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#ifndef QT3DRENDER_RENDER_UNIFORM_P_H
#define QT3DRENDER_RENDER_UNIFORM_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <qt3drender_global.h>
#include <Qt3DCore/qnodeid.h>
#include <Qt3DCore/private/matrix4x4_p.h>
#include <Qt3DCore/private/vector3d_p.h>
#include <Qt3DCore/private/vector4d_p.h>
#include <Qt3DRender/private/qt3drender_global_p.h>
#include <QMatrix4x4>
#include <QVector2D>
#include <QVector3D>
#include <QColor>
#include <QDebug>
#include <string.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
enum UniformType {
Float = 0,
Vec2,
Vec3,
Vec4,
Double,
DVec2,
DVec3,
DVec4,
Int,
IVec2,
IVec3,
IVec4,
UInt,
UIVec2,
UIVec3,
UIVec4,
Bool,
BVec2,
BVec3,
BVec4,
Mat2,
Mat3,
Mat4,
Mat2x3,
Mat3x2,
Mat2x4,
Mat4x2,
Mat3x4,
Mat4x3,
Sampler,
Image,
Unknown
};
class Q_3DRENDERSHARED_PRIVATE_EXPORT UniformValue
{
public:
enum ValueType {
ScalarValue,
NodeId,
TextureValue,
BufferValue,
ShaderImageValue
};
// UniformValue implicitely converts doubles to floats to ensure
// correct rendering behavior for the cases where Qt3D parameters created from
// a double or QVariant(double) are used to fill uniform values that in reality
// should be floats. This occur especially with QML where qreal might be double
// and not float. Otherwise, at when filling the uniforms, calling constData<float>
// on something that contains a double will result in wrong values
UniformValue()
: m_data(4)
{
memset(m_data.data(), 0, m_data.size() * sizeof(float));
}
UniformValue(int i) : UniformValue() { data<int>()[0] = i; }
UniformValue(uint i) : UniformValue() { data<uint>()[0] = i; }
UniformValue(float f) : UniformValue() { data<float>()[0] = f; }
UniformValue(double d) : UniformValue() { data<float>()[0] = d; } // Double to float conversion
UniformValue(bool b) : UniformValue() { data<bool>()[0] = b; }
UniformValue(const QVector2D &vec2) : UniformValue() { memcpy(m_data.data(), &vec2, sizeof(QVector2D)); }
UniformValue(const Vector3D &vec3) : UniformValue() { memcpy(m_data.data(), &vec3, sizeof(Vector3D)); }
UniformValue(const Vector4D &vec4) : m_data(sizeof(Vector4D) / sizeof(float)) { memcpy(m_data.data(), &vec4, sizeof(Vector4D)); }
UniformValue(const QMatrix3x3 &mat33)
: m_data(9)
{
// Use constData because we want column-major layout
memcpy(m_data.data(), mat33.constData(), 9 * sizeof(float));
}
// We don t want the QMatrix4x4 builder to use sizeof since QMatrix4x4 contains a type flag
#if defined(__SSE2__) || defined(__AVX2__)
UniformValue(const Matrix4x4 &mat44)
: m_data(sizeof(Matrix4x4) / sizeof(float))
{
// Use constData because we want column-major layout
memcpy(m_data.data(), &mat44, sizeof(Matrix4x4));
}
#else
UniformValue(const QMatrix4x4 &mat44)
: m_data(16)
{
// Use constData because we want column-major layout
memcpy(m_data.data(), mat44.constData(), 16 * sizeof(float));
}
#endif
UniformValue(const QVector<QMatrix4x4> &v)
: m_data(16 * v.size())
{
int offset = 0;
const int byteSize = 16 * sizeof(float);
float *data = m_data.data();
for (const auto &m : v) {
memcpy(data + offset, m.constData(), byteSize);
offset += 16;
}
}
// Reserve data to be filled in later
UniformValue(int byteSize, ValueType valueType)
: m_data(byteSize / sizeof(float))
, m_valueType(valueType)
{
}
// For nodes which will later be replaced by a Texture or Buffer
UniformValue(Qt3DCore::QNodeId id)
: m_data(sizeof(Qt3DCore::QNodeId) / sizeof(float))
{
m_valueType = NodeId;
memcpy(m_data.data(), &id, sizeof(Qt3DCore::QNodeId));
}
ValueType valueType() const { return m_valueType; }
UniformType storedType() const { return m_storedType; }
template<typename T>
void setData(const QVector<T> &v)
{
m_data.resize(v.size() * sizeof(T) / sizeof(float));
m_valueType = ScalarValue;
float *data = m_data.data();
memcpy(data, v.constData(), v.size() * sizeof(T));
}
static UniformValue fromVariant(const QVariant &variant);
int byteSize() const { return m_data.size() * sizeof(float); }
template<typename T>
const T *constData() const
{
return reinterpret_cast<const T *>(m_data.constData());
}
template<typename T>
T *data()
{
return reinterpret_cast<T *>(m_data.data());
}
bool operator==(const UniformValue &other) const
{
return other.m_data == m_data;
}
bool operator!=(const UniformValue &other) const
{
return !(*this == other);
}
private:
// Allocate 16 floats on stack
// For larger elements, heap allocation will be used
QVarLengthArray<float, 16> m_data;
ValueType m_valueType = ScalarValue;
// TODO: Replace this hack see QTBUG-57510
UniformType m_storedType = Unknown;
};
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT void UniformValue::setData<QMatrix4x4>(const QVector<QMatrix4x4> &v);
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
Q_DECLARE_METATYPE(Qt3DRender::Render::UniformType) // LCOV_EXCL_LINE
#endif // QT3DRENDER_RENDER_UNIFORM_P_H