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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
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** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
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****************************************************************************/
#ifndef QT3DRENDER_RENDER_SHADER_H
#define QT3DRENDER_RENDER_SHADER_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/private/backendnode_p.h>
#include <Qt3DRender/qshaderprogram.h>
#include <QVector>
QT_BEGIN_NAMESPACE
class QOpenGLShaderProgram;
namespace Qt3DRender {
namespace Render {
class ShaderManager;
class AttachmentPack;
class Q_3DRENDERSHARED_PRIVATE_EXPORT Shader : public BackendNode
{
public:
static const int modelMatrixNameId;
static const int viewMatrixNameId;
static const int projectionMatrixNameId;
static const int modelViewMatrixNameId;
static const int viewProjectionMatrixNameId;
static const int modelViewProjectionNameId;
static const int mvpNameId;
static const int inverseModelMatrixNameId;
static const int inverseViewMatrixNameId;
static const int inverseProjectionMatrixNameId;
static const int inverseModelViewNameId;
static const int inverseViewProjectionMatrixNameId;
static const int inverseModelViewProjectionNameId;
static const int modelNormalMatrixNameId;
static const int modelViewNormalNameId;
static const int viewportMatrixNameId;
static const int inverseViewportMatrixNameId;
static const int textureTransformMatrixNameId;
static const int aspectRatioNameId;
static const int exposureNameId;
static const int gammaNameId;
static const int timeNameId;
static const int eyePositionNameId;
static const int skinningPaletteNameId;
Shader();
~Shader();
void cleanup();
QVector<QByteArray> shaderCode() const;
void setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code);
void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override;
inline QString log() const { return m_log; }
inline QShaderProgram::Status status() const { return m_status; }
void setFormat(QShaderProgram::Format format);
QShaderProgram::Format format() const { return m_format; }
bool isDirty() const { return m_dirty; }
void unsetDirty() { m_dirty = false; }
inline bool requiresFrontendSync() const { return m_requiresFrontendSync; }
inline void unsetRequiresFrontendSync() { m_requiresFrontendSync = false; }
// Set by Renderer plugin
void setLog(const QString &log);
void setStatus(QShaderProgram::Status status);
void initializeFromReference(const Shader &other);
void requestCacheRebuild();
private:
QVector<QByteArray> m_shaderCode;
QString m_log;
bool m_requiresFrontendSync;
QShaderProgram::Status m_status;
QShaderProgram::Format m_format;
bool m_dirty;
};
#ifndef QT_NO_DEBUG_STREAM
inline QDebug operator<<(QDebug dbg, const Shader &shader)
{
QDebugStateSaver saver(dbg);
dbg << "QNodeId =" << shader.peerId() << Qt::endl;
return dbg;
}
#endif
class Q_AUTOTEST_EXPORT ShaderFunctor : public Qt3DCore::QBackendNodeMapper
{
public:
explicit ShaderFunctor(AbstractRenderer *renderer,
ShaderManager *manager);
Qt3DCore::QBackendNode *create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const final;
Qt3DCore::QBackendNode *get(Qt3DCore::QNodeId id) const final;
void destroy(Qt3DCore::QNodeId id) const final;
private:
AbstractRenderer *m_renderer;
ShaderManager *m_shaderManager;
};
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_SHADER_H