118 | specified and linked, allowing other operations to be performed |
| 119 | on the shader program. |
| 120 | |
| 121 | \note This class has been deprecated in favor of QOpenGLShaderProgram. |
| 122 | |
| 123 | \sa QGLShader |
| 124 | */ |
| 125 | |
| 126 | /*! |
| 127 | \class QGLShader |
| 128 | \inmodule QtOpenGL |
| 129 | \brief The QGLShader class allows OpenGL shaders to be compiled. |
| 130 | \since 4.6 |
| 131 | \obsolete |
| 132 | \ingroup painting-3D |
| 133 | |
| 134 | This class supports shaders written in the OpenGL Shading Language (GLSL) |
| 135 | and in the OpenGL/ES Shading Language (GLSL/ES). |
| 136 | |
| 137 | QGLShader and QGLShaderProgram shelter the programmer from the details of |
| 138 | compiling and linking vertex and fragment shaders. |
| 139 | |
| 140 | \note This class has been deprecated in favor of QOpenGLShader. |
| 141 | |
| 142 | \sa QGLShaderProgram |
| 143 | */ |
| 144 | |
| 145 | /*! |
| 146 | \enum QGLShader::ShaderTypeBit |
| 147 | This enum specifies the type of QGLShader that is being created. |
| 148 | |
| 149 | \value Vertex Vertex shader written in the OpenGL Shading Language (GLSL). |
| 150 | \value Fragment Fragment shader written in the OpenGL Shading Language (GLSL). |
| 151 | \value Geometry Geometry shaders written in the OpenGL Shading |
| 152 | Language (GLSL), based on the GL_EXT_geometry_shader4 extension. |
| 153 | */ |
| 154 | |
| 155 | #ifndef GL_FRAGMENT_SHADER |
| 156 | #define GL_FRAGMENT_SHADER 0x8B30 |
| 157 | #endif |
| 158 | #ifndef GL_VERTEX_SHADER |
| 159 | #define GL_VERTEX_SHADER 0x8B31 |
| 160 | #endif |
| 161 | #ifndef GL_COMPILE_STATUS |
| 162 | #define GL_COMPILE_STATUS 0x8B81 |
| 163 | #endif |
| 164 | #ifndef GL_LINK_STATUS |
| 165 | #define GL_LINK_STATUS 0x8B82 |
| 166 | #endif |
| 167 | #ifndef GL_INFO_LOG_LENGTH |
| 168 | #define GL_INFO_LOG_LENGTH 0x8B84 |
| 169 | #endif |
| 170 | #ifndef GL_ACTIVE_UNIFORMS |
| 171 | #define GL_ACTIVE_UNIFORMS 0x8B86 |
| 172 | #endif |
| 173 | #ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH |
| 174 | #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 |
| 175 | #endif |
| 176 | #ifndef GL_ACTIVE_ATTRIBUTES |
| 177 | #define GL_ACTIVE_ATTRIBUTES 0x8B89 |
| 178 | #endif |
| 179 | #ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH |
| 180 | #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A |
| 181 | #endif |
| 182 | #ifndef GL_CURRENT_VERTEX_ATTRIB |
| 183 | #define GL_CURRENT_VERTEX_ATTRIB 0x8626 |
| 184 | #endif |
| 185 | #ifndef GL_SHADER_SOURCE_LENGTH |
| 186 | #define GL_SHADER_SOURCE_LENGTH 0x8B88 |
| 187 | #endif |
| 188 | #ifndef GL_SHADER_BINARY_FORMATS |
| 189 | #define GL_SHADER_BINARY_FORMATS 0x8DF8 |
| 190 | #endif |
| 191 | #ifndef GL_NUM_SHADER_BINARY_FORMATS |
| 192 | #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 |
| 193 | #endif |
| 194 | |
| 195 | class QGLShaderPrivate : public QObjectPrivate |
| 196 | { |
| 197 | Q_DECLARE_PUBLIC(QGLShader) |
| 198 | public: |
| 199 | QGLShaderPrivate(const QGLContext *ctx, QGLShader::ShaderType type) |
| 200 | : shaderGuard(0) |
| 201 | , shaderType(type) |
| 202 | , compiled(false) |
| 203 | , glfuncs(new QOpenGLFunctions(ctx->contextHandle())) |
| 204 | { |
| 205 | } |
| 206 | ~QGLShaderPrivate(); |
| 207 | |
| 208 | QGLSharedResourceGuardBase *shaderGuard; |
| 209 | QGLShader::ShaderType shaderType; |
| 210 | bool compiled; |
| 211 | QString log; |
| 212 | |
| 213 | QOpenGLFunctions *glfuncs; |
| 214 | |
| 215 | bool create(); |
| 216 | bool compile(QGLShader *q); |
| 217 | void deleteShader(); |
| 218 | }; |
| 219 | |
| 220 | namespace { |
| 221 | void freeShaderFunc(QGLContext *ctx, GLuint id) |
| 222 | { |
| 223 | Q_ASSERT(ctx); |
| 224 | ctx->contextHandle()->functions()->glDeleteShader(shader: id); |
| 225 | } |
| 226 | } |
| 227 | |
| 228 | #define ctx QGLContext::currentContext() |
| 229 | |
| 230 | QGLShaderPrivate::~QGLShaderPrivate() |
| 231 | { |
| 232 | delete glfuncs; |
| 233 | if (shaderGuard) |
| 234 | shaderGuard->free(); |
| 235 | } |
| 236 | |
| 237 | bool QGLShaderPrivate::create() |
| 238 | { |
| 239 | QGLContext *context = const_cast<QGLContext *>(QGLContext::currentContext()); |
| 240 | if (!context) |
| 241 | return false; |
| 242 | |
| 243 | if (glfuncs->hasOpenGLFeature(feature: QOpenGLFunctions::Shaders)) { |
| 244 | GLuint shader; |
| 245 | if (shaderType == QGLShader::Vertex) |
| 246 | shader = glfuncs->glCreateShader(GL_VERTEX_SHADER); |
| 247 | #if !defined(QT_OPENGL_ES_2) |
| 248 | else if (shaderType == QGLShader::Geometry |
| 249 | && !context->contextHandle()->isOpenGLES()) |
| 250 | shader = glfuncs->glCreateShader(GL_GEOMETRY_SHADER_EXT); |
| 251 | #endif |
| 252 | else |
| 253 | shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER); |
| 254 | if (!shader) { |
| 255 | qWarning(msg: "Could not create shader of type %d." , int(shaderType)); |
| 256 | return false; |
| 257 | } |
| 258 | shaderGuard = createSharedResourceGuard(context, id: shader, cleanupFunc: freeShaderFunc); |
| 259 | return true; |
| 260 | } else { |
| 261 | return false; |
| 262 | } |
| 263 | } |
| 264 | |
| 265 | bool QGLShaderPrivate::compile(QGLShader *q) |
| 266 | { |
| 267 | GLuint shader = shaderGuard ? shaderGuard->id() : 0; |
| 268 | if (!shader) |
| 269 | return false; |
| 270 | glfuncs->glCompileShader(shader); |
| 271 | GLint value = 0; |
| 272 | glfuncs->glGetShaderiv(shader, GL_COMPILE_STATUS, params: &value); |
| 273 | compiled = (value != 0); |
| 274 | value = 0; |
| 275 | glfuncs->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, params: &value); |
| 276 | if (!compiled && value > 1) { |
| 277 | char *logbuf = new char [value]; |
| 278 | GLint len; |
| 279 | glfuncs->glGetShaderInfoLog(shader, bufsize: value, length: &len, infolog: logbuf); |
| 280 | log = QString::fromLatin1(str: logbuf); |
| 281 | QString name = q->objectName(); |
| 282 | |
| 283 | const char *types[] = { |
| 284 | "Fragment" , |
| 285 | "Vertex" , |
| 286 | "Geometry" , |
| 287 | "" |
| 288 | }; |
| 289 | |
| 290 | const char *type = types[3]; |
| 291 | if (shaderType == QGLShader::Fragment) |
| 292 | type = types[0]; |
| 293 | else if (shaderType == QGLShader::Vertex) |
| 294 | type = types[1]; |
| 295 | else if (shaderType == QGLShader::Geometry) |
| 296 | type = types[2]; |
| 297 | |
| 298 | if (name.isEmpty()) |
| 299 | qWarning(msg: "QGLShader::compile(%s): %s" , type, qPrintable(log)); |
| 300 | else |
| 301 | qWarning(msg: "QGLShader::compile(%s)[%s]: %s" , type, qPrintable(name), qPrintable(log)); |
| 302 | |
| 303 | delete [] logbuf; |
| 304 | } |
| 305 | return compiled; |
| 306 | } |
| 307 | |
| 308 | void QGLShaderPrivate::deleteShader() |
| 309 | { |
| 310 | if (shaderGuard) { |
| 311 | shaderGuard->free(); |
| 312 | shaderGuard = 0; |
| 313 | } |
| 314 | } |
| 315 | |
| 316 | /*! |
| 317 | Constructs a new QGLShader object of the specified \a type |
| 318 | and attaches it to \a parent. If shader programs are not supported, |
| 319 | QGLShaderProgram::hasOpenGLShaderPrograms() will return false. |
| 320 | |
| 321 | This constructor is normally followed by a call to compileSourceCode() |
| 322 | or compileSourceFile(). |
| 323 | |
| 324 | The shader will be associated with the current QGLContext. |
| 325 | |
| 326 | \sa compileSourceCode(), compileSourceFile() |
| 327 | */ |
| 328 | QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent) |
| 329 | : QObject(*new QGLShaderPrivate(QGLContext::currentContext(), type), parent) |
| 330 | { |
| 331 | Q_D(QGLShader); |
| 332 | d->create(); |
| 333 | } |
| 334 | |
| 335 | /*! |
| 336 | Constructs a new QGLShader object of the specified \a type |
| 337 | and attaches it to \a parent. If shader programs are not supported, |
| 338 | then QGLShaderProgram::hasOpenGLShaderPrograms() will return false. |
| 339 | |
| 340 | This constructor is normally followed by a call to compileSourceCode() |
| 341 | or compileSourceFile(). |
| 342 | |
| 343 | The shader will be associated with \a context. |
| 344 | |
| 345 | \sa compileSourceCode(), compileSourceFile() |
| 346 | */ |
| 347 | QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent) |
| 348 | : QObject(*new QGLShaderPrivate(context ? context : QGLContext::currentContext(), type), parent) |
| 349 | { |
| 350 | Q_D(QGLShader); |
| 351 | #ifndef QT_NO_DEBUG |
| 352 | if (context && !QGLContext::areSharing(context1: context, context2: QGLContext::currentContext())) { |
| 353 | qWarning(msg: "QGLShader::QGLShader: \'context\' must be the current context or sharing with it." ); |
| 354 | return; |
| 355 | } |
| 356 | #endif |
| 357 | d->create(); |
| 358 | } |
| 359 | |
| 360 | /*! |
| 361 | Deletes this shader. If the shader has been attached to a |
| 362 | QGLShaderProgram object, then the actual shader will stay around |
| 363 | until the QGLShaderProgram is destroyed. |
| 364 | */ |
| 365 | QGLShader::~QGLShader() |
| 366 | { |
| 367 | } |
| 368 | |
| 369 | /*! |
| 370 | Returns the type of this shader. |
| 371 | */ |
| 372 | QGLShader::ShaderType QGLShader::shaderType() const |
| 373 | { |
| 374 | Q_D(const QGLShader); |
| 375 | return d->shaderType; |
| 376 | } |
| 377 | |
| 378 | // The precision qualifiers are useful on OpenGL/ES systems, |
| 379 | // but usually not present on desktop systems. Define the |
| 380 | // keywords to empty strings on desktop systems. |
| 381 | #if !defined(QT_OPENGL_ES) || defined(QT_OPENGL_FORCE_SHADER_DEFINES) |
| 382 | #define QGL_DEFINE_QUALIFIERS 1 |
| 383 | static const char qualifierDefines[] = |
| 384 | "#define lowp\n" |
| 385 | "#define mediump\n" |
| 386 | "#define highp\n" ; |
| 387 | |
| 388 | #else |
| 389 | |
| 390 | // The "highp" qualifier doesn't exist in fragment shaders |
| 391 | // on all ES platforms. When it doesn't exist, use "mediump". |
| 392 | #define QGL_REDEFINE_HIGHP 1 |
| 393 | static const char redefineHighp[] = |
| 394 | "#ifndef GL_FRAGMENT_PRECISION_HIGH\n" |
| 395 | "#define highp mediump\n" |
| 396 | "#endif\n" ; |
| 397 | #endif |
| 398 | |
| 399 | /*! |
| 400 | Sets the \a source code for this shader and compiles it. |
| 401 | Returns \c true if the source was successfully compiled, false otherwise. |
| 402 | |
| 403 | \sa compileSourceFile() |
| 404 | */ |
| 405 | bool QGLShader::compileSourceCode(const char *source) |
| 406 | { |
| 407 | Q_D(QGLShader); |
| 408 | if (d->shaderGuard && d->shaderGuard->id()) { |
| 409 | QVarLengthArray<const char *, 4> src; |
| 410 | QVarLengthArray<GLint, 4> srclen; |
| 411 | int = 0; |
| 412 | while (source && source[headerLen] == '#') { |
| 413 | // Skip #version and #extension directives at the start of |
| 414 | // the shader code. We need to insert the qualifierDefines |
| 415 | // and redefineHighp just after them. |
| 416 | if (qstrncmp(str1: source + headerLen, str2: "#version" , len: 8) != 0 && |
| 417 | qstrncmp(str1: source + headerLen, str2: "#extension" , len: 10) != 0) { |
| 418 | break; |
| 419 | } |
| 420 | while (source[headerLen] != '\0' && source[headerLen] != '\n') |
| 421 | ++headerLen; |
| 422 | if (source[headerLen] == '\n') |
| 423 | ++headerLen; |
| 424 | } |
| 425 | if (headerLen > 0) { |
| 426 | src.append(t: source); |
| 427 | srclen.append(t: GLint(headerLen)); |
| 428 | } |
| 429 | #ifdef QGL_DEFINE_QUALIFIERS |
| 430 | if (!QOpenGLContext::currentContext()->isOpenGLES()) { |
| 431 | src.append(t: qualifierDefines); |
| 432 | srclen.append(t: GLint(sizeof(qualifierDefines) - 1)); |
| 433 | } |
| 434 | #endif |
| 435 | #ifdef QGL_REDEFINE_HIGHP |
| 436 | if (d->shaderType == Fragment |
| 437 | && QOpenGLContext::currentContext()->isOpenGLES()) { |
| 438 | src.append(redefineHighp); |
| 439 | srclen.append(GLint(sizeof(redefineHighp) - 1)); |
| 440 | } |
| 441 | #endif |
| 442 | src.append(t: source + headerLen); |
| 443 | srclen.append(t: GLint(qstrlen(str: source + headerLen))); |
| 444 | d->glfuncs->glShaderSource(shader: d->shaderGuard->id(), count: src.size(), string: src.data(), length: srclen.data()); |
| 445 | return d->compile(q: this); |
| 446 | } else { |
| 447 | return false; |
| 448 | } |
| 449 | } |
| 450 | |
| 451 | /*! |
| 452 | \overload |
| 453 | |
| 454 | Sets the \a source code for this shader and compiles it. |
| 455 | Returns \c true if the source was successfully compiled, false otherwise. |
| 456 | |
| 457 | \sa compileSourceFile() |
| 458 | */ |
| 459 | bool QGLShader::compileSourceCode(const QByteArray& source) |
| 460 | { |
| 461 | return compileSourceCode(source: source.constData()); |
| 462 | } |
| 463 | |
| 464 | /*! |
| 465 | \overload |
| 466 | |
| 467 | Sets the \a source code for this shader and compiles it. |
| 468 | Returns \c true if the source was successfully compiled, false otherwise. |
| 469 | |
| 470 | \sa compileSourceFile() |
| 471 | */ |
| 472 | bool QGLShader::compileSourceCode(const QString& source) |
| 473 | { |
| 474 | return compileSourceCode(source: source.toLatin1().constData()); |
| 475 | } |
| 476 | |
| 477 | /*! |
| 478 | Sets the source code for this shader to the contents of \a fileName |
| 479 | and compiles it. Returns \c true if the file could be opened and the |
| 480 | source compiled, false otherwise. |
| 481 | |
| 482 | \sa compileSourceCode() |
| 483 | */ |
| 484 | bool QGLShader::compileSourceFile(const QString& fileName) |
| 485 | { |
| 486 | QFile file(fileName); |
| 487 | if (!file.open(flags: QFile::ReadOnly)) { |
| 488 | qWarning() << "QGLShader: Unable to open file" << fileName; |
| 489 | return false; |
| 490 | } |
| 491 | |
| 492 | QByteArray contents = file.readAll(); |
| 493 | return compileSourceCode(source: contents.constData()); |
| 494 | } |
| 495 | |
| 496 | /*! |
| 497 | Returns the source code for this shader. |
| 498 | |
| 499 | \sa compileSourceCode() |
| 500 | */ |
| 501 | QByteArray QGLShader::sourceCode() const |
| 502 | { |
| 503 | Q_D(const QGLShader); |
| 504 | GLuint shader = d->shaderGuard ? d->shaderGuard->id() : 0; |
| 505 | if (!shader) |
| 506 | return QByteArray(); |
| 507 | GLint size = 0; |
| 508 | d->glfuncs->glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, params: &size); |
| 509 | if (size <= 0) |
| 510 | return QByteArray(); |
| 511 | GLint len = 0; |
| 512 | char *source = new char [size]; |
| 513 | d->glfuncs->glGetShaderSource(shader, bufsize: size, length: &len, source); |
| 514 | QByteArray src(source); |
| 515 | delete [] source; |
| 516 | return src; |
| 517 | } |
| 518 | |
| 519 | /*! |
| 520 | Returns \c true if this shader has been compiled; false otherwise. |
| 521 | |
| 522 | \sa compileSourceCode(), compileSourceFile() |
| 523 | */ |
| 524 | bool QGLShader::isCompiled() const |
| 525 | { |
| 526 | Q_D(const QGLShader); |
| 527 | return d->compiled; |
| 528 | } |
| 529 | |
| 530 | /*! |
| 531 | Returns the errors and warnings that occurred during the last compile. |
| 532 | |
| 533 | \sa compileSourceCode(), compileSourceFile() |
| 534 | */ |
| 535 | QString QGLShader::log() const |
| 536 | { |
| 537 | Q_D(const QGLShader); |
| 538 | return d->log; |
| 539 | } |
| 540 | |
| 541 | /*! |
| 542 | Returns the OpenGL identifier associated with this shader. |
| 543 | |
| 544 | \sa QGLShaderProgram::programId() |
| 545 | */ |
| 546 | GLuint QGLShader::shaderId() const |
| 547 | { |
| 548 | Q_D(const QGLShader); |
| 549 | return d->shaderGuard ? d->shaderGuard->id() : 0; |
| 550 | } |
| 551 | |
| 552 | #undef ctx |
| 553 | |
| 554 | class ShaderProgramOpenGLFunctions : public QOpenGLFunctions |
| 555 | { |
| 556 | public: |
| 557 | ShaderProgramOpenGLFunctions() |
| 558 | : QOpenGLFunctions() |
| 559 | , glProgramParameteri(0) |
| 560 | { |
| 561 | } |
| 562 | |
| 563 | typedef void (QOPENGLF_APIENTRYP type_glProgramParameteri)(GLuint program, GLenum pname, GLint value); |
| 564 | |
| 565 | void initializeGeometryShaderFunctions() |
| 566 | { |
| 567 | QOpenGLContext *context = QOpenGLContext::currentContext(); |
| 568 | if (!context->isOpenGLES()) { |
| 569 | glProgramParameteri = (type_glProgramParameteri) |
| 570 | context->getProcAddress(procName: "glProgramParameteri" ); |
| 571 | |
| 572 | if (!glProgramParameteri) { |
| 573 | glProgramParameteri = (type_glProgramParameteri) |
| 574 | context->getProcAddress(procName: "glProgramParameteriEXT" ); |
| 575 | } |
| 576 | } |
| 577 | } |
| 578 | |
| 579 | type_glProgramParameteri glProgramParameteri; |
| 580 | }; |
| 581 | |
| 582 | class QGLShaderProgramPrivate : public QObjectPrivate |
| 583 | { |
| 584 | Q_DECLARE_PUBLIC(QGLShaderProgram) |
| 585 | public: |
| 586 | QGLShaderProgramPrivate(const QGLContext *) |
| 587 | : programGuard(0) |
| 588 | , linked(false) |
| 589 | , inited(false) |
| 590 | , removingShaders(false) |
| 591 | , geometryVertexCount(64) |
| 592 | , geometryInputType(0) |
| 593 | , geometryOutputType(0) |
| 594 | , glfuncs(new ShaderProgramOpenGLFunctions) |
| 595 | { |
| 596 | } |
| 597 | ~QGLShaderProgramPrivate(); |
| 598 | |
| 599 | QGLSharedResourceGuardBase *programGuard; |
| 600 | bool linked; |
| 601 | bool inited; |
| 602 | bool removingShaders; |
| 603 | |
| 604 | int geometryVertexCount; |
| 605 | GLenum geometryInputType; |
| 606 | GLenum geometryOutputType; |
| 607 | |
| 608 | QString log; |
| 609 | QList<QGLShader *> shaders; |
| 610 | QList<QGLShader *> anonShaders; |
| 611 | |
| 612 | ShaderProgramOpenGLFunctions *glfuncs; |
| 613 | |
| 614 | bool hasShader(QGLShader::ShaderType type) const; |
| 615 | }; |
| 616 | |
| 617 | namespace { |
| 618 | void freeProgramFunc(QGLContext *ctx, GLuint id) |
| 619 | { |
| 620 | Q_ASSERT(ctx); |
| 621 | ctx->contextHandle()->functions()->glDeleteProgram(program: id); |
| 622 | } |
| 623 | } |
| 624 | |
| 625 | |
| 626 | QGLShaderProgramPrivate::~QGLShaderProgramPrivate() |
| 627 | { |
| 628 | delete glfuncs; |
| 629 | if (programGuard) |
| 630 | programGuard->free(); |
| 631 | } |
| 632 | |
| 633 | bool QGLShaderProgramPrivate::hasShader(QGLShader::ShaderType type) const |
| 634 | { |
| 635 | for (QGLShader *shader : shaders) { |
| 636 | if (shader->shaderType() == type) |
| 637 | return true; |
| 638 | } |
| 639 | return false; |
| 640 | } |
| 641 | |
| 642 | #define ctx QGLContext::currentContext() |
| 643 | |
| 644 | /*! |
| 645 | Constructs a new shader program and attaches it to \a parent. |
| 646 | The program will be invalid until addShader() is called. |
| 647 | |
| 648 | The shader program will be associated with the current QGLContext. |
| 649 | |
| 650 | \sa addShader() |
| 651 | */ |
| 652 | QGLShaderProgram::QGLShaderProgram(QObject *parent) |
| 653 | : QObject(*new QGLShaderProgramPrivate(QGLContext::currentContext()), parent) |
| 654 | { |
| 655 | } |
| 656 | |
| 657 | /*! |
| 658 | Constructs a new shader program and attaches it to \a parent. |
| 659 | The program will be invalid until addShader() is called. |
| 660 | |
| 661 | The shader program will be associated with \a context. |
| 662 | |
| 663 | \sa addShader() |
| 664 | */ |
| 665 | QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent) |
| 666 | : QObject(*new QGLShaderProgramPrivate(context), parent) |
| 667 | { |
| 668 | } |
| 669 | |
| 670 | /*! |
| 671 | Deletes this shader program. |
| 672 | */ |
| 673 | QGLShaderProgram::~QGLShaderProgram() |
| 674 | { |
| 675 | } |
| 676 | |
| 677 | bool QGLShaderProgram::init() |
| 678 | { |
| 679 | Q_D(QGLShaderProgram); |
| 680 | if ((d->programGuard && d->programGuard->id()) || d->inited) |
| 681 | return true; |
| 682 | d->inited = true; |
| 683 | QGLContext *context = const_cast<QGLContext *>(QGLContext::currentContext()); |
| 684 | if (!context) |
| 685 | return false; |
| 686 | d->glfuncs->initializeOpenGLFunctions(); |
| 687 | d->glfuncs->initializeGeometryShaderFunctions(); |
| 688 | if (d->glfuncs->hasOpenGLFeature(feature: QOpenGLFunctions::Shaders)) { |
| 689 | GLuint program = d->glfuncs->glCreateProgram(); |
| 690 | if (!program) { |
| 691 | qWarning(msg: "QGLShaderProgram: could not create shader program" ); |
| 692 | return false; |
| 693 | } |
| 694 | if (d->programGuard) |
| 695 | delete d->programGuard; |
| 696 | d->programGuard = createSharedResourceGuard(context, id: program, cleanupFunc: freeProgramFunc); |
| 697 | return true; |
| 698 | } else { |
| 699 | qWarning(msg: "QGLShaderProgram: shader programs are not supported" ); |
| 700 | return false; |
| 701 | } |
| 702 | } |
| 703 | |
| 704 | /*! |
| 705 | Adds a compiled \a shader to this shader program. Returns \c true |
| 706 | if the shader could be added, or false otherwise. |
| 707 | |
| 708 | Ownership of the \a shader object remains with the caller. |
| 709 | It will not be deleted when this QGLShaderProgram instance |
| 710 | is deleted. This allows the caller to add the same shader |
| 711 | to multiple shader programs. |
| 712 | |
| 713 | \sa addShaderFromSourceCode(), addShaderFromSourceFile() |
| 714 | \sa removeShader(), link(), removeAllShaders() |
| 715 | */ |
| 716 | bool QGLShaderProgram::addShader(QGLShader *shader) |
| 717 | { |
| 718 | Q_D(QGLShaderProgram); |
| 719 | if (!init()) |
| 720 | return false; |
| 721 | if (d->shaders.contains(t: shader)) |
| 722 | return true; // Already added to this shader program. |
| 723 | if (d->programGuard && d->programGuard->id() && shader) { |
| 724 | if (!shader->d_func()->shaderGuard || !shader->d_func()->shaderGuard->id()) |
| 725 | return false; |
| 726 | if (d->programGuard->group() != shader->d_func()->shaderGuard->group()) { |
| 727 | qWarning(msg: "QGLShaderProgram::addShader: Program and shader are not associated with same context." ); |
| 728 | return false; |
| 729 | } |
| 730 | d->glfuncs->glAttachShader(program: d->programGuard->id(), shader: shader->d_func()->shaderGuard->id()); |
| 731 | d->linked = false; // Program needs to be relinked. |
| 732 | d->shaders.append(t: shader); |
| 733 | connect(sender: shader, SIGNAL(destroyed()), receiver: this, SLOT(shaderDestroyed())); |
| 734 | return true; |
| 735 | } else { |
| 736 | return false; |
| 737 | } |
| 738 | } |
| 739 | |
| 740 | /*! |
| 741 | Compiles \a source as a shader of the specified \a type and |
| 742 | adds it to this shader program. Returns \c true if compilation |
| 743 | was successful, false otherwise. The compilation errors |
| 744 | and warnings will be made available via log(). |
| 745 | |
| 746 | This function is intended to be a short-cut for quickly |
| 747 | adding vertex and fragment shaders to a shader program without |
| 748 | creating an instance of QGLShader first. |
| 749 | |
| 750 | \sa addShader(), addShaderFromSourceFile() |
| 751 | \sa removeShader(), link(), log(), removeAllShaders() |
| 752 | */ |
| 753 | bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const char *source) |
| 754 | { |
| 755 | Q_D(QGLShaderProgram); |
| 756 | if (!init()) |
| 757 | return false; |
| 758 | QGLShader *shader = new QGLShader(type, this); |
| 759 | if (!shader->compileSourceCode(source)) { |
| 760 | d->log = shader->log(); |
| 761 | delete shader; |
| 762 | return false; |
| 763 | } |
| 764 | d->anonShaders.append(t: shader); |
| 765 | return addShader(shader); |
| 766 | } |
| 767 | |
| 768 | /*! |
| 769 | \overload |
| 770 | |
| 771 | Compiles \a source as a shader of the specified \a type and |
| 772 | adds it to this shader program. Returns \c true if compilation |
| 773 | was successful, false otherwise. The compilation errors |
| 774 | and warnings will be made available via log(). |
| 775 | |
| 776 | This function is intended to be a short-cut for quickly |
| 777 | adding vertex and fragment shaders to a shader program without |
| 778 | creating an instance of QGLShader first. |
| 779 | |
| 780 | \sa addShader(), addShaderFromSourceFile() |
| 781 | \sa removeShader(), link(), log(), removeAllShaders() |
| 782 | */ |
| 783 | bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source) |
| 784 | { |
| 785 | return addShaderFromSourceCode(type, source: source.constData()); |
| 786 | } |
| 787 | |
| 788 | /*! |
| 789 | \overload |
| 790 | |
| 791 | Compiles \a source as a shader of the specified \a type and |
| 792 | adds it to this shader program. Returns \c true if compilation |
| 793 | was successful, false otherwise. The compilation errors |
| 794 | and warnings will be made available via log(). |
| 795 | |
| 796 | This function is intended to be a short-cut for quickly |
| 797 | adding vertex and fragment shaders to a shader program without |
| 798 | creating an instance of QGLShader first. |
| 799 | |
| 800 | \sa addShader(), addShaderFromSourceFile() |
| 801 | \sa removeShader(), link(), log(), removeAllShaders() |
| 802 | */ |
| 803 | bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source) |
| 804 | { |
| 805 | return addShaderFromSourceCode(type, source: source.toLatin1().constData()); |
| 806 | } |
| 807 | |
| 808 | /*! |
| 809 | Compiles the contents of \a fileName as a shader of the specified |
| 810 | \a type and adds it to this shader program. Returns \c true if |
| 811 | compilation was successful, false otherwise. The compilation errors |
| 812 | and warnings will be made available via log(). |
| 813 | |
| 814 | This function is intended to be a short-cut for quickly |
| 815 | adding vertex and fragment shaders to a shader program without |
| 816 | creating an instance of QGLShader first. |
| 817 | |
| 818 | \sa addShader(), addShaderFromSourceCode() |
| 819 | */ |
| 820 | bool QGLShaderProgram::addShaderFromSourceFile |
| 821 | (QGLShader::ShaderType type, const QString& fileName) |
| 822 | { |
| 823 | Q_D(QGLShaderProgram); |
| 824 | if (!init()) |
| 825 | return false; |
| 826 | QGLShader *shader = new QGLShader(type, this); |
| 827 | if (!shader->compileSourceFile(fileName)) { |
| 828 | d->log = shader->log(); |
| 829 | delete shader; |
| 830 | return false; |
| 831 | } |
| 832 | d->anonShaders.append(t: shader); |
| 833 | return addShader(shader); |
| 834 | } |
| 835 | |
| 836 | /*! |
| 837 | Removes \a shader from this shader program. The object is not deleted. |
| 838 | |
| 839 | The shader program must be valid in the current QGLContext. |
| 840 | |
| 841 | \sa addShader(), link(), removeAllShaders() |
| 842 | */ |
| 843 | void QGLShaderProgram::removeShader(QGLShader *shader) |
| 844 | { |
| 845 | Q_D(QGLShaderProgram); |
| 846 | if (d->programGuard && d->programGuard->id() |
| 847 | && shader && shader->d_func()->shaderGuard) |
| 848 | { |
| 849 | d->glfuncs->glDetachShader(program: d->programGuard->id(), shader: shader->d_func()->shaderGuard->id()); |
| 850 | } |
| 851 | d->linked = false; // Program needs to be relinked. |
| 852 | if (shader) { |
| 853 | d->shaders.removeAll(t: shader); |
| 854 | d->anonShaders.removeAll(t: shader); |
| 855 | disconnect(sender: shader, SIGNAL(destroyed()), receiver: this, SLOT(shaderDestroyed())); |
| 856 | } |
| 857 | } |
| 858 | |
| 859 | /*! |
| 860 | Returns a list of all shaders that have been added to this shader |
| 861 | program using addShader(). |
| 862 | |
| 863 | \sa addShader(), removeShader() |
| 864 | */ |
| 865 | QList<QGLShader *> QGLShaderProgram::shaders() const |
| 866 | { |
| 867 | Q_D(const QGLShaderProgram); |
| 868 | return d->shaders; |
| 869 | } |
| 870 | |
| 871 | /*! |
| 872 | Removes all of the shaders that were added to this program previously. |
| 873 | The QGLShader objects for the shaders will not be deleted if they |
| 874 | were constructed externally. QGLShader objects that are constructed |
| 875 | internally by QGLShaderProgram will be deleted. |
| 876 | |
| 877 | \sa addShader(), removeShader() |
| 878 | */ |
| 879 | void QGLShaderProgram::removeAllShaders() |
| 880 | { |
| 881 | Q_D(QGLShaderProgram); |
| 882 | d->removingShaders = true; |
| 883 | if (d->programGuard) { |
| 884 | if (const auto programGuardId = d->programGuard->id()) { |
| 885 | for (QGLShader *shader : qAsConst(t&: d->shaders)) { |
| 886 | if (shader && shader->d_func()->shaderGuard) |
| 887 | d->glfuncs->glDetachShader(program: programGuardId, shader: shader->d_func()->shaderGuard->id()); |
| 888 | } |
| 889 | } |
| 890 | } |
| 891 | // Delete shader objects that were created anonymously. |
| 892 | qDeleteAll(c: d->anonShaders); |
| 893 | d->shaders.clear(); |
| 894 | d->anonShaders.clear(); |
| 895 | d->linked = false; // Program needs to be relinked. |
| 896 | d->removingShaders = false; |
| 897 | } |
| 898 | |
| 899 | /*! |
| 900 | Links together the shaders that were added to this program with |
| 901 | addShader(). Returns \c true if the link was successful or |
| 902 | false otherwise. If the link failed, the error messages can |
| 903 | be retrieved with log(). |
| 904 | |
| 905 | Subclasses can override this function to initialize attributes |
| 906 | and uniform variables for use in specific shader programs. |
| 907 | |
| 908 | If the shader program was already linked, calling this |
| 909 | function again will force it to be re-linked. |
| 910 | |
| 911 | \sa addShader(), log() |
| 912 | */ |
| 913 | bool QGLShaderProgram::link() |
| 914 | { |
| 915 | Q_D(QGLShaderProgram); |
| 916 | GLuint program = d->programGuard ? d->programGuard->id() : 0; |
| 917 | if (!program) |
| 918 | return false; |
| 919 | |
| 920 | GLint value; |
| 921 | if (d->shaders.isEmpty()) { |
| 922 | // If there are no explicit shaders, then it is possible that the |
| 923 | // application added a program binary with glProgramBinaryOES(), |
| 924 | // or otherwise populated the shaders itself. Check to see if the |
| 925 | // program is already linked and bail out if so. |
| 926 | value = 0; |
| 927 | d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, params: &value); |
| 928 | d->linked = (value != 0); |
| 929 | if (d->linked) |
| 930 | return true; |
| 931 | } |
| 932 | |
| 933 | #if !defined(QT_OPENGL_ES_2) |
| 934 | // Set up the geometry shader parameters |
| 935 | if (!QOpenGLContext::currentContext()->isOpenGLES() |
| 936 | && d->glfuncs->glProgramParameteri) { |
| 937 | for (QGLShader *shader : qAsConst(t&: d->shaders)) { |
| 938 | if (shader->shaderType() & QGLShader::Geometry) { |
| 939 | d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_INPUT_TYPE_EXT, |
| 940 | d->geometryInputType); |
| 941 | d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_OUTPUT_TYPE_EXT, |
| 942 | d->geometryOutputType); |
| 943 | d->glfuncs->glProgramParameteri(program, GL_GEOMETRY_VERTICES_OUT_EXT, |
| 944 | d->geometryVertexCount); |
| 945 | break; |
| 946 | } |
| 947 | } |
| 948 | } |
| 949 | #endif |
| 950 | |
| 951 | d->glfuncs->glLinkProgram(program); |
| 952 | value = 0; |
| 953 | d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, params: &value); |
| 954 | d->linked = (value != 0); |
| 955 | value = 0; |
| 956 | d->glfuncs->glGetProgramiv(program, GL_INFO_LOG_LENGTH, params: &value); |
| 957 | d->log = QString(); |
| 958 | if (value > 1) { |
| 959 | char *logbuf = new char [value]; |
| 960 | GLint len; |
| 961 | d->glfuncs->glGetProgramInfoLog(program, bufsize: value, length: &len, infolog: logbuf); |
| 962 | d->log = QString::fromLatin1(str: logbuf); |
| 963 | QString name = objectName(); |
| 964 | if (!d->linked) { |
| 965 | if (name.isEmpty()) |
| 966 | qWarning() << "QGLShader::link:" << d->log; |
| 967 | else |
| 968 | qWarning() << "QGLShader::link[" << name << "]:" << d->log; |
| 969 | } |
| 970 | delete [] logbuf; |
| 971 | } |
| 972 | return d->linked; |
| 973 | } |
| 974 | |
| 975 | /*! |
| 976 | Returns \c true if this shader program has been linked; false otherwise. |
| 977 | |
| 978 | \sa link() |
| 979 | */ |
| 980 | bool QGLShaderProgram::isLinked() const |
| 981 | { |
| 982 | Q_D(const QGLShaderProgram); |
| 983 | return d->linked; |
| 984 | } |
| 985 | |
| 986 | /*! |
| 987 | Returns the errors and warnings that occurred during the last link() |
| 988 | or addShader() with explicitly specified source code. |
| 989 | |
| 990 | \sa link() |
| 991 | */ |
| 992 | QString QGLShaderProgram::log() const |
| 993 | { |
| 994 | Q_D(const QGLShaderProgram); |
| 995 | return d->log; |
| 996 | } |
| 997 | |
| 998 | /*! |
| 999 | Binds this shader program to the active QGLContext and makes |
| 1000 | it the current shader program. Any previously bound shader program |
| 1001 | is released. This is equivalent to calling \c{glUseProgram()} on |
| 1002 | programId(). Returns \c true if the program was successfully bound; |
| 1003 | false otherwise. If the shader program has not yet been linked, |
| 1004 | or it needs to be re-linked, this function will call link(). |
| 1005 | |
| 1006 | \sa link(), release() |
| 1007 | */ |
| 1008 | bool QGLShaderProgram::bind() |
| 1009 | { |
| 1010 | Q_D(QGLShaderProgram); |
| 1011 | GLuint program = d->programGuard ? d->programGuard->id() : 0; |
| 1012 | if (!program) |
| 1013 | return false; |
| 1014 | if (!d->linked && !link()) |
| 1015 | return false; |
| 1016 | #ifndef QT_NO_DEBUG |
| 1017 | if (d->programGuard->group() != QOpenGLContextGroup::currentContextGroup()) { |
| 1018 | qWarning(msg: "QGLShaderProgram::bind: program is not valid in the current context." ); |
| 1019 | return false; |
| 1020 | } |
| 1021 | #endif |
| 1022 | d->glfuncs->glUseProgram(program); |
| 1023 | return true; |
| 1024 | } |
| 1025 | |
| 1026 | #undef ctx |
| 1027 | #define ctx QGLContext::currentContext() |
| 1028 | |
| 1029 | /*! |
| 1030 | Releases the active shader program from the current QGLContext. |
| 1031 | This is equivalent to calling \c{glUseProgram(0)}. |
| 1032 | |
| 1033 | \sa bind() |
| 1034 | */ |
| 1035 | void QGLShaderProgram::release() |
| 1036 | { |
| 1037 | Q_D(QGLShaderProgram); |
| 1038 | #ifndef QT_NO_DEBUG |
| 1039 | if (d->programGuard && d->programGuard->group() != QOpenGLContextGroup::currentContextGroup()) |
| 1040 | qWarning(msg: "QGLShaderProgram::release: program is not valid in the current context." ); |
| 1041 | #endif |
| 1042 | d->glfuncs->glUseProgram(program: 0); |
| 1043 | } |
| 1044 | |
| 1045 | /*! |
| 1046 | Returns the OpenGL identifier associated with this shader program. |
| 1047 | |
| 1048 | \sa QGLShader::shaderId() |
| 1049 | */ |
| 1050 | GLuint QGLShaderProgram::programId() const |
| 1051 | { |
| 1052 | Q_D(const QGLShaderProgram); |
| 1053 | GLuint id = d->programGuard ? d->programGuard->id() : 0; |
| 1054 | if (id) |
| 1055 | return id; |
| 1056 | |
| 1057 | // Create the identifier if we don't have one yet. This is for |
| 1058 | // applications that want to create the attached shader configuration |
| 1059 | // themselves, particularly those using program binaries. |
| 1060 | if (!const_cast<QGLShaderProgram *>(this)->init()) |
| 1061 | return 0; |
| 1062 | return d->programGuard ? d->programGuard->id() : 0; |
| 1063 | } |
| 1064 | |
| 1065 | /*! |
| 1066 | Binds the attribute \a name to the specified \a location. This |
| 1067 | function can be called before or after the program has been linked. |
| 1068 | Any attributes that have not been explicitly bound when the program |
| 1069 | is linked will be assigned locations automatically. |
| 1070 | |
| 1071 | When this function is called after the program has been linked, |
| 1072 | the program will need to be relinked for the change to take effect. |
| 1073 | |
| 1074 | \sa attributeLocation() |
| 1075 | */ |
| 1076 | void QGLShaderProgram::bindAttributeLocation(const char *name, int location) |
| 1077 | { |
| 1078 | Q_D(QGLShaderProgram); |
| 1079 | if (!init() || !d->programGuard || !d->programGuard->id()) |
| 1080 | return; |
| 1081 | d->glfuncs->glBindAttribLocation(program: d->programGuard->id(), index: location, name); |
| 1082 | d->linked = false; // Program needs to be relinked. |
| 1083 | } |
| 1084 | |
| 1085 | /*! |
| 1086 | \overload |
| 1087 | |
| 1088 | Binds the attribute \a name to the specified \a location. This |
| 1089 | function can be called before or after the program has been linked. |
| 1090 | Any attributes that have not been explicitly bound when the program |
| 1091 | is linked will be assigned locations automatically. |
| 1092 | |
| 1093 | When this function is called after the program has been linked, |
| 1094 | the program will need to be relinked for the change to take effect. |
| 1095 | |
| 1096 | \sa attributeLocation() |
| 1097 | */ |
| 1098 | void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location) |
| 1099 | { |
| 1100 | bindAttributeLocation(name: name.constData(), location); |
| 1101 | } |
| 1102 | |
| 1103 | /*! |
| 1104 | \overload |
| 1105 | |
| 1106 | Binds the attribute \a name to the specified \a location. This |
| 1107 | function can be called before or after the program has been linked. |
| 1108 | Any attributes that have not been explicitly bound when the program |
| 1109 | is linked will be assigned locations automatically. |
| 1110 | |
| 1111 | When this function is called after the program has been linked, |
| 1112 | the program will need to be relinked for the change to take effect. |
| 1113 | |
| 1114 | \sa attributeLocation() |
| 1115 | */ |
| 1116 | void QGLShaderProgram::bindAttributeLocation(const QString& name, int location) |
| 1117 | { |
| 1118 | bindAttributeLocation(name: name.toLatin1().constData(), location); |
| 1119 | } |
| 1120 | |
| 1121 | /*! |
| 1122 | Returns the location of the attribute \a name within this shader |
| 1123 | program's parameter list. Returns -1 if \a name is not a valid |
| 1124 | attribute for this shader program. |
| 1125 | |
| 1126 | \sa uniformLocation(), bindAttributeLocation() |
| 1127 | */ |
| 1128 | int QGLShaderProgram::attributeLocation(const char *name) const |
| 1129 | { |
| 1130 | Q_D(const QGLShaderProgram); |
| 1131 | if (d->linked && d->programGuard && d->programGuard->id()) { |
| 1132 | return d->glfuncs->glGetAttribLocation(program: d->programGuard->id(), name); |
| 1133 | } else { |
| 1134 | qWarning() << "QGLShaderProgram::attributeLocation(" << name |
| 1135 | << "): shader program is not linked" ; |
| 1136 | return -1; |
| 1137 | } |
| 1138 | } |
| 1139 | |
| 1140 | /*! |
| 1141 | \overload |
| 1142 | |
| 1143 | Returns the location of the attribute \a name within this shader |
| 1144 | program's parameter list. Returns -1 if \a name is not a valid |
| 1145 | attribute for this shader program. |
| 1146 | |
| 1147 | \sa uniformLocation(), bindAttributeLocation() |
| 1148 | */ |
| 1149 | int QGLShaderProgram::attributeLocation(const QByteArray& name) const |
| 1150 | { |
| 1151 | return attributeLocation(name: name.constData()); |
| 1152 | } |
| 1153 | |
| 1154 | /*! |
| 1155 | \overload |
| 1156 | |
| 1157 | Returns the location of the attribute \a name within this shader |
| 1158 | program's parameter list. Returns -1 if \a name is not a valid |
| 1159 | attribute for this shader program. |
| 1160 | |
| 1161 | \sa uniformLocation(), bindAttributeLocation() |
| 1162 | */ |
| 1163 | int QGLShaderProgram::attributeLocation(const QString& name) const |
| 1164 | { |
| 1165 | return attributeLocation(name: name.toLatin1().constData()); |
| 1166 | } |
| 1167 | |
| 1168 | /*! |
| 1169 | Sets the attribute at \a location in the current context to \a value. |
| 1170 | |
| 1171 | \sa setUniformValue() |
| 1172 | */ |
| 1173 | void QGLShaderProgram::setAttributeValue(int location, GLfloat value) |
| 1174 | { |
| 1175 | Q_D(QGLShaderProgram); |
| 1176 | Q_UNUSED(d); |
| 1177 | if (location != -1) |
| 1178 | d->glfuncs->glVertexAttrib1fv(indx: location, values: &value); |
| 1179 | } |
| 1180 | |
| 1181 | /*! |
| 1182 | \overload |
| 1183 | |
| 1184 | Sets the attribute called \a name in the current context to \a value. |
| 1185 | |
| 1186 | \sa setUniformValue() |
| 1187 | */ |
| 1188 | void QGLShaderProgram::setAttributeValue(const char *name, GLfloat value) |
| 1189 | { |
| 1190 | setAttributeValue(location: attributeLocation(name), value); |
| 1191 | } |
| 1192 | |
| 1193 | /*! |
| 1194 | Sets the attribute at \a location in the current context to |
| 1195 | the 2D vector (\a x, \a y). |
| 1196 | |
| 1197 | \sa setUniformValue() |
| 1198 | */ |
| 1199 | void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y) |
| 1200 | { |
| 1201 | Q_D(QGLShaderProgram); |
| 1202 | Q_UNUSED(d); |
| 1203 | if (location != -1) { |
| 1204 | GLfloat values[2] = {x, y}; |
| 1205 | d->glfuncs->glVertexAttrib2fv(indx: location, values); |
| 1206 | } |
| 1207 | } |
| 1208 | |
| 1209 | /*! |
| 1210 | \overload |
| 1211 | |
| 1212 | Sets the attribute called \a name in the current context to |
| 1213 | the 2D vector (\a x, \a y). |
| 1214 | |
| 1215 | \sa setUniformValue() |
| 1216 | */ |
| 1217 | void QGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y) |
| 1218 | { |
| 1219 | setAttributeValue(location: attributeLocation(name), x, y); |
| 1220 | } |
| 1221 | |
| 1222 | /*! |
| 1223 | Sets the attribute at \a location in the current context to |
| 1224 | the 3D vector (\a x, \a y, \a z). |
| 1225 | |
| 1226 | \sa setUniformValue() |
| 1227 | */ |
| 1228 | void QGLShaderProgram::setAttributeValue |
| 1229 | (int location, GLfloat x, GLfloat y, GLfloat z) |
| 1230 | { |
| 1231 | Q_D(QGLShaderProgram); |
| 1232 | Q_UNUSED(d); |
| 1233 | if (location != -1) { |
| 1234 | GLfloat values[3] = {x, y, z}; |
| 1235 | d->glfuncs->glVertexAttrib3fv(indx: location, values); |
| 1236 | } |
| 1237 | } |
| 1238 | |
| 1239 | /*! |
| 1240 | \overload |
| 1241 | |
| 1242 | Sets the attribute called \a name in the current context to |
| 1243 | the 3D vector (\a x, \a y, \a z). |
| 1244 | |
| 1245 | \sa setUniformValue() |
| 1246 | */ |
| 1247 | void QGLShaderProgram::setAttributeValue |
| 1248 | (const char *name, GLfloat x, GLfloat y, GLfloat z) |
| 1249 | { |
| 1250 | setAttributeValue(location: attributeLocation(name), x, y, z); |
| 1251 | } |
| 1252 | |
| 1253 | /*! |
| 1254 | Sets the attribute at \a location in the current context to |
| 1255 | the 4D vector (\a x, \a y, \a z, \a w). |
| 1256 | |
| 1257 | \sa setUniformValue() |
| 1258 | */ |
| 1259 | void QGLShaderProgram::setAttributeValue |
| 1260 | (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 1261 | { |
| 1262 | Q_D(QGLShaderProgram); |
| 1263 | Q_UNUSED(d); |
| 1264 | if (location != -1) { |
| 1265 | GLfloat values[4] = {x, y, z, w}; |
| 1266 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1267 | } |
| 1268 | } |
| 1269 | |
| 1270 | /*! |
| 1271 | \overload |
| 1272 | |
| 1273 | Sets the attribute called \a name in the current context to |
| 1274 | the 4D vector (\a x, \a y, \a z, \a w). |
| 1275 | |
| 1276 | \sa setUniformValue() |
| 1277 | */ |
| 1278 | void QGLShaderProgram::setAttributeValue |
| 1279 | (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 1280 | { |
| 1281 | setAttributeValue(location: attributeLocation(name), x, y, z, w); |
| 1282 | } |
| 1283 | |
| 1284 | /*! |
| 1285 | Sets the attribute at \a location in the current context to \a value. |
| 1286 | |
| 1287 | \sa setUniformValue() |
| 1288 | */ |
| 1289 | void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value) |
| 1290 | { |
| 1291 | Q_D(QGLShaderProgram); |
| 1292 | Q_UNUSED(d); |
| 1293 | if (location != -1) |
| 1294 | d->glfuncs->glVertexAttrib2fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1295 | } |
| 1296 | |
| 1297 | /*! |
| 1298 | \overload |
| 1299 | |
| 1300 | Sets the attribute called \a name in the current context to \a value. |
| 1301 | |
| 1302 | \sa setUniformValue() |
| 1303 | */ |
| 1304 | void QGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value) |
| 1305 | { |
| 1306 | setAttributeValue(location: attributeLocation(name), value); |
| 1307 | } |
| 1308 | |
| 1309 | /*! |
| 1310 | Sets the attribute at \a location in the current context to \a value. |
| 1311 | |
| 1312 | \sa setUniformValue() |
| 1313 | */ |
| 1314 | void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value) |
| 1315 | { |
| 1316 | Q_D(QGLShaderProgram); |
| 1317 | Q_UNUSED(d); |
| 1318 | if (location != -1) |
| 1319 | d->glfuncs->glVertexAttrib3fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1320 | } |
| 1321 | |
| 1322 | /*! |
| 1323 | \overload |
| 1324 | |
| 1325 | Sets the attribute called \a name in the current context to \a value. |
| 1326 | |
| 1327 | \sa setUniformValue() |
| 1328 | */ |
| 1329 | void QGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value) |
| 1330 | { |
| 1331 | setAttributeValue(location: attributeLocation(name), value); |
| 1332 | } |
| 1333 | |
| 1334 | /*! |
| 1335 | Sets the attribute at \a location in the current context to \a value. |
| 1336 | |
| 1337 | \sa setUniformValue() |
| 1338 | */ |
| 1339 | void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value) |
| 1340 | { |
| 1341 | Q_D(QGLShaderProgram); |
| 1342 | Q_UNUSED(d); |
| 1343 | if (location != -1) |
| 1344 | d->glfuncs->glVertexAttrib4fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1345 | } |
| 1346 | |
| 1347 | /*! |
| 1348 | \overload |
| 1349 | |
| 1350 | Sets the attribute called \a name in the current context to \a value. |
| 1351 | |
| 1352 | \sa setUniformValue() |
| 1353 | */ |
| 1354 | void QGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value) |
| 1355 | { |
| 1356 | setAttributeValue(location: attributeLocation(name), value); |
| 1357 | } |
| 1358 | |
| 1359 | /*! |
| 1360 | Sets the attribute at \a location in the current context to \a value. |
| 1361 | |
| 1362 | \sa setUniformValue() |
| 1363 | */ |
| 1364 | void QGLShaderProgram::setAttributeValue(int location, const QColor& value) |
| 1365 | { |
| 1366 | Q_D(QGLShaderProgram); |
| 1367 | Q_UNUSED(d); |
| 1368 | if (location != -1) { |
| 1369 | GLfloat values[4] = {GLfloat(value.redF()), GLfloat(value.greenF()), |
| 1370 | GLfloat(value.blueF()), GLfloat(value.alphaF())}; |
| 1371 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1372 | } |
| 1373 | } |
| 1374 | |
| 1375 | /*! |
| 1376 | \overload |
| 1377 | |
| 1378 | Sets the attribute called \a name in the current context to \a value. |
| 1379 | |
| 1380 | \sa setUniformValue() |
| 1381 | */ |
| 1382 | void QGLShaderProgram::setAttributeValue(const char *name, const QColor& value) |
| 1383 | { |
| 1384 | setAttributeValue(location: attributeLocation(name), value); |
| 1385 | } |
| 1386 | |
| 1387 | /*! |
| 1388 | Sets the attribute at \a location in the current context to the |
| 1389 | contents of \a values, which contains \a columns elements, each |
| 1390 | consisting of \a rows elements. The \a rows value should be |
| 1391 | 1, 2, 3, or 4. This function is typically used to set matrix |
| 1392 | values and column vectors. |
| 1393 | |
| 1394 | \sa setUniformValue() |
| 1395 | */ |
| 1396 | void QGLShaderProgram::setAttributeValue |
| 1397 | (int location, const GLfloat *values, int columns, int rows) |
| 1398 | { |
| 1399 | Q_D(QGLShaderProgram); |
| 1400 | Q_UNUSED(d); |
| 1401 | if (rows < 1 || rows > 4) { |
| 1402 | qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported" ; |
| 1403 | return; |
| 1404 | } |
| 1405 | if (location != -1) { |
| 1406 | while (columns-- > 0) { |
| 1407 | if (rows == 1) |
| 1408 | d->glfuncs->glVertexAttrib1fv(indx: location, values); |
| 1409 | else if (rows == 2) |
| 1410 | d->glfuncs->glVertexAttrib2fv(indx: location, values); |
| 1411 | else if (rows == 3) |
| 1412 | d->glfuncs->glVertexAttrib3fv(indx: location, values); |
| 1413 | else |
| 1414 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1415 | values += rows; |
| 1416 | ++location; |
| 1417 | } |
| 1418 | } |
| 1419 | } |
| 1420 | |
| 1421 | /*! |
| 1422 | \overload |
| 1423 | |
| 1424 | Sets the attribute called \a name in the current context to the |
| 1425 | contents of \a values, which contains \a columns elements, each |
| 1426 | consisting of \a rows elements. The \a rows value should be |
| 1427 | 1, 2, 3, or 4. This function is typically used to set matrix |
| 1428 | values and column vectors. |
| 1429 | |
| 1430 | \sa setUniformValue() |
| 1431 | */ |
| 1432 | void QGLShaderProgram::setAttributeValue |
| 1433 | (const char *name, const GLfloat *values, int columns, int rows) |
| 1434 | { |
| 1435 | setAttributeValue(location: attributeLocation(name), values, columns, rows); |
| 1436 | } |
| 1437 | |
| 1438 | /*! |
| 1439 | Sets an array of vertex \a values on the attribute at \a location |
| 1440 | in this shader program. The \a tupleSize indicates the number of |
| 1441 | components per vertex (1, 2, 3, or 4), and the \a stride indicates |
| 1442 | the number of bytes between vertices. A default \a stride value |
| 1443 | of zero indicates that the vertices are densely packed in \a values. |
| 1444 | |
| 1445 | The array will become active when enableAttributeArray() is called |
| 1446 | on the \a location. Otherwise the value specified with |
| 1447 | setAttributeValue() for \a location will be used. |
| 1448 | |
| 1449 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1450 | \sa disableAttributeArray() |
| 1451 | */ |
| 1452 | void QGLShaderProgram::setAttributeArray |
| 1453 | (int location, const GLfloat *values, int tupleSize, int stride) |
| 1454 | { |
| 1455 | Q_D(QGLShaderProgram); |
| 1456 | Q_UNUSED(d); |
| 1457 | if (location != -1) { |
| 1458 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, GL_FLOAT, GL_FALSE, |
| 1459 | stride, ptr: values); |
| 1460 | } |
| 1461 | } |
| 1462 | |
| 1463 | /*! |
| 1464 | Sets an array of 2D vertex \a values on the attribute at \a location |
| 1465 | in this shader program. The \a stride indicates the number of bytes |
| 1466 | between vertices. A default \a stride value of zero indicates that |
| 1467 | the vertices are densely packed in \a values. |
| 1468 | |
| 1469 | The array will become active when enableAttributeArray() is called |
| 1470 | on the \a location. Otherwise the value specified with |
| 1471 | setAttributeValue() for \a location will be used. |
| 1472 | |
| 1473 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1474 | \sa disableAttributeArray() |
| 1475 | */ |
| 1476 | void QGLShaderProgram::setAttributeArray |
| 1477 | (int location, const QVector2D *values, int stride) |
| 1478 | { |
| 1479 | Q_D(QGLShaderProgram); |
| 1480 | Q_UNUSED(d); |
| 1481 | if (location != -1) { |
| 1482 | d->glfuncs->glVertexAttribPointer(indx: location, size: 2, GL_FLOAT, GL_FALSE, |
| 1483 | stride, ptr: values); |
| 1484 | } |
| 1485 | } |
| 1486 | |
| 1487 | /*! |
| 1488 | Sets an array of 3D vertex \a values on the attribute at \a location |
| 1489 | in this shader program. The \a stride indicates the number of bytes |
| 1490 | between vertices. A default \a stride value of zero indicates that |
| 1491 | the vertices are densely packed in \a values. |
| 1492 | |
| 1493 | The array will become active when enableAttributeArray() is called |
| 1494 | on the \a location. Otherwise the value specified with |
| 1495 | setAttributeValue() for \a location will be used. |
| 1496 | |
| 1497 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1498 | \sa disableAttributeArray() |
| 1499 | */ |
| 1500 | void QGLShaderProgram::setAttributeArray |
| 1501 | (int location, const QVector3D *values, int stride) |
| 1502 | { |
| 1503 | Q_D(QGLShaderProgram); |
| 1504 | Q_UNUSED(d); |
| 1505 | if (location != -1) { |
| 1506 | d->glfuncs->glVertexAttribPointer(indx: location, size: 3, GL_FLOAT, GL_FALSE, |
| 1507 | stride, ptr: values); |
| 1508 | } |
| 1509 | } |
| 1510 | |
| 1511 | /*! |
| 1512 | Sets an array of 4D vertex \a values on the attribute at \a location |
| 1513 | in this shader program. The \a stride indicates the number of bytes |
| 1514 | between vertices. A default \a stride value of zero indicates that |
| 1515 | the vertices are densely packed in \a values. |
| 1516 | |
| 1517 | The array will become active when enableAttributeArray() is called |
| 1518 | on the \a location. Otherwise the value specified with |
| 1519 | setAttributeValue() for \a location will be used. |
| 1520 | |
| 1521 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1522 | \sa disableAttributeArray() |
| 1523 | */ |
| 1524 | void QGLShaderProgram::setAttributeArray |
| 1525 | (int location, const QVector4D *values, int stride) |
| 1526 | { |
| 1527 | Q_D(QGLShaderProgram); |
| 1528 | Q_UNUSED(d); |
| 1529 | if (location != -1) { |
| 1530 | d->glfuncs->glVertexAttribPointer(indx: location, size: 4, GL_FLOAT, GL_FALSE, |
| 1531 | stride, ptr: values); |
| 1532 | } |
| 1533 | } |
| 1534 | |
| 1535 | /*! |
| 1536 | Sets an array of vertex \a values on the attribute at \a location |
| 1537 | in this shader program. The \a stride indicates the number of bytes |
| 1538 | between vertices. A default \a stride value of zero indicates that |
| 1539 | the vertices are densely packed in \a values. |
| 1540 | |
| 1541 | The \a type indicates the type of elements in the \a values array, |
| 1542 | usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize |
| 1543 | indicates the number of components per vertex: 1, 2, 3, or 4. |
| 1544 | |
| 1545 | The array will become active when enableAttributeArray() is called |
| 1546 | on the \a location. Otherwise the value specified with |
| 1547 | setAttributeValue() for \a location will be used. |
| 1548 | |
| 1549 | The setAttributeBuffer() function can be used to set the attribute |
| 1550 | array to an offset within a vertex buffer. |
| 1551 | |
| 1552 | \note Normalization will be enabled. If this is not desired, call |
| 1553 | glVertexAttribPointer directly through QGLFunctions. |
| 1554 | |
| 1555 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1556 | \sa disableAttributeArray(), setAttributeBuffer() |
| 1557 | \since 4.7 |
| 1558 | */ |
| 1559 | void QGLShaderProgram::setAttributeArray |
| 1560 | (int location, GLenum type, const void *values, int tupleSize, int stride) |
| 1561 | { |
| 1562 | Q_D(QGLShaderProgram); |
| 1563 | Q_UNUSED(d); |
| 1564 | if (location != -1) { |
| 1565 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, type, GL_TRUE, |
| 1566 | stride, ptr: values); |
| 1567 | } |
| 1568 | } |
| 1569 | |
| 1570 | /*! |
| 1571 | \overload |
| 1572 | |
| 1573 | Sets an array of vertex \a values on the attribute called \a name |
| 1574 | in this shader program. The \a tupleSize indicates the number of |
| 1575 | components per vertex (1, 2, 3, or 4), and the \a stride indicates |
| 1576 | the number of bytes between vertices. A default \a stride value |
| 1577 | of zero indicates that the vertices are densely packed in \a values. |
| 1578 | |
| 1579 | The array will become active when enableAttributeArray() is called |
| 1580 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1581 | for \a name will be used. |
| 1582 | |
| 1583 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1584 | \sa disableAttributeArray() |
| 1585 | */ |
| 1586 | void QGLShaderProgram::setAttributeArray |
| 1587 | (const char *name, const GLfloat *values, int tupleSize, int stride) |
| 1588 | { |
| 1589 | setAttributeArray(location: attributeLocation(name), values, tupleSize, stride); |
| 1590 | } |
| 1591 | |
| 1592 | /*! |
| 1593 | \overload |
| 1594 | |
| 1595 | Sets an array of 2D vertex \a values on the attribute called \a name |
| 1596 | in this shader program. The \a stride indicates the number of bytes |
| 1597 | between vertices. A default \a stride value of zero indicates that |
| 1598 | the vertices are densely packed in \a values. |
| 1599 | |
| 1600 | The array will become active when enableAttributeArray() is called |
| 1601 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1602 | for \a name will be used. |
| 1603 | |
| 1604 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1605 | \sa disableAttributeArray() |
| 1606 | */ |
| 1607 | void QGLShaderProgram::setAttributeArray |
| 1608 | (const char *name, const QVector2D *values, int stride) |
| 1609 | { |
| 1610 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1611 | } |
| 1612 | |
| 1613 | /*! |
| 1614 | \overload |
| 1615 | |
| 1616 | Sets an array of 3D vertex \a values on the attribute called \a name |
| 1617 | in this shader program. The \a stride indicates the number of bytes |
| 1618 | between vertices. A default \a stride value of zero indicates that |
| 1619 | the vertices are densely packed in \a values. |
| 1620 | |
| 1621 | The array will become active when enableAttributeArray() is called |
| 1622 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1623 | for \a name will be used. |
| 1624 | |
| 1625 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1626 | \sa disableAttributeArray() |
| 1627 | */ |
| 1628 | void QGLShaderProgram::setAttributeArray |
| 1629 | (const char *name, const QVector3D *values, int stride) |
| 1630 | { |
| 1631 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1632 | } |
| 1633 | |
| 1634 | /*! |
| 1635 | \overload |
| 1636 | |
| 1637 | Sets an array of 4D vertex \a values on the attribute called \a name |
| 1638 | in this shader program. The \a stride indicates the number of bytes |
| 1639 | between vertices. A default \a stride value of zero indicates that |
| 1640 | the vertices are densely packed in \a values. |
| 1641 | |
| 1642 | The array will become active when enableAttributeArray() is called |
| 1643 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1644 | for \a name will be used. |
| 1645 | |
| 1646 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1647 | \sa disableAttributeArray() |
| 1648 | */ |
| 1649 | void QGLShaderProgram::setAttributeArray |
| 1650 | (const char *name, const QVector4D *values, int stride) |
| 1651 | { |
| 1652 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1653 | } |
| 1654 | |
| 1655 | /*! |
| 1656 | \overload |
| 1657 | |
| 1658 | Sets an array of vertex \a values on the attribute called \a name |
| 1659 | in this shader program. The \a stride indicates the number of bytes |
| 1660 | between vertices. A default \a stride value of zero indicates that |
| 1661 | the vertices are densely packed in \a values. |
| 1662 | |
| 1663 | The \a type indicates the type of elements in the \a values array, |
| 1664 | usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize |
| 1665 | indicates the number of components per vertex: 1, 2, 3, or 4. |
| 1666 | |
| 1667 | The array will become active when enableAttributeArray() is called |
| 1668 | on the \a name. Otherwise the value specified with |
| 1669 | setAttributeValue() for \a name will be used. |
| 1670 | |
| 1671 | The setAttributeBuffer() function can be used to set the attribute |
| 1672 | array to an offset within a vertex buffer. |
| 1673 | |
| 1674 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1675 | \sa disableAttributeArray(), setAttributeBuffer() |
| 1676 | \since 4.7 |
| 1677 | */ |
| 1678 | void QGLShaderProgram::setAttributeArray |
| 1679 | (const char *name, GLenum type, const void *values, int tupleSize, int stride) |
| 1680 | { |
| 1681 | setAttributeArray(location: attributeLocation(name), type, values, tupleSize, stride); |
| 1682 | } |
| 1683 | |
| 1684 | /*! |
| 1685 | Sets an array of vertex values on the attribute at \a location in |
| 1686 | this shader program, starting at a specific \a offset in the |
| 1687 | currently bound vertex buffer. The \a stride indicates the number |
| 1688 | of bytes between vertices. A default \a stride value of zero |
| 1689 | indicates that the vertices are densely packed in the value array. |
| 1690 | |
| 1691 | The \a type indicates the type of elements in the vertex value |
| 1692 | array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a |
| 1693 | tupleSize indicates the number of components per vertex: 1, 2, 3, |
| 1694 | or 4. |
| 1695 | |
| 1696 | The array will become active when enableAttributeArray() is called |
| 1697 | on the \a location. Otherwise the value specified with |
| 1698 | setAttributeValue() for \a location will be used. |
| 1699 | |
| 1700 | \note Normalization will be enabled. If this is not desired, call |
| 1701 | glVertexAttribPointer directly though QGLFunctions. |
| 1702 | |
| 1703 | \sa setAttributeArray() |
| 1704 | \since 4.7 |
| 1705 | */ |
| 1706 | void QGLShaderProgram::setAttributeBuffer |
| 1707 | (int location, GLenum type, int offset, int tupleSize, int stride) |
| 1708 | { |
| 1709 | Q_D(QGLShaderProgram); |
| 1710 | Q_UNUSED(d); |
| 1711 | if (location != -1) { |
| 1712 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, type, GL_TRUE, stride, |
| 1713 | ptr: reinterpret_cast<const void *>(qintptr(offset))); |
| 1714 | } |
| 1715 | } |
| 1716 | |
| 1717 | /*! |
| 1718 | \overload |
| 1719 | |
| 1720 | Sets an array of vertex values on the attribute called \a name |
| 1721 | in this shader program, starting at a specific \a offset in the |
| 1722 | currently bound vertex buffer. The \a stride indicates the number |
| 1723 | of bytes between vertices. A default \a stride value of zero |
| 1724 | indicates that the vertices are densely packed in the value array. |
| 1725 | |
| 1726 | The \a type indicates the type of elements in the vertex value |
| 1727 | array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a |
| 1728 | tupleSize indicates the number of components per vertex: 1, 2, 3, |
| 1729 | or 4. |
| 1730 | |
| 1731 | The array will become active when enableAttributeArray() is called |
| 1732 | on the \a name. Otherwise the value specified with |
| 1733 | setAttributeValue() for \a name will be used. |
| 1734 | |
| 1735 | \sa setAttributeArray() |
| 1736 | \since 4.7 |
| 1737 | */ |
| 1738 | void QGLShaderProgram::setAttributeBuffer |
| 1739 | (const char *name, GLenum type, int offset, int tupleSize, int stride) |
| 1740 | { |
| 1741 | setAttributeBuffer(location: attributeLocation(name), type, offset, tupleSize, stride); |
| 1742 | } |
| 1743 | |
| 1744 | /*! |
| 1745 | Enables the vertex array at \a location in this shader program |
| 1746 | so that the value set by setAttributeArray() on \a location |
| 1747 | will be used by the shader program. |
| 1748 | |
| 1749 | \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 1750 | \sa setUniformValue() |
| 1751 | */ |
| 1752 | void QGLShaderProgram::enableAttributeArray(int location) |
| 1753 | { |
| 1754 | Q_D(QGLShaderProgram); |
| 1755 | Q_UNUSED(d); |
| 1756 | if (location != -1) |
| 1757 | d->glfuncs->glEnableVertexAttribArray(index: location); |
| 1758 | } |
| 1759 | |
| 1760 | /*! |
| 1761 | \overload |
| 1762 | |
| 1763 | Enables the vertex array called \a name in this shader program |
| 1764 | so that the value set by setAttributeArray() on \a name |
| 1765 | will be used by the shader program. |
| 1766 | |
| 1767 | \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 1768 | \sa setUniformValue() |
| 1769 | */ |
| 1770 | void QGLShaderProgram::enableAttributeArray(const char *name) |
| 1771 | { |
| 1772 | enableAttributeArray(location: attributeLocation(name)); |
| 1773 | } |
| 1774 | |
| 1775 | /*! |
| 1776 | Disables the vertex array at \a location in this shader program |
| 1777 | that was enabled by a previous call to enableAttributeArray(). |
| 1778 | |
| 1779 | \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 1780 | \sa setUniformValue() |
| 1781 | */ |
| 1782 | void QGLShaderProgram::disableAttributeArray(int location) |
| 1783 | { |
| 1784 | Q_D(QGLShaderProgram); |
| 1785 | Q_UNUSED(d); |
| 1786 | if (location != -1) |
| 1787 | d->glfuncs->glDisableVertexAttribArray(index: location); |
| 1788 | } |
| 1789 | |
| 1790 | /*! |
| 1791 | \overload |
| 1792 | |
| 1793 | Disables the vertex array called \a name in this shader program |
| 1794 | that was enabled by a previous call to enableAttributeArray(). |
| 1795 | |
| 1796 | \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 1797 | \sa setUniformValue() |
| 1798 | */ |
| 1799 | void QGLShaderProgram::disableAttributeArray(const char *name) |
| 1800 | { |
| 1801 | disableAttributeArray(location: attributeLocation(name)); |
| 1802 | } |
| 1803 | |
| 1804 | /*! |
| 1805 | Returns the location of the uniform variable \a name within this shader |
| 1806 | program's parameter list. Returns -1 if \a name is not a valid |
| 1807 | uniform variable for this shader program. |
| 1808 | |
| 1809 | \sa attributeLocation() |
| 1810 | */ |
| 1811 | int QGLShaderProgram::uniformLocation(const char *name) const |
| 1812 | { |
| 1813 | Q_D(const QGLShaderProgram); |
| 1814 | Q_UNUSED(d); |
| 1815 | if (d->linked && d->programGuard && d->programGuard->id()) { |
| 1816 | return d->glfuncs->glGetUniformLocation(program: d->programGuard->id(), name); |
| 1817 | } else { |
| 1818 | qWarning() << "QGLShaderProgram::uniformLocation(" << name |
| 1819 | << "): shader program is not linked" ; |
| 1820 | return -1; |
| 1821 | } |
| 1822 | } |
| 1823 | |
| 1824 | /*! |
| 1825 | \overload |
| 1826 | |
| 1827 | Returns the location of the uniform variable \a name within this shader |
| 1828 | program's parameter list. Returns -1 if \a name is not a valid |
| 1829 | uniform variable for this shader program. |
| 1830 | |
| 1831 | \sa attributeLocation() |
| 1832 | */ |
| 1833 | int QGLShaderProgram::uniformLocation(const QByteArray& name) const |
| 1834 | { |
| 1835 | return uniformLocation(name: name.constData()); |
| 1836 | } |
| 1837 | |
| 1838 | /*! |
| 1839 | \overload |
| 1840 | |
| 1841 | Returns the location of the uniform variable \a name within this shader |
| 1842 | program's parameter list. Returns -1 if \a name is not a valid |
| 1843 | uniform variable for this shader program. |
| 1844 | |
| 1845 | \sa attributeLocation() |
| 1846 | */ |
| 1847 | int QGLShaderProgram::uniformLocation(const QString& name) const |
| 1848 | { |
| 1849 | return uniformLocation(name: name.toLatin1().constData()); |
| 1850 | } |
| 1851 | |
| 1852 | /*! |
| 1853 | Sets the uniform variable at \a location in the current context to \a value. |
| 1854 | |
| 1855 | \sa setAttributeValue() |
| 1856 | */ |
| 1857 | void QGLShaderProgram::setUniformValue(int location, GLfloat value) |
| 1858 | { |
| 1859 | Q_D(QGLShaderProgram); |
| 1860 | Q_UNUSED(d); |
| 1861 | if (location != -1) |
| 1862 | d->glfuncs->glUniform1fv(location, count: 1, v: &value); |
| 1863 | } |
| 1864 | |
| 1865 | /*! |
| 1866 | \overload |
| 1867 | |
| 1868 | Sets the uniform variable called \a name in the current context |
| 1869 | to \a value. |
| 1870 | |
| 1871 | \sa setAttributeValue() |
| 1872 | */ |
| 1873 | void QGLShaderProgram::setUniformValue(const char *name, GLfloat value) |
| 1874 | { |
| 1875 | setUniformValue(location: uniformLocation(name), value); |
| 1876 | } |
| 1877 | |
| 1878 | /*! |
| 1879 | Sets the uniform variable at \a location in the current context to \a value. |
| 1880 | |
| 1881 | \sa setAttributeValue() |
| 1882 | */ |
| 1883 | void QGLShaderProgram::setUniformValue(int location, GLint value) |
| 1884 | { |
| 1885 | Q_D(QGLShaderProgram); |
| 1886 | Q_UNUSED(d); |
| 1887 | if (location != -1) |
| 1888 | d->glfuncs->glUniform1i(location, x: value); |
| 1889 | } |
| 1890 | |
| 1891 | /*! |
| 1892 | \overload |
| 1893 | |
| 1894 | Sets the uniform variable called \a name in the current context |
| 1895 | to \a value. |
| 1896 | |
| 1897 | \sa setAttributeValue() |
| 1898 | */ |
| 1899 | void QGLShaderProgram::setUniformValue(const char *name, GLint value) |
| 1900 | { |
| 1901 | setUniformValue(location: uniformLocation(name), value); |
| 1902 | } |
| 1903 | |
| 1904 | /*! |
| 1905 | Sets the uniform variable at \a location in the current context to \a value. |
| 1906 | This function should be used when setting sampler values. |
| 1907 | |
| 1908 | \sa setAttributeValue() |
| 1909 | */ |
| 1910 | void QGLShaderProgram::setUniformValue(int location, GLuint value) |
| 1911 | { |
| 1912 | Q_D(QGLShaderProgram); |
| 1913 | Q_UNUSED(d); |
| 1914 | if (location != -1) |
| 1915 | d->glfuncs->glUniform1i(location, x: value); |
| 1916 | } |
| 1917 | |
| 1918 | /*! |
| 1919 | \overload |
| 1920 | |
| 1921 | Sets the uniform variable called \a name in the current context |
| 1922 | to \a value. This function should be used when setting sampler values. |
| 1923 | |
| 1924 | \sa setAttributeValue() |
| 1925 | */ |
| 1926 | void QGLShaderProgram::setUniformValue(const char *name, GLuint value) |
| 1927 | { |
| 1928 | setUniformValue(location: uniformLocation(name), value); |
| 1929 | } |
| 1930 | |
| 1931 | /*! |
| 1932 | Sets the uniform variable at \a location in the current context to |
| 1933 | the 2D vector (\a x, \a y). |
| 1934 | |
| 1935 | \sa setAttributeValue() |
| 1936 | */ |
| 1937 | void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y) |
| 1938 | { |
| 1939 | Q_D(QGLShaderProgram); |
| 1940 | Q_UNUSED(d); |
| 1941 | if (location != -1) { |
| 1942 | GLfloat values[2] = {x, y}; |
| 1943 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 1944 | } |
| 1945 | } |
| 1946 | |
| 1947 | /*! |
| 1948 | \overload |
| 1949 | |
| 1950 | Sets the uniform variable called \a name in the current context to |
| 1951 | the 2D vector (\a x, \a y). |
| 1952 | |
| 1953 | \sa setAttributeValue() |
| 1954 | */ |
| 1955 | void QGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y) |
| 1956 | { |
| 1957 | setUniformValue(location: uniformLocation(name), x, y); |
| 1958 | } |
| 1959 | |
| 1960 | /*! |
| 1961 | Sets the uniform variable at \a location in the current context to |
| 1962 | the 3D vector (\a x, \a y, \a z). |
| 1963 | |
| 1964 | \sa setAttributeValue() |
| 1965 | */ |
| 1966 | void QGLShaderProgram::setUniformValue |
| 1967 | (int location, GLfloat x, GLfloat y, GLfloat z) |
| 1968 | { |
| 1969 | Q_D(QGLShaderProgram); |
| 1970 | Q_UNUSED(d); |
| 1971 | if (location != -1) { |
| 1972 | GLfloat values[3] = {x, y, z}; |
| 1973 | d->glfuncs->glUniform3fv(location, count: 1, v: values); |
| 1974 | } |
| 1975 | } |
| 1976 | |
| 1977 | /*! |
| 1978 | \overload |
| 1979 | |
| 1980 | Sets the uniform variable called \a name in the current context to |
| 1981 | the 3D vector (\a x, \a y, \a z). |
| 1982 | |
| 1983 | \sa setAttributeValue() |
| 1984 | */ |
| 1985 | void QGLShaderProgram::setUniformValue |
| 1986 | (const char *name, GLfloat x, GLfloat y, GLfloat z) |
| 1987 | { |
| 1988 | setUniformValue(location: uniformLocation(name), x, y, z); |
| 1989 | } |
| 1990 | |
| 1991 | /*! |
| 1992 | Sets the uniform variable at \a location in the current context to |
| 1993 | the 4D vector (\a x, \a y, \a z, \a w). |
| 1994 | |
| 1995 | \sa setAttributeValue() |
| 1996 | */ |
| 1997 | void QGLShaderProgram::setUniformValue |
| 1998 | (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 1999 | { |
| 2000 | Q_D(QGLShaderProgram); |
| 2001 | Q_UNUSED(d); |
| 2002 | if (location != -1) { |
| 2003 | GLfloat values[4] = {x, y, z, w}; |
| 2004 | d->glfuncs->glUniform4fv(location, count: 1, v: values); |
| 2005 | } |
| 2006 | } |
| 2007 | |
| 2008 | /*! |
| 2009 | \overload |
| 2010 | |
| 2011 | Sets the uniform variable called \a name in the current context to |
| 2012 | the 4D vector (\a x, \a y, \a z, \a w). |
| 2013 | |
| 2014 | \sa setAttributeValue() |
| 2015 | */ |
| 2016 | void QGLShaderProgram::setUniformValue |
| 2017 | (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 2018 | { |
| 2019 | setUniformValue(location: uniformLocation(name), x, y, z, w); |
| 2020 | } |
| 2021 | |
| 2022 | /*! |
| 2023 | Sets the uniform variable at \a location in the current context to \a value. |
| 2024 | |
| 2025 | \sa setAttributeValue() |
| 2026 | */ |
| 2027 | void QGLShaderProgram::setUniformValue(int location, const QVector2D& value) |
| 2028 | { |
| 2029 | Q_D(QGLShaderProgram); |
| 2030 | Q_UNUSED(d); |
| 2031 | if (location != -1) |
| 2032 | d->glfuncs->glUniform2fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2033 | } |
| 2034 | |
| 2035 | /*! |
| 2036 | \overload |
| 2037 | |
| 2038 | Sets the uniform variable called \a name in the current context |
| 2039 | to \a value. |
| 2040 | |
| 2041 | \sa setAttributeValue() |
| 2042 | */ |
| 2043 | void QGLShaderProgram::setUniformValue(const char *name, const QVector2D& value) |
| 2044 | { |
| 2045 | setUniformValue(location: uniformLocation(name), value); |
| 2046 | } |
| 2047 | |
| 2048 | /*! |
| 2049 | Sets the uniform variable at \a location in the current context to \a value. |
| 2050 | |
| 2051 | \sa setAttributeValue() |
| 2052 | */ |
| 2053 | void QGLShaderProgram::setUniformValue(int location, const QVector3D& value) |
| 2054 | { |
| 2055 | Q_D(QGLShaderProgram); |
| 2056 | Q_UNUSED(d); |
| 2057 | if (location != -1) |
| 2058 | d->glfuncs->glUniform3fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2059 | } |
| 2060 | |
| 2061 | /*! |
| 2062 | \overload |
| 2063 | |
| 2064 | Sets the uniform variable called \a name in the current context |
| 2065 | to \a value. |
| 2066 | |
| 2067 | \sa setAttributeValue() |
| 2068 | */ |
| 2069 | void QGLShaderProgram::setUniformValue(const char *name, const QVector3D& value) |
| 2070 | { |
| 2071 | setUniformValue(location: uniformLocation(name), value); |
| 2072 | } |
| 2073 | |
| 2074 | /*! |
| 2075 | Sets the uniform variable at \a location in the current context to \a value. |
| 2076 | |
| 2077 | \sa setAttributeValue() |
| 2078 | */ |
| 2079 | void QGLShaderProgram::setUniformValue(int location, const QVector4D& value) |
| 2080 | { |
| 2081 | Q_D(QGLShaderProgram); |
| 2082 | Q_UNUSED(d); |
| 2083 | if (location != -1) |
| 2084 | d->glfuncs->glUniform4fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2085 | } |
| 2086 | |
| 2087 | /*! |
| 2088 | \overload |
| 2089 | |
| 2090 | Sets the uniform variable called \a name in the current context |
| 2091 | to \a value. |
| 2092 | |
| 2093 | \sa setAttributeValue() |
| 2094 | */ |
| 2095 | void QGLShaderProgram::setUniformValue(const char *name, const QVector4D& value) |
| 2096 | { |
| 2097 | setUniformValue(location: uniformLocation(name), value); |
| 2098 | } |
| 2099 | |
| 2100 | /*! |
| 2101 | Sets the uniform variable at \a location in the current context to |
| 2102 | the red, green, blue, and alpha components of \a color. |
| 2103 | |
| 2104 | \sa setAttributeValue() |
| 2105 | */ |
| 2106 | void QGLShaderProgram::setUniformValue(int location, const QColor& color) |
| 2107 | { |
| 2108 | Q_D(QGLShaderProgram); |
| 2109 | Q_UNUSED(d); |
| 2110 | if (location != -1) { |
| 2111 | GLfloat values[4] = {GLfloat(color.redF()), GLfloat(color.greenF()), |
| 2112 | GLfloat(color.blueF()), GLfloat(color.alphaF())}; |
| 2113 | d->glfuncs->glUniform4fv(location, count: 1, v: values); |
| 2114 | } |
| 2115 | } |
| 2116 | |
| 2117 | /*! |
| 2118 | \overload |
| 2119 | |
| 2120 | Sets the uniform variable called \a name in the current context to |
| 2121 | the red, green, blue, and alpha components of \a color. |
| 2122 | |
| 2123 | \sa setAttributeValue() |
| 2124 | */ |
| 2125 | void QGLShaderProgram::setUniformValue(const char *name, const QColor& color) |
| 2126 | { |
| 2127 | setUniformValue(location: uniformLocation(name), color); |
| 2128 | } |
| 2129 | |
| 2130 | /*! |
| 2131 | Sets the uniform variable at \a location in the current context to |
| 2132 | the x and y coordinates of \a point. |
| 2133 | |
| 2134 | \sa setAttributeValue() |
| 2135 | */ |
| 2136 | void QGLShaderProgram::setUniformValue(int location, const QPoint& point) |
| 2137 | { |
| 2138 | Q_D(QGLShaderProgram); |
| 2139 | Q_UNUSED(d); |
| 2140 | if (location != -1) { |
| 2141 | GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())}; |
| 2142 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2143 | } |
| 2144 | } |
| 2145 | |
| 2146 | /*! |
| 2147 | \overload |
| 2148 | |
| 2149 | Sets the uniform variable associated with \a name in the current |
| 2150 | context to the x and y coordinates of \a point. |
| 2151 | |
| 2152 | \sa setAttributeValue() |
| 2153 | */ |
| 2154 | void QGLShaderProgram::setUniformValue(const char *name, const QPoint& point) |
| 2155 | { |
| 2156 | setUniformValue(location: uniformLocation(name), point); |
| 2157 | } |
| 2158 | |
| 2159 | /*! |
| 2160 | Sets the uniform variable at \a location in the current context to |
| 2161 | the x and y coordinates of \a point. |
| 2162 | |
| 2163 | \sa setAttributeValue() |
| 2164 | */ |
| 2165 | void QGLShaderProgram::setUniformValue(int location, const QPointF& point) |
| 2166 | { |
| 2167 | Q_D(QGLShaderProgram); |
| 2168 | Q_UNUSED(d); |
| 2169 | if (location != -1) { |
| 2170 | GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())}; |
| 2171 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2172 | } |
| 2173 | } |
| 2174 | |
| 2175 | /*! |
| 2176 | \overload |
| 2177 | |
| 2178 | Sets the uniform variable associated with \a name in the current |
| 2179 | context to the x and y coordinates of \a point. |
| 2180 | |
| 2181 | \sa setAttributeValue() |
| 2182 | */ |
| 2183 | void QGLShaderProgram::setUniformValue(const char *name, const QPointF& point) |
| 2184 | { |
| 2185 | setUniformValue(location: uniformLocation(name), point); |
| 2186 | } |
| 2187 | |
| 2188 | /*! |
| 2189 | Sets the uniform variable at \a location in the current context to |
| 2190 | the width and height of the given \a size. |
| 2191 | |
| 2192 | \sa setAttributeValue() |
| 2193 | */ |
| 2194 | void QGLShaderProgram::setUniformValue(int location, const QSize& size) |
| 2195 | { |
| 2196 | Q_D(QGLShaderProgram); |
| 2197 | Q_UNUSED(d); |
| 2198 | if (location != -1) { |
| 2199 | GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())}; |
| 2200 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2201 | } |
| 2202 | } |
| 2203 | |
| 2204 | /*! |
| 2205 | \overload |
| 2206 | |
| 2207 | Sets the uniform variable associated with \a name in the current |
| 2208 | context to the width and height of the given \a size. |
| 2209 | |
| 2210 | \sa setAttributeValue() |
| 2211 | */ |
| 2212 | void QGLShaderProgram::setUniformValue(const char *name, const QSize& size) |
| 2213 | { |
| 2214 | setUniformValue(location: uniformLocation(name), size); |
| 2215 | } |
| 2216 | |
| 2217 | /*! |
| 2218 | Sets the uniform variable at \a location in the current context to |
| 2219 | the width and height of the given \a size. |
| 2220 | |
| 2221 | \sa setAttributeValue() |
| 2222 | */ |
| 2223 | void QGLShaderProgram::setUniformValue(int location, const QSizeF& size) |
| 2224 | { |
| 2225 | Q_D(QGLShaderProgram); |
| 2226 | Q_UNUSED(d); |
| 2227 | if (location != -1) { |
| 2228 | GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())}; |
| 2229 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2230 | } |
| 2231 | } |
| 2232 | |
| 2233 | /*! |
| 2234 | \overload |
| 2235 | |
| 2236 | Sets the uniform variable associated with \a name in the current |
| 2237 | context to the width and height of the given \a size. |
| 2238 | |
| 2239 | \sa setAttributeValue() |
| 2240 | */ |
| 2241 | void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size) |
| 2242 | { |
| 2243 | setUniformValue(location: uniformLocation(name), size); |
| 2244 | } |
| 2245 | |
| 2246 | /*! |
| 2247 | Sets the uniform variable at \a location in the current context |
| 2248 | to a 2x2 matrix \a value. |
| 2249 | |
| 2250 | \sa setAttributeValue() |
| 2251 | */ |
| 2252 | void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value) |
| 2253 | { |
| 2254 | Q_D(QGLShaderProgram); |
| 2255 | d->glfuncs->glUniformMatrix2fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2256 | } |
| 2257 | |
| 2258 | /*! |
| 2259 | \overload |
| 2260 | |
| 2261 | Sets the uniform variable called \a name in the current context |
| 2262 | to a 2x2 matrix \a value. |
| 2263 | |
| 2264 | \sa setAttributeValue() |
| 2265 | */ |
| 2266 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value) |
| 2267 | { |
| 2268 | setUniformValue(location: uniformLocation(name), value); |
| 2269 | } |
| 2270 | |
| 2271 | /*! |
| 2272 | Sets the uniform variable at \a location in the current context |
| 2273 | to a 2x3 matrix \a value. |
| 2274 | |
| 2275 | \sa setAttributeValue() |
| 2276 | */ |
| 2277 | void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value) |
| 2278 | { |
| 2279 | Q_D(QGLShaderProgram); |
| 2280 | d->glfuncs->glUniform3fv(location, count: 2, v: value.constData()); |
| 2281 | } |
| 2282 | |
| 2283 | /*! |
| 2284 | \overload |
| 2285 | |
| 2286 | Sets the uniform variable called \a name in the current context |
| 2287 | to a 2x3 matrix \a value. |
| 2288 | |
| 2289 | \sa setAttributeValue() |
| 2290 | */ |
| 2291 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value) |
| 2292 | { |
| 2293 | setUniformValue(location: uniformLocation(name), value); |
| 2294 | } |
| 2295 | |
| 2296 | /*! |
| 2297 | Sets the uniform variable at \a location in the current context |
| 2298 | to a 2x4 matrix \a value. |
| 2299 | |
| 2300 | \sa setAttributeValue() |
| 2301 | */ |
| 2302 | void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value) |
| 2303 | { |
| 2304 | Q_D(QGLShaderProgram); |
| 2305 | d->glfuncs->glUniform4fv(location, count: 2, v: value.constData()); |
| 2306 | } |
| 2307 | |
| 2308 | /*! |
| 2309 | \overload |
| 2310 | |
| 2311 | Sets the uniform variable called \a name in the current context |
| 2312 | to a 2x4 matrix \a value. |
| 2313 | |
| 2314 | \sa setAttributeValue() |
| 2315 | */ |
| 2316 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value) |
| 2317 | { |
| 2318 | setUniformValue(location: uniformLocation(name), value); |
| 2319 | } |
| 2320 | |
| 2321 | /*! |
| 2322 | Sets the uniform variable at \a location in the current context |
| 2323 | to a 3x2 matrix \a value. |
| 2324 | |
| 2325 | \sa setAttributeValue() |
| 2326 | */ |
| 2327 | void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value) |
| 2328 | { |
| 2329 | Q_D(QGLShaderProgram); |
| 2330 | d->glfuncs->glUniform2fv(location, count: 3, v: value.constData()); |
| 2331 | } |
| 2332 | |
| 2333 | /*! |
| 2334 | \overload |
| 2335 | |
| 2336 | Sets the uniform variable called \a name in the current context |
| 2337 | to a 3x2 matrix \a value. |
| 2338 | |
| 2339 | \sa setAttributeValue() |
| 2340 | */ |
| 2341 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value) |
| 2342 | { |
| 2343 | setUniformValue(location: uniformLocation(name), value); |
| 2344 | } |
| 2345 | |
| 2346 | /*! |
| 2347 | Sets the uniform variable at \a location in the current context |
| 2348 | to a 3x3 matrix \a value. |
| 2349 | |
| 2350 | \sa setAttributeValue() |
| 2351 | */ |
| 2352 | void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value) |
| 2353 | { |
| 2354 | Q_D(QGLShaderProgram); |
| 2355 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2356 | } |
| 2357 | |
| 2358 | /*! |
| 2359 | \overload |
| 2360 | |
| 2361 | Sets the uniform variable called \a name in the current context |
| 2362 | to a 3x3 matrix \a value. |
| 2363 | |
| 2364 | \sa setAttributeValue() |
| 2365 | */ |
| 2366 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value) |
| 2367 | { |
| 2368 | setUniformValue(location: uniformLocation(name), value); |
| 2369 | } |
| 2370 | |
| 2371 | /*! |
| 2372 | Sets the uniform variable at \a location in the current context |
| 2373 | to a 3x4 matrix \a value. |
| 2374 | |
| 2375 | \sa setAttributeValue() |
| 2376 | */ |
| 2377 | void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value) |
| 2378 | { |
| 2379 | Q_D(QGLShaderProgram); |
| 2380 | d->glfuncs->glUniform4fv(location, count: 3, v: value.constData()); |
| 2381 | } |
| 2382 | |
| 2383 | /*! |
| 2384 | \overload |
| 2385 | |
| 2386 | Sets the uniform variable called \a name in the current context |
| 2387 | to a 3x4 matrix \a value. |
| 2388 | |
| 2389 | \sa setAttributeValue() |
| 2390 | */ |
| 2391 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value) |
| 2392 | { |
| 2393 | setUniformValue(location: uniformLocation(name), value); |
| 2394 | } |
| 2395 | |
| 2396 | /*! |
| 2397 | Sets the uniform variable at \a location in the current context |
| 2398 | to a 4x2 matrix \a value. |
| 2399 | |
| 2400 | \sa setAttributeValue() |
| 2401 | */ |
| 2402 | void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value) |
| 2403 | { |
| 2404 | Q_D(QGLShaderProgram); |
| 2405 | d->glfuncs->glUniform2fv(location, count: 4, v: value.constData()); |
| 2406 | } |
| 2407 | |
| 2408 | /*! |
| 2409 | \overload |
| 2410 | |
| 2411 | Sets the uniform variable called \a name in the current context |
| 2412 | to a 4x2 matrix \a value. |
| 2413 | |
| 2414 | \sa setAttributeValue() |
| 2415 | */ |
| 2416 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value) |
| 2417 | { |
| 2418 | setUniformValue(location: uniformLocation(name), value); |
| 2419 | } |
| 2420 | |
| 2421 | /*! |
| 2422 | Sets the uniform variable at \a location in the current context |
| 2423 | to a 4x3 matrix \a value. |
| 2424 | |
| 2425 | \sa setAttributeValue() |
| 2426 | */ |
| 2427 | void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value) |
| 2428 | { |
| 2429 | Q_D(QGLShaderProgram); |
| 2430 | d->glfuncs->glUniform3fv(location, count: 4, v: value.constData()); |
| 2431 | } |
| 2432 | |
| 2433 | /*! |
| 2434 | \overload |
| 2435 | |
| 2436 | Sets the uniform variable called \a name in the current context |
| 2437 | to a 4x3 matrix \a value. |
| 2438 | |
| 2439 | \sa setAttributeValue() |
| 2440 | */ |
| 2441 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value) |
| 2442 | { |
| 2443 | setUniformValue(location: uniformLocation(name), value); |
| 2444 | } |
| 2445 | |
| 2446 | /*! |
| 2447 | Sets the uniform variable at \a location in the current context |
| 2448 | to a 4x4 matrix \a value. |
| 2449 | |
| 2450 | \sa setAttributeValue() |
| 2451 | */ |
| 2452 | void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value) |
| 2453 | { |
| 2454 | Q_D(QGLShaderProgram); |
| 2455 | d->glfuncs->glUniformMatrix4fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2456 | } |
| 2457 | |
| 2458 | /*! |
| 2459 | \overload |
| 2460 | |
| 2461 | Sets the uniform variable called \a name in the current context |
| 2462 | to a 4x4 matrix \a value. |
| 2463 | |
| 2464 | \sa setAttributeValue() |
| 2465 | */ |
| 2466 | void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value) |
| 2467 | { |
| 2468 | setUniformValue(location: uniformLocation(name), value); |
| 2469 | } |
| 2470 | |
| 2471 | /*! |
| 2472 | \overload |
| 2473 | |
| 2474 | Sets the uniform variable at \a location in the current context |
| 2475 | to a 2x2 matrix \a value. The matrix elements must be specified |
| 2476 | in column-major order. |
| 2477 | |
| 2478 | \sa setAttributeValue() |
| 2479 | \since 4.7 |
| 2480 | */ |
| 2481 | void QGLShaderProgram::setUniformValue(int location, const GLfloat value[2][2]) |
| 2482 | { |
| 2483 | Q_D(QGLShaderProgram); |
| 2484 | if (location != -1) |
| 2485 | d->glfuncs->glUniformMatrix2fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2486 | } |
| 2487 | |
| 2488 | /*! |
| 2489 | \overload |
| 2490 | |
| 2491 | Sets the uniform variable at \a location in the current context |
| 2492 | to a 3x3 matrix \a value. The matrix elements must be specified |
| 2493 | in column-major order. |
| 2494 | |
| 2495 | \sa setAttributeValue() |
| 2496 | \since 4.7 |
| 2497 | */ |
| 2498 | void QGLShaderProgram::setUniformValue(int location, const GLfloat value[3][3]) |
| 2499 | { |
| 2500 | Q_D(QGLShaderProgram); |
| 2501 | if (location != -1) |
| 2502 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2503 | } |
| 2504 | |
| 2505 | /*! |
| 2506 | \overload |
| 2507 | |
| 2508 | Sets the uniform variable at \a location in the current context |
| 2509 | to a 4x4 matrix \a value. The matrix elements must be specified |
| 2510 | in column-major order. |
| 2511 | |
| 2512 | \sa setAttributeValue() |
| 2513 | */ |
| 2514 | void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4]) |
| 2515 | { |
| 2516 | Q_D(QGLShaderProgram); |
| 2517 | if (location != -1) |
| 2518 | d->glfuncs->glUniformMatrix4fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2519 | } |
| 2520 | |
| 2521 | |
| 2522 | /*! |
| 2523 | \overload |
| 2524 | |
| 2525 | Sets the uniform variable called \a name in the current context |
| 2526 | to a 2x2 matrix \a value. The matrix elements must be specified |
| 2527 | in column-major order. |
| 2528 | |
| 2529 | \sa setAttributeValue() |
| 2530 | \since 4.7 |
| 2531 | */ |
| 2532 | void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[2][2]) |
| 2533 | { |
| 2534 | setUniformValue(location: uniformLocation(name), value); |
| 2535 | } |
| 2536 | |
| 2537 | /*! |
| 2538 | \overload |
| 2539 | |
| 2540 | Sets the uniform variable called \a name in the current context |
| 2541 | to a 3x3 matrix \a value. The matrix elements must be specified |
| 2542 | in column-major order. |
| 2543 | |
| 2544 | \sa setAttributeValue() |
| 2545 | \since 4.7 |
| 2546 | */ |
| 2547 | void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[3][3]) |
| 2548 | { |
| 2549 | setUniformValue(location: uniformLocation(name), value); |
| 2550 | } |
| 2551 | |
| 2552 | /*! |
| 2553 | \overload |
| 2554 | |
| 2555 | Sets the uniform variable called \a name in the current context |
| 2556 | to a 4x4 matrix \a value. The matrix elements must be specified |
| 2557 | in column-major order. |
| 2558 | |
| 2559 | \sa setAttributeValue() |
| 2560 | */ |
| 2561 | void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4]) |
| 2562 | { |
| 2563 | setUniformValue(location: uniformLocation(name), value); |
| 2564 | } |
| 2565 | |
| 2566 | /*! |
| 2567 | Sets the uniform variable at \a location in the current context to a |
| 2568 | 3x3 transformation matrix \a value that is specified as a QTransform value. |
| 2569 | |
| 2570 | To set a QTransform value as a 4x4 matrix in a shader, use |
| 2571 | \c{setUniformValue(location, QMatrix4x4(value))}. |
| 2572 | */ |
| 2573 | void QGLShaderProgram::setUniformValue(int location, const QTransform& value) |
| 2574 | { |
| 2575 | Q_D(QGLShaderProgram); |
| 2576 | if (location != -1) { |
| 2577 | GLfloat mat[3][3] = { |
| 2578 | {GLfloat(value.m11()), GLfloat(value.m12()), GLfloat(value.m13())}, |
| 2579 | {GLfloat(value.m21()), GLfloat(value.m22()), GLfloat(value.m23())}, |
| 2580 | {GLfloat(value.m31()), GLfloat(value.m32()), GLfloat(value.m33())} |
| 2581 | }; |
| 2582 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: mat[0]); |
| 2583 | } |
| 2584 | } |
| 2585 | |
| 2586 | /*! |
| 2587 | \overload |
| 2588 | |
| 2589 | Sets the uniform variable called \a name in the current context to a |
| 2590 | 3x3 transformation matrix \a value that is specified as a QTransform value. |
| 2591 | |
| 2592 | To set a QTransform value as a 4x4 matrix in a shader, use |
| 2593 | \c{setUniformValue(name, QMatrix4x4(value))}. |
| 2594 | */ |
| 2595 | void QGLShaderProgram::setUniformValue |
| 2596 | (const char *name, const QTransform& value) |
| 2597 | { |
| 2598 | setUniformValue(location: uniformLocation(name), value); |
| 2599 | } |
| 2600 | |
| 2601 | /*! |
| 2602 | Sets the uniform variable array at \a location in the current |
| 2603 | context to the \a count elements of \a values. |
| 2604 | |
| 2605 | \sa setAttributeValue() |
| 2606 | */ |
| 2607 | void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count) |
| 2608 | { |
| 2609 | Q_D(QGLShaderProgram); |
| 2610 | if (location != -1) |
| 2611 | d->glfuncs->glUniform1iv(location, count, v: values); |
| 2612 | } |
| 2613 | |
| 2614 | /*! |
| 2615 | \overload |
| 2616 | |
| 2617 | Sets the uniform variable array called \a name in the current |
| 2618 | context to the \a count elements of \a values. |
| 2619 | |
| 2620 | \sa setAttributeValue() |
| 2621 | */ |
| 2622 | void QGLShaderProgram::setUniformValueArray |
| 2623 | (const char *name, const GLint *values, int count) |
| 2624 | { |
| 2625 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2626 | } |
| 2627 | |
| 2628 | /*! |
| 2629 | Sets the uniform variable array at \a location in the current |
| 2630 | context to the \a count elements of \a values. This overload |
| 2631 | should be used when setting an array of sampler values. |
| 2632 | |
| 2633 | \sa setAttributeValue() |
| 2634 | */ |
| 2635 | void QGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count) |
| 2636 | { |
| 2637 | Q_D(QGLShaderProgram); |
| 2638 | if (location != -1) |
| 2639 | d->glfuncs->glUniform1iv(location, count, v: reinterpret_cast<const GLint *>(values)); |
| 2640 | } |
| 2641 | |
| 2642 | /*! |
| 2643 | \overload |
| 2644 | |
| 2645 | Sets the uniform variable array called \a name in the current |
| 2646 | context to the \a count elements of \a values. This overload |
| 2647 | should be used when setting an array of sampler values. |
| 2648 | |
| 2649 | \sa setAttributeValue() |
| 2650 | */ |
| 2651 | void QGLShaderProgram::setUniformValueArray |
| 2652 | (const char *name, const GLuint *values, int count) |
| 2653 | { |
| 2654 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2655 | } |
| 2656 | |
| 2657 | /*! |
| 2658 | Sets the uniform variable array at \a location in the current |
| 2659 | context to the \a count elements of \a values. Each element |
| 2660 | has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. |
| 2661 | |
| 2662 | \sa setAttributeValue() |
| 2663 | */ |
| 2664 | void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize) |
| 2665 | { |
| 2666 | Q_D(QGLShaderProgram); |
| 2667 | if (location != -1) { |
| 2668 | if (tupleSize == 1) |
| 2669 | d->glfuncs->glUniform1fv(location, count, v: values); |
| 2670 | else if (tupleSize == 2) |
| 2671 | d->glfuncs->glUniform2fv(location, count, v: values); |
| 2672 | else if (tupleSize == 3) |
| 2673 | d->glfuncs->glUniform3fv(location, count, v: values); |
| 2674 | else if (tupleSize == 4) |
| 2675 | d->glfuncs->glUniform4fv(location, count, v: values); |
| 2676 | else |
| 2677 | qWarning() << "QGLShaderProgram::setUniformValue: size" << tupleSize << "not supported" ; |
| 2678 | } |
| 2679 | } |
| 2680 | |
| 2681 | /*! |
| 2682 | \overload |
| 2683 | |
| 2684 | Sets the uniform variable array called \a name in the current |
| 2685 | context to the \a count elements of \a values. Each element |
| 2686 | has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. |
| 2687 | |
| 2688 | \sa setAttributeValue() |
| 2689 | */ |
| 2690 | void QGLShaderProgram::setUniformValueArray |
| 2691 | (const char *name, const GLfloat *values, int count, int tupleSize) |
| 2692 | { |
| 2693 | setUniformValueArray(location: uniformLocation(name), values, count, tupleSize); |
| 2694 | } |
| 2695 | |
| 2696 | /*! |
| 2697 | Sets the uniform variable array at \a location in the current |
| 2698 | context to the \a count 2D vector elements of \a values. |
| 2699 | |
| 2700 | \sa setAttributeValue() |
| 2701 | */ |
| 2702 | void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count) |
| 2703 | { |
| 2704 | Q_D(QGLShaderProgram); |
| 2705 | if (location != -1) |
| 2706 | d->glfuncs->glUniform2fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 2707 | } |
| 2708 | |
| 2709 | /*! |
| 2710 | \overload |
| 2711 | |
| 2712 | Sets the uniform variable array called \a name in the current |
| 2713 | context to the \a count 2D vector elements of \a values. |
| 2714 | |
| 2715 | \sa setAttributeValue() |
| 2716 | */ |
| 2717 | void QGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count) |
| 2718 | { |
| 2719 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2720 | } |
| 2721 | |
| 2722 | /*! |
| 2723 | Sets the uniform variable array at \a location in the current |
| 2724 | context to the \a count 3D vector elements of \a values. |
| 2725 | |
| 2726 | \sa setAttributeValue() |
| 2727 | */ |
| 2728 | void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count) |
| 2729 | { |
| 2730 | Q_D(QGLShaderProgram); |
| 2731 | if (location != -1) |
| 2732 | d->glfuncs->glUniform3fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 2733 | } |
| 2734 | |
| 2735 | /*! |
| 2736 | \overload |
| 2737 | |
| 2738 | Sets the uniform variable array called \a name in the current |
| 2739 | context to the \a count 3D vector elements of \a values. |
| 2740 | |
| 2741 | \sa setAttributeValue() |
| 2742 | */ |
| 2743 | void QGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count) |
| 2744 | { |
| 2745 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2746 | } |
| 2747 | |
| 2748 | /*! |
| 2749 | Sets the uniform variable array at \a location in the current |
| 2750 | context to the \a count 4D vector elements of \a values. |
| 2751 | |
| 2752 | \sa setAttributeValue() |
| 2753 | */ |
| 2754 | void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count) |
| 2755 | { |
| 2756 | Q_D(QGLShaderProgram); |
| 2757 | Q_UNUSED(d); |
| 2758 | if (location != -1) |
| 2759 | d->glfuncs->glUniform4fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 2760 | } |
| 2761 | |
| 2762 | /*! |
| 2763 | \overload |
| 2764 | |
| 2765 | Sets the uniform variable array called \a name in the current |
| 2766 | context to the \a count 4D vector elements of \a values. |
| 2767 | |
| 2768 | \sa setAttributeValue() |
| 2769 | */ |
| 2770 | void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count) |
| 2771 | { |
| 2772 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2773 | } |
| 2774 | |
| 2775 | // We have to repack matrix arrays from qreal to GLfloat. |
| 2776 | #define setUniformMatrixArray(func,location,values,count,type,cols,rows) \ |
| 2777 | if (location == -1 || count <= 0) \ |
| 2778 | return; \ |
| 2779 | if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ |
| 2780 | func(location, count, GL_FALSE, \ |
| 2781 | reinterpret_cast<const GLfloat *>(values[0].constData())); \ |
| 2782 | } else { \ |
| 2783 | QVarLengthArray<GLfloat> temp(cols * rows * count); \ |
| 2784 | for (int index = 0; index < count; ++index) { \ |
| 2785 | for (int index2 = 0; index2 < (cols * rows); ++index2) { \ |
| 2786 | temp.data()[cols * rows * index + index2] = \ |
| 2787 | values[index].constData()[index2]; \ |
| 2788 | } \ |
| 2789 | } \ |
| 2790 | func(location, count, GL_FALSE, temp.constData()); \ |
| 2791 | } |
| 2792 | #define setUniformGenericMatrixArray(colfunc,location,values,count,type,cols,rows) \ |
| 2793 | if (location == -1 || count <= 0) \ |
| 2794 | return; \ |
| 2795 | if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ |
| 2796 | const GLfloat *data = reinterpret_cast<const GLfloat *> \ |
| 2797 | (values[0].constData()); \ |
| 2798 | colfunc(location, count * cols, data); \ |
| 2799 | } else { \ |
| 2800 | QVarLengthArray<GLfloat> temp(cols * rows * count); \ |
| 2801 | for (int index = 0; index < count; ++index) { \ |
| 2802 | for (int index2 = 0; index2 < (cols * rows); ++index2) { \ |
| 2803 | temp.data()[cols * rows * index + index2] = \ |
| 2804 | values[index].constData()[index2]; \ |
| 2805 | } \ |
| 2806 | } \ |
| 2807 | colfunc(location, count * cols, temp.constData()); \ |
| 2808 | } |
| 2809 | |
| 2810 | /*! |
| 2811 | Sets the uniform variable array at \a location in the current |
| 2812 | context to the \a count 2x2 matrix elements of \a values. |
| 2813 | |
| 2814 | \sa setAttributeValue() |
| 2815 | */ |
| 2816 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count) |
| 2817 | { |
| 2818 | Q_D(QGLShaderProgram); |
| 2819 | Q_UNUSED(d); |
| 2820 | setUniformMatrixArray |
| 2821 | (d->glfuncs->glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2); |
| 2822 | } |
| 2823 | |
| 2824 | /*! |
| 2825 | \overload |
| 2826 | |
| 2827 | Sets the uniform variable array called \a name in the current |
| 2828 | context to the \a count 2x2 matrix elements of \a values. |
| 2829 | |
| 2830 | \sa setAttributeValue() |
| 2831 | */ |
| 2832 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count) |
| 2833 | { |
| 2834 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2835 | } |
| 2836 | |
| 2837 | /*! |
| 2838 | Sets the uniform variable array at \a location in the current |
| 2839 | context to the \a count 2x3 matrix elements of \a values. |
| 2840 | |
| 2841 | \sa setAttributeValue() |
| 2842 | */ |
| 2843 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count) |
| 2844 | { |
| 2845 | Q_D(QGLShaderProgram); |
| 2846 | Q_UNUSED(d); |
| 2847 | setUniformGenericMatrixArray |
| 2848 | (d->glfuncs->glUniform3fv, location, values, count, |
| 2849 | QMatrix2x3, 2, 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 2x3 matrix elements of \a values. |
| 2857 | |
| 2858 | \sa setAttributeValue() |
| 2859 | */ |
| 2860 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count) |
| 2861 | { |
| 2862 | setUniformValueArray(location: 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 2x4 matrix elements of \a values. |
| 2868 | |
| 2869 | \sa setAttributeValue() |
| 2870 | */ |
| 2871 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count) |
| 2872 | { |
| 2873 | Q_D(QGLShaderProgram); |
| 2874 | Q_UNUSED(d); |
| 2875 | setUniformGenericMatrixArray |
| 2876 | (d->glfuncs->glUniform4fv, location, values, count, |
| 2877 | QMatrix2x4, 2, 4); |
| 2878 | } |
| 2879 | |
| 2880 | /*! |
| 2881 | \overload |
| 2882 | |
| 2883 | Sets the uniform variable array called \a name in the current |
| 2884 | context to the \a count 2x4 matrix elements of \a values. |
| 2885 | |
| 2886 | \sa setAttributeValue() |
| 2887 | */ |
| 2888 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count) |
| 2889 | { |
| 2890 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2891 | } |
| 2892 | |
| 2893 | /*! |
| 2894 | Sets the uniform variable array at \a location in the current |
| 2895 | context to the \a count 3x2 matrix elements of \a values. |
| 2896 | |
| 2897 | \sa setAttributeValue() |
| 2898 | */ |
| 2899 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count) |
| 2900 | { |
| 2901 | Q_D(QGLShaderProgram); |
| 2902 | Q_UNUSED(d); |
| 2903 | setUniformGenericMatrixArray |
| 2904 | (d->glfuncs->glUniform2fv, location, values, count, |
| 2905 | QMatrix3x2, 3, 2); |
| 2906 | } |
| 2907 | |
| 2908 | /*! |
| 2909 | \overload |
| 2910 | |
| 2911 | Sets the uniform variable array called \a name in the current |
| 2912 | context to the \a count 3x2 matrix elements of \a values. |
| 2913 | |
| 2914 | \sa setAttributeValue() |
| 2915 | */ |
| 2916 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count) |
| 2917 | { |
| 2918 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2919 | } |
| 2920 | |
| 2921 | /*! |
| 2922 | Sets the uniform variable array at \a location in the current |
| 2923 | context to the \a count 3x3 matrix elements of \a values. |
| 2924 | |
| 2925 | \sa setAttributeValue() |
| 2926 | */ |
| 2927 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count) |
| 2928 | { |
| 2929 | Q_D(QGLShaderProgram); |
| 2930 | Q_UNUSED(d); |
| 2931 | setUniformMatrixArray |
| 2932 | (d->glfuncs->glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3); |
| 2933 | } |
| 2934 | |
| 2935 | /*! |
| 2936 | \overload |
| 2937 | |
| 2938 | Sets the uniform variable array called \a name in the current |
| 2939 | context to the \a count 3x3 matrix elements of \a values. |
| 2940 | |
| 2941 | \sa setAttributeValue() |
| 2942 | */ |
| 2943 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count) |
| 2944 | { |
| 2945 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2946 | } |
| 2947 | |
| 2948 | /*! |
| 2949 | Sets the uniform variable array at \a location in the current |
| 2950 | context to the \a count 3x4 matrix elements of \a values. |
| 2951 | |
| 2952 | \sa setAttributeValue() |
| 2953 | */ |
| 2954 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count) |
| 2955 | { |
| 2956 | Q_D(QGLShaderProgram); |
| 2957 | Q_UNUSED(d); |
| 2958 | setUniformGenericMatrixArray |
| 2959 | (d->glfuncs->glUniform4fv, location, values, count, |
| 2960 | QMatrix3x4, 3, 4); |
| 2961 | } |
| 2962 | |
| 2963 | /*! |
| 2964 | \overload |
| 2965 | |
| 2966 | Sets the uniform variable array called \a name in the current |
| 2967 | context to the \a count 3x4 matrix elements of \a values. |
| 2968 | |
| 2969 | \sa setAttributeValue() |
| 2970 | */ |
| 2971 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count) |
| 2972 | { |
| 2973 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 2974 | } |
| 2975 | |
| 2976 | /*! |
| 2977 | Sets the uniform variable array at \a location in the current |
| 2978 | context to the \a count 4x2 matrix elements of \a values. |
| 2979 | |
| 2980 | \sa setAttributeValue() |
| 2981 | */ |
| 2982 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count) |
| 2983 | { |
| 2984 | Q_D(QGLShaderProgram); |
| 2985 | Q_UNUSED(d); |
| 2986 | setUniformGenericMatrixArray |
| 2987 | (d->glfuncs->glUniform2fv, location, values, count, |
| 2988 | QMatrix4x2, 4, 2); |
| 2989 | } |
| 2990 | |
| 2991 | /*! |
| 2992 | \overload |
| 2993 | |
| 2994 | Sets the uniform variable array called \a name in the current |
| 2995 | context to the \a count 4x2 matrix elements of \a values. |
| 2996 | |
| 2997 | \sa setAttributeValue() |
| 2998 | */ |
| 2999 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count) |
| 3000 | { |
| 3001 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3002 | } |
| 3003 | |
| 3004 | /*! |
| 3005 | Sets the uniform variable array at \a location in the current |
| 3006 | context to the \a count 4x3 matrix elements of \a values. |
| 3007 | |
| 3008 | \sa setAttributeValue() |
| 3009 | */ |
| 3010 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count) |
| 3011 | { |
| 3012 | Q_D(QGLShaderProgram); |
| 3013 | Q_UNUSED(d); |
| 3014 | setUniformGenericMatrixArray |
| 3015 | (d->glfuncs->glUniform3fv, location, values, count, |
| 3016 | QMatrix4x3, 4, 3); |
| 3017 | } |
| 3018 | |
| 3019 | /*! |
| 3020 | \overload |
| 3021 | |
| 3022 | Sets the uniform variable array called \a name in the current |
| 3023 | context to the \a count 4x3 matrix elements of \a values. |
| 3024 | |
| 3025 | \sa setAttributeValue() |
| 3026 | */ |
| 3027 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count) |
| 3028 | { |
| 3029 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3030 | } |
| 3031 | |
| 3032 | /*! |
| 3033 | Sets the uniform variable array at \a location in the current |
| 3034 | context to the \a count 4x4 matrix elements of \a values. |
| 3035 | |
| 3036 | \sa setAttributeValue() |
| 3037 | */ |
| 3038 | void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count) |
| 3039 | { |
| 3040 | Q_D(QGLShaderProgram); |
| 3041 | Q_UNUSED(d); |
| 3042 | setUniformMatrixArray |
| 3043 | (d->glfuncs->glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4); |
| 3044 | } |
| 3045 | |
| 3046 | /*! |
| 3047 | \overload |
| 3048 | |
| 3049 | Sets the uniform variable array called \a name in the current |
| 3050 | context to the \a count 4x4 matrix elements of \a values. |
| 3051 | |
| 3052 | \sa setAttributeValue() |
| 3053 | */ |
| 3054 | void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count) |
| 3055 | { |
| 3056 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3057 | } |
| 3058 | |
| 3059 | #undef ctx |
| 3060 | |
| 3061 | /*! |
| 3062 | Returns the hardware limit for how many vertices a geometry shader |
| 3063 | can output. |
| 3064 | |
| 3065 | \since 4.7 |
| 3066 | |
| 3067 | \sa setGeometryOutputVertexCount() |
| 3068 | */ |
| 3069 | int QGLShaderProgram::maxGeometryOutputVertices() const |
| 3070 | { |
| 3071 | GLint n = 0; |
| 3072 | #if !defined(QT_OPENGL_ES_2) |
| 3073 | Q_D(const QGLShaderProgram); |
| 3074 | if (!QOpenGLContext::currentContext()->isOpenGLES()) |
| 3075 | d->glfuncs->glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, params: &n); |
| 3076 | #endif |
| 3077 | return n; |
| 3078 | } |
| 3079 | |
| 3080 | /*! |
| 3081 | Sets the maximum number of vertices the current geometry shader |
| 3082 | program will produce, if active, to \a count. |
| 3083 | |
| 3084 | \since 4.7 |
| 3085 | |
| 3086 | This parameter takes effect the next time the program is linked. |
| 3087 | */ |
| 3088 | void QGLShaderProgram::setGeometryOutputVertexCount(int count) |
| 3089 | { |
| 3090 | #ifndef QT_NO_DEBUG |
| 3091 | int max = maxGeometryOutputVertices(); |
| 3092 | if (count > max) { |
| 3093 | qWarning(msg: "QGLShaderProgram::setGeometryOutputVertexCount: count: %d higher than maximum: %d" , |
| 3094 | count, max); |
| 3095 | } |
| 3096 | #endif |
| 3097 | d_func()->geometryVertexCount = count; |
| 3098 | } |
| 3099 | |
| 3100 | |
| 3101 | /*! |
| 3102 | Returns the maximum number of vertices the current geometry shader |
| 3103 | program will produce, if active. |
| 3104 | |
| 3105 | \since 4.7 |
| 3106 | |
| 3107 | This parameter takes effect the ntext time the program is linked. |
| 3108 | */ |
| 3109 | int QGLShaderProgram::geometryOutputVertexCount() const |
| 3110 | { |
| 3111 | return d_func()->geometryVertexCount; |
| 3112 | } |
| 3113 | |
| 3114 | |
| 3115 | /*! |
| 3116 | Sets the input type from \a inputType. |
| 3117 | |
| 3118 | This parameter takes effect the next time the program is linked. |
| 3119 | */ |
| 3120 | void QGLShaderProgram::setGeometryInputType(GLenum inputType) |
| 3121 | { |
| 3122 | d_func()->geometryInputType = inputType; |
| 3123 | } |
| 3124 | |
| 3125 | |
| 3126 | /*! |
| 3127 | Returns the geometry shader input type, if active. |
| 3128 | |
| 3129 | This parameter takes effect the next time the program is linked. |
| 3130 | |
| 3131 | \since 4.7 |
| 3132 | */ |
| 3133 | |
| 3134 | GLenum QGLShaderProgram::geometryInputType() const |
| 3135 | { |
| 3136 | return d_func()->geometryInputType; |
| 3137 | } |
| 3138 | |
| 3139 | |
| 3140 | /*! |
| 3141 | Sets the output type from the geometry shader, if active, to |
| 3142 | \a outputType. |
| 3143 | |
| 3144 | This parameter takes effect the next time the program is linked. |
| 3145 | |
| 3146 | \since 4.7 |
| 3147 | */ |
| 3148 | void QGLShaderProgram::setGeometryOutputType(GLenum outputType) |
| 3149 | { |
| 3150 | d_func()->geometryOutputType = outputType; |
| 3151 | } |
| 3152 | |
| 3153 | |
| 3154 | /*! |
| 3155 | Returns the geometry shader output type, if active. |
| 3156 | |
| 3157 | This parameter takes effect the next time the program is linked. |
| 3158 | |
| 3159 | \since 4.7 |
| 3160 | */ |
| 3161 | GLenum QGLShaderProgram::geometryOutputType() const |
| 3162 | { |
| 3163 | return d_func()->geometryOutputType; |
| 3164 | } |
| 3165 | |
| 3166 | |
| 3167 | /*! |
| 3168 | Returns \c true if shader programs written in the OpenGL Shading |
| 3169 | Language (GLSL) are supported on this system; false otherwise. |
| 3170 | |
| 3171 | The \a context is used to resolve the GLSL extensions. |
| 3172 | If \a context is \nullptr, then QGLContext::currentContext() is |
| 3173 | used. |
| 3174 | */ |
| 3175 | bool QGLShaderProgram::hasOpenGLShaderPrograms(const QGLContext *context) |
| 3176 | { |
| 3177 | #if !defined(QT_OPENGL_ES_2) |
| 3178 | if (!context) |
| 3179 | context = QGLContext::currentContext(); |
| 3180 | if (!context) |
| 3181 | return false; |
| 3182 | |
| 3183 | QOpenGLFunctions functions(context->contextHandle()); |
| 3184 | return functions.hasOpenGLFeature(feature: QOpenGLFunctions::Shaders); |
| 3185 | #else |
| 3186 | Q_UNUSED(context); |
| 3187 | return true; |
| 3188 | #endif |
| 3189 | } |
| 3190 | |
| 3191 | /*! |
| 3192 | \internal |
| 3193 | */ |
| 3194 | void QGLShaderProgram::shaderDestroyed() |
| 3195 | { |
| 3196 | Q_D(QGLShaderProgram); |
| 3197 | QGLShader *shader = qobject_cast<QGLShader *>(object: sender()); |
| 3198 | if (shader && !d->removingShaders) |
| 3199 | removeShader(shader); |
| 3200 | } |
| 3201 | |
| 3202 | |
| 3203 | #undef ctx |
| 3204 | #undef context |
| 3205 | |
| 3206 | /*! |
| 3207 | Returns \c true if shader programs of type \a type are supported on |
| 3208 | this system; false otherwise. |
| 3209 | |
| 3210 | The \a context is used to resolve the GLSL extensions. |
| 3211 | If \a context is \nullptr, then QGLContext::currentContext() is |
| 3212 | used. |
| 3213 | |
| 3214 | \since 4.7 |
| 3215 | */ |
| 3216 | bool QGLShader::hasOpenGLShaders(ShaderType type, const QGLContext *context) |
| 3217 | { |
| 3218 | if (!context) |
| 3219 | context = QGLContext::currentContext(); |
| 3220 | if (!context) |
| 3221 | return false; |
| 3222 | |
| 3223 | if ((type & ~(Geometry | Vertex | Fragment)) || type == 0) |
| 3224 | return false; |
| 3225 | |
| 3226 | QOpenGLFunctions functions(context->contextHandle()); |
| 3227 | bool resolved = functions.hasOpenGLFeature(feature: QOpenGLFunctions::Shaders); |
| 3228 | if (!resolved) |
| 3229 | return false; |
| 3230 | |
| 3231 | if ((type & Geometry) && !QByteArray((const char *) functions.glGetString(GL_EXTENSIONS)).contains(c: "GL_EXT_geometry_shader4" )) |
| 3232 | return false; |
| 3233 | |
| 3234 | return true; |
| 3235 | } |
| 3236 | |
| 3237 | QT_END_NAMESPACE |
| 3238 | |