| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** Contact: Qt Software Information (qt-info@nokia.com)
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| 5 | **
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| 6 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
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| 7 | **
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$
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| 9 | ** Commercial Usage
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| 10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 11 | ** accordance with the Qt Commercial License Agreement provided with the
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| 12 | ** Software or, alternatively, in accordance with the terms contained in
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| 13 | ** a written agreement between you and Nokia.
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| 14 | **
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| 15 | ** GNU Lesser General Public License Usage
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| 16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 17 | ** General Public License version 2.1 as published by the Free Software
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| 18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 19 | ** packaging of this file. Please review the following information to
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| 20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 22 | **
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| 23 | ** In addition, as a special exception, Nokia gives you certain
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| 24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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| 25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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| 26 | ** package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you are unsure which license is appropriate for your use, please
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| 37 | ** contact the sales department at qt-sales@nokia.com.
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | #include "qglshader_p.h"
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| 43 |
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| 44 |
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| 45 | // Windows needs to resolve OpenGL 2.0 function pointers for each context. The
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| 46 | // QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter.
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| 47 | #define Q_CTX QGLContext* ctx = d->ctx; \
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| 48 | if (!ctx) \
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| 49 | return false; \
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| 50 | ctx->makeCurrent(); \
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| 51 |
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| 52 |
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| 53 |
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| 54 |
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| 55 | class QGLShaderPrivate
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| 56 | {
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| 57 | public:
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| 58 | QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {}
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| 59 |
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| 60 | GLuint shaderId;
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| 61 | QString source;
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| 62 | bool valid;
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| 63 | QGLShader::ShaderType type;
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| 64 | QGLContext* ctx;
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| 65 | };
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| 66 |
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| 67 |
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| 68 | QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx)
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| 69 | : d_ptr(new QGLShaderPrivate)
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| 70 | {
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| 71 | Q_D(QGLShader);
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| 72 |
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| 73 | if (!ctx)
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| 74 | ctx = QGLContext::currentContext();
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| 75 |
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| 76 | if (!ctx) {
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| 77 | qWarning("QGLShader being created without a context");
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| 78 | return;
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| 79 | }
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| 80 |
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| 81 | d->ctx = const_cast<QGLContext*>(ctx);
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| 82 | d->ctx->makeCurrent();
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| 83 |
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| 84 | if (type == QGLShader::FragmentShader)
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| 85 | d->shaderId = glCreateShader(GL_FRAGMENT_SHADER);
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| 86 | else
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| 87 | d->shaderId = glCreateShader(GL_VERTEX_SHADER);
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| 88 |
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| 89 | if (d->shaderId == 0) {
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| 90 | qWarning("Error creating shader object");
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| 91 | return;
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| 92 | }
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| 93 |
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| 94 | d->type = type;
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| 95 | }
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| 96 |
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| 97 | GLuint QGLShader::id()
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| 98 | {
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| 99 | Q_D(QGLShader);
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| 100 | return d->shaderId;
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| 101 | }
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| 102 |
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| 103 | const QGLContext* QGLShader::context()
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| 104 | {
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| 105 | Q_D(QGLShader);
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| 106 | return d->ctx;
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| 107 | }
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| 108 |
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| 109 | void QGLShader::clearSource()
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| 110 | {
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| 111 | Q_D(QGLShader);
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| 112 | d->source.clear();
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| 113 | d->valid = false;
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| 114 | }
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| 115 |
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| 116 | void QGLShader::addSource(const QLatin1String& newSource)
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| 117 | {
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| 118 | Q_D(QGLShader);
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| 119 | d->source += newSource;
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| 120 | d->valid = false;
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| 121 | }
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| 122 |
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| 123 |
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| 124 | bool QGLShader::compile()
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| 125 | {
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| 126 | Q_D(QGLShader);
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| 127 |
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| 128 | d->valid = false;
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| 129 |
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| 130 | if (d->source.size() == 0)
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| 131 | return false;
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| 132 |
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| 133 | const QByteArray src_ba = d->source.toAscii();
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| 134 | const char* src = src_ba.constData();
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| 135 |
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| 136 | glShaderSource(d->shaderId, 1, &src, 0);
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| 137 |
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| 138 | glCompileShader(d->shaderId);
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| 139 |
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| 140 | GLint shaderCompiled;
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| 141 | glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled);
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| 142 | if (!shaderCompiled)
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| 143 | return false;
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| 144 |
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| 145 | d->valid = true;
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| 146 | return true;
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| 147 | }
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| 148 |
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| 149 | bool QGLShader::isValid()
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| 150 | {
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| 151 | Q_D(QGLShader);
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| 152 | return d->valid;
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| 153 | }
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| 154 |
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| 155 | QString QGLShader::log()
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| 156 | {
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| 157 | Q_D(QGLShader);
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| 158 |
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| 159 | char* logData;
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| 160 | GLint logSize;
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| 161 | GLint logLength;
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| 162 |
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| 163 | glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize);
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| 164 |
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| 165 | if (!logSize)
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| 166 | return QString();
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| 167 |
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| 168 | logData = new char[logSize];
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| 169 | glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData);
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| 170 | QString result = QString::fromAscii(logData);
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| 171 | delete [] logData;
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| 172 |
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| 173 | return result;
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| 174 | }
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| 175 |
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| 176 |
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| 177 |
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| 178 |
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| 179 |
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| 180 |
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| 181 |
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| 182 |
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| 183 |
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| 184 |
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| 185 |
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| 186 |
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| 187 | class QGLShaderProgramPrivate
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| 188 | {
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| 189 | public:
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| 190 | QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {}
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| 191 | void populateVariableLists();
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| 192 |
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| 193 | QVector<QGLShader*> shaders;
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| 194 | QGLUniformList uniforms;
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| 195 | QGLVertexAttributeList attributeArrays;
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| 196 | bool valid;
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| 197 | GLuint programId;
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| 198 | QGLContext* ctx;
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| 199 | };
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| 200 |
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| 201 |
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| 202 |
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| 203 | void QGLShaderProgramPrivate::populateVariableLists()
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| 204 | {
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| 205 | attributeArrays.clear();
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| 206 | uniforms.clear();
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| 207 |
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| 208 | int count;
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| 209 | int sizeOfNameBuff;
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| 210 | char* name;
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| 211 | GLint nameLength;
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| 212 | GLenum type;
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| 213 | GLint size;
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| 214 | GLint location;
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| 215 |
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| 216 | glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count);
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| 217 | glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff);
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| 218 | name = new char[sizeOfNameBuff];
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| 219 |
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| 220 | for (int i = 0; i < count; ++i) {
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| 221 | nameLength = -1;
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| 222 | glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
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| 223 | if (nameLength == -1)
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| 224 | continue;
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| 225 |
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| 226 | location = glGetAttribLocation(programId, name);
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| 227 | attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx));
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| 228 | }
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| 229 |
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| 230 | delete [] name;
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| 231 |
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| 232 |
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| 233 | glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count);
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| 234 | glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff);
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| 235 |
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| 236 | name = new char[sizeOfNameBuff];
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| 237 |
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| 238 | for (int i = 0; i < count; ++i) {
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| 239 | nameLength = -1;
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| 240 | glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
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| 241 | if (nameLength == -1)
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| 242 | continue;
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| 243 |
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| 244 | location = glGetUniformLocation(programId, name);
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| 245 | uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx));
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| 246 | }
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| 247 | }
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| 248 |
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| 249 |
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| 250 | QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx)
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| 251 | : d_ptr(new QGLShaderProgramPrivate)
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| 252 | {
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| 253 | Q_D(QGLShaderProgram);
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| 254 | if (!ctx)
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| 255 | ctx = QGLContext::currentContext();
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| 256 |
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| 257 | if (!ctx) {
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| 258 | qWarning("QGLShaderProgram being created without a context");
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| 259 | return;
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| 260 | }
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| 261 |
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| 262 | d->ctx = const_cast<QGLContext*>(ctx);
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| 263 | d->ctx->makeCurrent();
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| 264 |
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| 265 | d->programId = glCreateProgram();
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| 266 |
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| 267 | d->valid = false;
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| 268 | }
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| 269 |
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| 270 |
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| 271 | const QGLUniformList & QGLShaderProgram::uniforms()
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| 272 | {
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| 273 | Q_D(QGLShaderProgram);
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| 274 | return const_cast<const QGLUniformList&>(d->uniforms);
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| 275 | }
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| 276 |
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| 277 |
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| 278 | const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes()
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| 279 | {
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| 280 | Q_D(QGLShaderProgram);
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| 281 | return const_cast<const QGLVertexAttributeList&>(d->attributeArrays);
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| 282 | }
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| 283 |
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| 284 |
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| 285 | bool QGLShaderProgram::addShader(QGLShader* newShader)
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| 286 | {
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| 287 | Q_D(QGLShaderProgram);
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| 288 | if (!newShader || !d->ctx)
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| 289 | return false;
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| 290 |
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| 291 | if (newShader->context() != d->ctx) {
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| 292 | qWarning("Shader object's context does not match program's context");
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| 293 | return false;
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| 294 | }
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| 295 |
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| 296 | if (!newShader->isValid())
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| 297 | return false;
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| 298 |
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| 299 | QGLContext* ctx = d->ctx;
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| 300 | if (!ctx)
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| 301 | return false;
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| 302 | ctx->makeCurrent();
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| 303 |
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| 304 | glAttachShader(d->programId, newShader->id());
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| 305 |
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| 306 | d->shaders.append(newShader);
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| 307 | return true;
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| 308 | }
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| 309 |
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| 310 |
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| 311 | bool QGLShaderProgram::removeShader(QGLShader* oldShader)
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| 312 | {
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| 313 | Q_D(QGLShaderProgram);
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| 314 |
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| 315 | int idx = d->shaders.indexOf(oldShader);
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| 316 |
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| 317 | if (idx == -1)
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| 318 | return false;
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| 319 |
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| 320 | d->shaders.remove(idx);
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| 321 |
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| 322 | QGLContext* ctx = d->ctx;
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| 323 | if (!ctx)
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| 324 | return false;
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| 325 | ctx->makeCurrent();
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| 326 |
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| 327 | glDetachShader(d->programId, oldShader->id());
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| 328 | return true;
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| 329 | }
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| 330 |
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| 331 |
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| 332 | bool QGLShaderProgram::removeAllShaders()
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| 333 | {
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| 334 | Q_D(QGLShaderProgram);
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| 335 |
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| 336 | QGLContext* ctx = d->ctx;
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| 337 | if (!ctx)
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| 338 | return false;
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| 339 | ctx->makeCurrent();
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| 340 |
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| 341 | foreach (QGLShader* shader, d->shaders)
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| 342 | glDetachShader(d->programId, shader->id());
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| 343 |
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| 344 | d->shaders.clear();
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| 345 | return true;
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| 346 | }
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| 347 |
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| 348 | #include <stdio.h>
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| 349 |
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| 350 | bool QGLShaderProgram::link()
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| 351 | {
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| 352 | Q_D(QGLShaderProgram);
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| 353 |
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| 354 | QGLContext* ctx = d->ctx;
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| 355 | if (!ctx)
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| 356 | return false;
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| 357 | ctx->makeCurrent();
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| 358 |
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| 359 | glLinkProgram(d->programId);
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| 360 |
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| 361 |
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| 362 | GLint linked;
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| 363 | glGetProgramiv(d->programId, GL_LINK_STATUS, &linked);
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| 364 |
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| 365 | if (!linked)
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| 366 | return false;
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| 367 |
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| 368 | d->populateVariableLists();
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| 369 |
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| 370 | d->valid = true;
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| 371 | return true;
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| 372 | }
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| 373 |
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| 374 | void QGLShaderProgram::use()
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| 375 | {
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| 376 | Q_D(QGLShaderProgram);
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| 377 | if (!d->valid)
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| 378 | return;
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| 379 |
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| 380 | glUseProgram(d->programId);
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| 381 | }
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| 382 |
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| 383 |
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| 384 | QString QGLShaderProgram::log()
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| 385 | {
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| 386 | Q_D(QGLShaderProgram);
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| 387 |
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| 388 | QGLContext* ctx = d->ctx;
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| 389 | if (!ctx)
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| 390 | return QString();
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| 391 | ctx->makeCurrent();
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| 392 |
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| 393 | GLint logSize = -666;
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| 394 | glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize);
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| 395 |
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| 396 | char* logData = new char[logSize];
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| 397 | GLint logLength;
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| 398 |
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| 399 | glGetProgramInfoLog(d->programId, logSize, &logLength, logData);
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| 400 |
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| 401 | QString result = QString::fromAscii(logData);
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| 402 | delete [] logData;
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| 403 |
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| 404 | return result;
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| 405 | }
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| 406 |
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| 407 | GLuint QGLShaderProgram::id()
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| 408 | {
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| 409 | Q_D(QGLShaderProgram);
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| 410 | return d->programId;
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| 411 | }
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| 412 |
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| 413 | /////////////////////////////////////////////////////////////////////////
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| 414 |
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| 415 |
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| 416 |
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| 417 |
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| 418 | QGLUniform::QGLUniform()
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| 419 | : m_id(0), m_type(QGLInvalidType), ctx(0)
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| 420 | {
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| 421 | qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link");
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| 422 | }
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| 423 |
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| 424 | const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const
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| 425 | {
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| 426 | if (m_type != QGLFloatType)
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| 427 | return *this;
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| 428 |
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| 429 | glUniform1f(m_id, rhs);
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| 430 |
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| 431 | return *this;
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| 432 | }
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| 433 |
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| 434 | const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const
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| 435 | {
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| 436 | if (m_type != QGLVec2Type)
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| 437 | return *this;
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| 438 |
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| 439 | glUniform2fv(m_id, 1, (const GLfloat*)&rhs);
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| 440 |
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| 441 | return *this;
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| 442 | }
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| 443 |
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| 444 | const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const
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| 445 | {
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| 446 | if (m_type != QGLVec2Type)
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| 447 | return *this;
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| 448 |
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| 449 | glUniform2f(m_id, rhs.width(), rhs.height());
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| 450 |
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| 451 | return *this;
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| 452 | }
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| 453 |
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| 454 | const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const
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| 455 | {
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| 456 | if (m_type != QGLVec2Type)
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| 457 | return *this;
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| 458 |
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| 459 | glUniform2f(m_id, rhs.x(), rhs.y());
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| 460 |
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| 461 | return *this;
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| 462 | }
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| 463 |
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| 464 | const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const
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| 465 | {
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| 466 | if (m_type != QGLVec3Type)
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| 467 | return *this;
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| 468 |
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| 469 | glUniform3fv(m_id, 1, (const GLfloat*)&rhs);
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| 470 |
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| 471 | return *this;
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| 472 | }
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| 473 |
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| 474 | const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const
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| 475 | {
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| 476 | if (m_type != QGLVec4Type)
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| 477 | return *this;
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| 478 |
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| 479 | glUniform4fv(m_id, 1, (const GLfloat*)&rhs);
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| 480 |
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| 481 | return *this;
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| 482 | }
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| 483 |
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| 484 | const QGLUniform& QGLUniform::operator=(const QColor& rhs) const
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| 485 | {
|
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| 486 | if (m_type != QGLVec4Type)
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| 487 | return *this;
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| 488 |
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| 489 | glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF());
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| 490 |
|
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| 491 | return *this;
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| 492 | }
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| 493 |
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| 494 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const
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| 495 | {
|
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| 496 | if (m_type != QGLMat2Type)
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| 497 | return *this;
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| 498 |
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| 499 | glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
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| 500 |
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| 501 | return *this;
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| 502 | }
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| 503 |
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| 504 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const
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| 505 | {
|
|---|
| 506 | if (m_type != QGLMat3Type)
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| 507 | return *this;
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|---|
| 508 |
|
|---|
| 509 | glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
|
|---|
| 510 |
|
|---|
| 511 | return *this;
|
|---|
| 512 | }
|
|---|
| 513 |
|
|---|
| 514 | // Transposes ready for GL
|
|---|
| 515 | const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const
|
|---|
| 516 | {
|
|---|
| 517 | if (m_type != QGLMat3Type)
|
|---|
| 518 | return *this;
|
|---|
| 519 |
|
|---|
| 520 | GLfloat mat3[3][3] = {
|
|---|
| 521 | {rhs.m11(), rhs.m12(), rhs.m13()},
|
|---|
| 522 | {rhs.m21(), rhs.m22(), rhs.m23()},
|
|---|
| 523 | {rhs.m31(), rhs.m32(), rhs.m33()}
|
|---|
| 524 | };
|
|---|
| 525 |
|
|---|
| 526 | glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3);
|
|---|
| 527 |
|
|---|
| 528 | return *this;
|
|---|
| 529 | }
|
|---|
| 530 |
|
|---|
| 531 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const
|
|---|
| 532 | {
|
|---|
| 533 | if (m_type != QGLMat4Type)
|
|---|
| 534 | return *this;
|
|---|
| 535 |
|
|---|
| 536 | glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
|
|---|
| 537 |
|
|---|
| 538 | return *this;
|
|---|
| 539 | }
|
|---|
| 540 |
|
|---|
| 541 | const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const
|
|---|
| 542 | {
|
|---|
| 543 | if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType))
|
|---|
| 544 | return *this;
|
|---|
| 545 |
|
|---|
| 546 | glUniform1i(m_id, rhs);
|
|---|
| 547 |
|
|---|
| 548 | return *this;
|
|---|
| 549 | }
|
|---|
| 550 |
|
|---|
| 551 |
|
|---|
| 552 |
|
|---|
| 553 |
|
|---|
| 554 | /////////////////////////////////////////////////////////////////////////
|
|---|
| 555 |
|
|---|
| 556 | QGLVertexAttribute::QGLVertexAttribute()
|
|---|
| 557 | : m_id(0), m_type(QGLInvalidType), ctx(0)
|
|---|
| 558 | {
|
|---|
| 559 | qWarning("Unknown vertex attribute!");
|
|---|
| 560 | }
|
|---|
| 561 |
|
|---|
| 562 | void QGLVertexAttribute::enable() const
|
|---|
| 563 | {
|
|---|
| 564 | glEnableVertexAttribArray(m_id);
|
|---|
| 565 | }
|
|---|
| 566 |
|
|---|
| 567 | void QGLVertexAttribute::disable() const
|
|---|
| 568 | {
|
|---|
| 569 | glDisableVertexAttribArray(m_id);
|
|---|
| 570 | }
|
|---|
| 571 |
|
|---|
| 572 | // NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this
|
|---|
| 573 | // method isn't very useful. I.e. The datatypes are needed to distinguish the different
|
|---|
| 574 | // sizes for the function signatures.
|
|---|
| 575 | const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const
|
|---|
| 576 | {
|
|---|
| 577 | int size = -1;
|
|---|
| 578 | if (m_type == QGLFloatType)
|
|---|
| 579 | size = 1;
|
|---|
| 580 | else if (m_type == QGLVec2Type)
|
|---|
| 581 | size = 2;
|
|---|
| 582 | else if (m_type == QGLVec3Type)
|
|---|
| 583 | size = 3;
|
|---|
| 584 | else if (m_type == QGLVec4Type)
|
|---|
| 585 | size = 4;
|
|---|
| 586 | else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes...
|
|---|
| 587 | size = 4;
|
|---|
| 588 | else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes...
|
|---|
| 589 | size = 9;
|
|---|
| 590 | else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes...
|
|---|
| 591 | size = 16;
|
|---|
| 592 | else
|
|---|
| 593 | return *this;
|
|---|
| 594 |
|
|---|
| 595 | glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs);
|
|---|
| 596 |
|
|---|
| 597 | return *this;
|
|---|
| 598 | }
|
|---|
| 599 |
|
|---|
| 600 | const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const
|
|---|
| 601 | {
|
|---|
| 602 | glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs);
|
|---|
| 603 |
|
|---|
| 604 | return *this;
|
|---|
| 605 | }
|
|---|