1 | /**************************************************************************** |
2 | ** |
3 | ** Copyright (C) 2016 The Qt Company Ltd. |
4 | ** Contact: https://www.qt.io/licensing/ |
5 | ** |
6 | ** This file is part of the QtOpenGL module of the Qt Toolkit. |
7 | ** |
8 | ** $QT_BEGIN_LICENSE:LGPL$ |
9 | ** Commercial License Usage |
10 | ** Licensees holding valid commercial Qt licenses may use this file in |
11 | ** accordance with the commercial license agreement provided with the |
12 | ** Software or, alternatively, in accordance with the terms contained in |
13 | ** a written agreement between you and The Qt Company. For licensing terms |
14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
15 | ** information use the contact form at https://www.qt.io/contact-us. |
16 | ** |
17 | ** GNU Lesser General Public License Usage |
18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
19 | ** General Public License version 3 as published by the Free Software |
20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
21 | ** packaging of this file. Please review the following information to |
22 | ** ensure the GNU Lesser General Public License version 3 requirements |
23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
24 | ** |
25 | ** GNU General Public License Usage |
26 | ** Alternatively, this file may be used under the terms of the GNU |
27 | ** General Public License version 2.0 or (at your option) the GNU General |
28 | ** Public license version 3 or any later version approved by the KDE Free |
29 | ** Qt Foundation. The licenses are as published by the Free Software |
30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
31 | ** included in the packaging of this file. Please review the following |
32 | ** information to ensure the GNU General Public License requirements will |
33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
35 | ** |
36 | ** $QT_END_LICENSE$ |
37 | ** |
38 | ****************************************************************************/ |
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 | |