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#ifndef QT3DRENDER_QSHADERIMAGE_H
#define QT3DRENDER_QSHADERIMAGE_H
#include <Qt3DCore/qnode.h>
#include <Qt3DRender/qt3drender_global.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QAbstractTexture;
class QShaderImagePrivate;
class Q_3DRENDERSHARED_EXPORT QShaderImage : public Qt3DCore::QNode
{
Q_OBJECT
Q_PROPERTY(Qt3DRender::QAbstractTexture *texture READ texture WRITE setTexture NOTIFY textureChanged)
Q_PROPERTY(bool layered READ layered WRITE setLayered NOTIFY layeredChanged)
Q_PROPERTY(int mipLevel READ mipLevel WRITE setMipLevel NOTIFY mipLevelChanged)
Q_PROPERTY(int layer READ layer WRITE setLayer NOTIFY layerChanged)
Q_PROPERTY(Access access READ access WRITE setAccess NOTIFY accessChanged)
Q_PROPERTY(ImageFormat format READ format WRITE setFormat NOTIFY formatChanged)
public:
enum Access {
ReadOnly = 0,
WriteOnly,
ReadWrite
};
Q_ENUM(Access)
enum ImageFormat {
NoFormat = 0, // GL_NONE
Automatic = 1, // The Qt3D engine automatically determines the best format
// Unsigned normalized formats
R8_UNorm = 0x8229, // GL_R8
RG8_UNorm = 0x822B, // GL_RG8
RGBA8_UNorm = 0x8058, // GL_RGBA8
R16_UNorm = 0x822A, // GL_R16
RG16_UNorm = 0x822C, // GL_RG16
RGBA16_UNorm = 0x805B, // GL_RGBA16
// Signed normalized formats
R8_SNorm = 0x8F94, // GL_R8_SNORM
RG8_SNorm = 0x8F95, // GL_RG8_SNORM
RGBA8_SNorm = 0x8F97, // GL_RGBA8_SNORM
R16_SNorm = 0x8F98, // GL_R16_SNORM
RG16_SNorm = 0x8F99, // GL_RG16_SNORM
RGBA16_SNorm = 0x8F9B, // GL_RGBA16_SNORM
// Unsigned integer formats
R8U = 0x8232, // GL_R8UI
RG8U = 0x8238, // GL_RG8UI
RGBA8U = 0x8D7C, // GL_RGBA8UI
R16U = 0x8234, // GL_R16UI
RG16U = 0x823A, // GL_RG16UI
RGBA16U = 0x8D76, // GL_RGBA16UI
R32U = 0x8236, // GL_R32UI
RG32U = 0x823C, // GL_RG32UI
RGBA32U = 0x8D70, // GL_RGBA32UI
// Signed integer formats
R8I = 0x8231, // GL_R8I
RG8I = 0x8237, // GL_RG8I
RGBA8I = 0x8D8E, // GL_RGBA8I
R16I = 0x8233, // GL_R16I
RG16I = 0x8239, // GL_RG16I
RGBA16I = 0x8D88, // GL_RGBA16I
R32I = 0x8235, // GL_R32I
RG32I = 0x823B, // GL_RG32I
RGBA32I = 0x8D82, // GL_RGBA32I
// Floating point formats
R16F = 0x822D, // GL_R16F
RG16F = 0x822F, // GL_RG16F
RGBA16F = 0x881A, // GL_RGBA16F
R32F = 0x822E, // GL_R32F
RG32F = 0x8230, // GL_RG32F
RGBA32F = 0x8814, // GL_RGBA32F
// Packed formats
RG11B10F = 0x8C3A, // GL_R11F_G11F_B10F
RGB10A2 = 0x8059, // GL_RGB10_A2
RGB10A2U = 0x906F, // GL_RGB10_A2_UI
};
Q_ENUM(ImageFormat)
explicit QShaderImage(Qt3DCore::QNode *parent = nullptr);
~QShaderImage();
Qt3DRender::QAbstractTexture *texture() const;
bool layered() const;
int mipLevel() const;
int layer() const;
Access access() const;
ImageFormat format() const;
public Q_SLOTS:
void setTexture(Qt3DRender::QAbstractTexture *texture);
void setLayered(bool layered);
void setMipLevel(int mipLevel);
void setLayer(int layer);
void setAccess(Access access);
void setFormat(ImageFormat format);
Q_SIGNALS:
void textureChanged(Qt3DRender::QAbstractTexture *texture);
void layeredChanged(bool layered);
void mipLevelChanged(int mipLevel);
void layerChanged(int layer);
void accessChanged(Access access);
void formatChanged(ImageFormat format);
private:
Q_DECLARE_PRIVATE(QShaderImage)
Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override;
};
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_QSHADERIMAGE_H