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/****************************************************************************
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** This file is part of the Qt3D module of the Qt Toolkit.
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** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** 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/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