| /**************************************************************************** |
| ** |
| ** Copyright (C) 2008-2012 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of Qt Quick 3D. |
| ** |
| ** $QT_BEGIN_LICENSE:GPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 3 or (at your option) any later version |
| ** approved by the KDE Free Qt Foundation. The licenses are as published by |
| ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #ifndef QSSG_RENDER_BACKEND_SHADER_PROGRAM_GL_H |
| #define QSSG_RENDER_BACKEND_SHADER_PROGRAM_GL_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists purely as an |
| // implementation detail. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| #include <QtQuick3DRender/private/qssgrenderbasetypes_p.h> |
| #include <QtQuick3DUtils/private/qssgutils_p.h> |
| #include <QtQuick3DUtils/private/qssgoption_p.h> |
| #include <QtCore/QString> |
| |
| QT_BEGIN_NAMESPACE |
| |
| struct QSSGRenderBackendShaderInputEntryGL |
| { |
| QByteArray m_attribName; ///< must be the same name as used in the vertex shader |
| quint32 m_attribLocation; ///< attribute index |
| quint32 m_type; ///< GL vertex format type @sa GL_FLOAT, GL_INT |
| quint32 m_numComponents; ///< component count. max 4 |
| }; |
| |
| ///< this class handles the shader input variables |
| class QSSGRenderBackendShaderInputGL |
| { |
| public: |
| ///< constructor |
| QSSGRenderBackendShaderInputGL(QSSGDataRef<QSSGRenderBackendShaderInputEntryGL> entries) |
| : m_shaderInputEntries(entries) |
| { |
| } |
| ///< destructor |
| ~QSSGRenderBackendShaderInputGL() |
| { |
| // We need to release the attrib name |
| for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx) |
| m_shaderInputEntries[idx] = QSSGRenderBackendShaderInputEntryGL(); |
| } |
| |
| QSSGRenderBackendShaderInputEntryGL *getEntryByName(const QByteArray &entryName) const |
| { |
| for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx) { |
| if (m_shaderInputEntries[idx].m_attribName == entryName) |
| return &m_shaderInputEntries.mData[idx]; |
| } |
| return nullptr; |
| } |
| |
| QSSGOption<QSSGRenderBackendShaderInputEntryGL> getEntryByAttribLocation(quint32 attribLocation) const |
| { |
| for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx) { |
| if (m_shaderInputEntries[idx].m_attribLocation == attribLocation) |
| return m_shaderInputEntries[idx]; |
| } |
| return QSSGEmpty(); |
| } |
| |
| QSSGDataRef<QSSGRenderBackendShaderInputEntryGL> m_shaderInputEntries; ///< shader input entries |
| }; |
| |
| ///< this class represents the internals of a GL program |
| class QSSGRenderBackendShaderProgramGL |
| { |
| public: |
| ///< constructor |
| QSSGRenderBackendShaderProgramGL(quint32 programID) : m_programID(programID), m_shaderInput(nullptr) {} |
| |
| ///< destructor |
| ~QSSGRenderBackendShaderProgramGL() |
| { |
| if (m_shaderInput) { // Created with malloc, so release with free! |
| m_shaderInput->~QSSGRenderBackendShaderInputGL(); |
| ::free(m_shaderInput); |
| } |
| } |
| |
| quint32 m_programID; ///< this is the OpenGL object ID |
| QSSGRenderBackendShaderInputGL *m_shaderInput; ///< pointer to shader input object |
| }; |
| |
| QT_END_NAMESPACE |
| |
| #endif |