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| |
| #include "shaderparameterpack_p.h" |
| |
| #include <graphicscontext_p.h> |
| #include <Qt3DRender/private/texture_p.h> |
| |
| #include <Qt3DCore/private/qframeallocator_p.h> |
| |
| #include <QOpenGLShaderProgram> |
| #include <QDebug> |
| #include <QColor> |
| #include <QQuaternion> |
| #include <Qt3DRender/private/renderlogging_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| namespace Render { |
| namespace OpenGL { |
| |
| ShaderParameterPack::~ShaderParameterPack() |
| { |
| } |
| |
| void ShaderParameterPack::reserve(int uniformCount) |
| { |
| m_uniforms.reserve(uniformCount); |
| m_submissionUniformIndices.reserve(uniformCount); |
| } |
| |
| void ShaderParameterPack::setUniform(const int glslNameId, const UniformValue &val) |
| { |
| m_uniforms.insert(glslNameId, val); |
| } |
| |
| void ShaderParameterPack::setTexture(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId texId) |
| { |
| for (int t=0; t<m_textures.size(); ++t) { |
| if (m_textures[t].glslNameId != glslNameId || m_textures[t].uniformArrayIndex != uniformArrayIndex) |
| continue; |
| |
| m_textures[t].nodeId = texId; |
| return; |
| } |
| |
| m_textures.push_back(NamedResource(glslNameId, texId, uniformArrayIndex, NamedResource::Texture)); |
| } |
| |
| void ShaderParameterPack::setImage(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId id) |
| { |
| for (int i=0, m = m_images.size(); i < m; ++i) { |
| if (m_images[i].glslNameId != glslNameId || m_images[i].uniformArrayIndex != uniformArrayIndex) |
| continue; |
| |
| m_images[i].nodeId = id; |
| return; |
| } |
| |
| m_images.push_back(NamedResource(glslNameId, id, uniformArrayIndex, NamedResource::Image)); |
| } |
| |
| // Contains Uniform Block Index and QNodeId of the ShaderData (UBO) |
| void ShaderParameterPack::setUniformBuffer(BlockToUBO blockToUBO) |
| { |
| m_uniformBuffers.push_back(std::move(blockToUBO)); |
| } |
| |
| void ShaderParameterPack::setShaderStorageBuffer(BlockToSSBO blockToSSBO) |
| { |
| m_shaderStorageBuffers.push_back(std::move(blockToSSBO)); |
| } |
| |
| void ShaderParameterPack::setSubmissionUniformIndex(const int uniformIdx) |
| { |
| m_submissionUniformIndices.push_back(uniformIdx); |
| } |
| |
| } // namespace OpenGL |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |