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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/private/shaderparameterpack_p.h> |
| #include <Qt3DRender/private/shadervariables_p.h> |
| #include <Qt3DRender/qshaderprogram.h> |
| #include <Qt3DCore/qpropertyupdatedchange.h> |
| #include <QMutex> |
| #include <QVector> |
| |
| QT_BEGIN_NAMESPACE |
| |
| class QOpenGLShaderProgram; |
| |
| namespace Qt3DRender { |
| |
| namespace Render { |
| |
| class ShaderManager; |
| class AttachmentPack; |
| |
| typedef uint ProgramDNA; |
| |
| class Q_AUTOTEST_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 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(); |
| |
| void setGraphicsContext(GraphicsContext *context); |
| GraphicsContext *graphicsContext(); |
| |
| void prepareUniforms(ShaderParameterPack &pack); |
| void setFragOutputs(const QHash<QString, int> &fragOutputs); |
| const QHash<QString, int> fragOutputs() const; |
| |
| inline QVector<int> uniformsNamesIds() const { return m_uniformsNamesIds; } |
| inline QVector<int> standardUniformNameIds() const { return m_standardUniformNamesIds; } |
| inline QVector<int> uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } |
| inline QVector<int> storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } |
| inline QVector<int> attributeNamesIds() const { return m_attributeNamesIds; } |
| |
| QVector<QString> uniformsNames() const; |
| QVector<QString> attributesNames() const; |
| QVector<QString> uniformBlockNames() const; |
| QVector<QString> storageBlockNames() const; |
| QVector<QByteArray> shaderCode() const; |
| void setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code); |
| |
| void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override; |
| bool isLoaded() const { QMutexLocker lock(&m_mutex); return m_isLoaded; } |
| void setLoaded(bool loaded) { QMutexLocker lock(&m_mutex); m_isLoaded = loaded; } |
| ProgramDNA dna() const Q_DECL_NOTHROW { return m_dna; } |
| |
| inline QVector<ShaderUniform> uniforms() const { return m_uniforms; } |
| inline QVector<ShaderAttribute> attributes() const { return m_attributes; } |
| inline QVector<ShaderUniformBlock> uniformBlocks() const { return m_uniformBlocks; } |
| inline QVector<ShaderStorageBlock> storageBlocks() const { return m_shaderStorageBlocks; } |
| |
| QHash<QString, ShaderUniform> activeUniformsForUniformBlock(int blockIndex) const; |
| |
| ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId); |
| ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex); |
| ShaderUniformBlock uniformBlockForBlockName(const QString &blockName); |
| |
| ShaderStorageBlock storageBlockForBlockIndex(int blockIndex); |
| ShaderStorageBlock storageBlockForBlockNameId(int blockNameId); |
| ShaderStorageBlock storageBlockForBlockName(const QString &blockName); |
| |
| inline QString log() const { return m_log; } |
| inline QShaderProgram::Status status() const { return m_status; } |
| |
| inline bool requiresFrontendSync() const { return m_requiresFrontendSync; } |
| inline void unsetRequiresFrontendSync() { m_requiresFrontendSync = false; } |
| |
| private: |
| QVector<QString> m_uniformsNames; |
| QVector<int> m_uniformsNamesIds; |
| QVector<int> m_standardUniformNamesIds; |
| QVector<ShaderUniform> m_uniforms; |
| |
| QVector<QString> m_attributesNames; |
| QVector<int> m_attributeNamesIds; |
| QVector<ShaderAttribute> m_attributes; |
| |
| QVector<QString> m_uniformBlockNames; |
| QVector<int> m_uniformBlockNamesIds; |
| QVector<ShaderUniformBlock> m_uniformBlocks; |
| QHash<int, QHash<QString, ShaderUniform> > m_uniformBlockIndexToShaderUniforms; |
| |
| QVector<QString> m_shaderStorageBlockNames; |
| QVector<int> m_shaderStorageBlockNamesIds; |
| QVector<ShaderStorageBlock> m_shaderStorageBlocks; |
| |
| QHash<QString, int> m_fragOutputs; |
| |
| QVector<QByteArray> m_shaderCode; |
| |
| bool m_isLoaded; |
| ProgramDNA m_dna; |
| ProgramDNA m_oldDna; |
| mutable QMutex m_mutex; |
| GraphicsContext *m_graphicsContext; |
| QMetaObject::Connection m_contextConnection; |
| QString m_log; |
| QShaderProgram::Status m_status; |
| bool m_requiresFrontendSync; |
| |
| void updateDNA(); |
| |
| // Private so that only GraphicContext can call it |
| void initializeUniforms(const QVector<ShaderUniform> &uniformsDescription); |
| void initializeAttributes(const QVector<ShaderAttribute> &attributesDescription); |
| void initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription); |
| void initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription); |
| |
| void initializeFromReference(const Shader &other); |
| void setLog(const QString &log); |
| void setStatus(QShaderProgram::Status status); |
| |
| friend class GraphicsContext; |
| }; |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| inline QDebug operator<<(QDebug dbg, const Shader &shader) |
| { |
| QDebugStateSaver saver(dbg); |
| dbg << "QNodeId =" << shader.peerId() << "dna =" << shader.dna() << endl; |
| return dbg; |
| } |
| #endif |
| |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |
| |
| #endif // QT3DRENDER_RENDER_SHADER_H |