diff options
author | Michael Brasser <michael.brasser@nokia.com> | 2009-04-22 04:47:24 (GMT) |
---|---|---|
committer | Michael Brasser <michael.brasser@nokia.com> | 2009-04-22 04:47:24 (GMT) |
commit | 2366667fc97eb6a56203b2dd7dac776ff4164abd (patch) | |
tree | b2acb6cc6bfe475d7e619e4788973b61fff775e0 /src/opengl/qglshaderprogram.cpp | |
parent | 2c762f3b8b284a7c6dc0c499b7052013bad5b707 (diff) | |
download | Qt-2366667fc97eb6a56203b2dd7dac776ff4164abd.zip Qt-2366667fc97eb6a56203b2dd7dac776ff4164abd.tar.gz Qt-2366667fc97eb6a56203b2dd7dac776ff4164abd.tar.bz2 |
Initial import of kinetic-dui branch from the old kinetic
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 2798 |
1 files changed, 2798 insertions, 0 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp new file mode 100644 index 0000000..cc91e55 --- /dev/null +++ b/src/opengl/qglshaderprogram.cpp @@ -0,0 +1,2798 @@ +/**************************************************************************** +** +** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the $MODULE$ of the Qt Toolkit. +** +** $TROLLTECH_DUAL_LICENSE$ +** +****************************************************************************/ + +#include "qglshaderprogram.h" +#include "qglextensions_p.h" +#include "qgl_p.h" +#include <QtCore/qdebug.h> +#include <QtCore/qfile.h> +#include <QtCore/qvarlengtharray.h> +#include <QtCore/qvector.h> + +QT_BEGIN_NAMESPACE + +#if !defined(QT_OPENGL_ES_1_CL) + +/*! + \class QGLShaderProgram + \brief The QGLShaderProgram class allows OpenGL shader programs to be linked and used. + \since 4.6 + + \section1 Introduction + + This class supports shader programs written in the OpenGL Shading + Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES). + + QGLShader and QGLShaderProgram shelter the programmer from the details of + compiling and linking vertex and fragment shaders. + + The following example creates a vertex shader program using the + supplied source \c{code}. Once compiled and linked, the shader + program is activated in the current QGLContext by calling + QGLShaderProgram::enable(): + + \code + QGLShader shader(QGLShader::VertexShader); + shader.setSourceCode(code); + + QGLShaderProgram program(context); + program.addShader(shader); + program.link(); + + program.enable(); + \endcode + + \section1 Writing portable shaders + + Shader programs can be difficult to reuse across OpenGL implementations + because of varying levels of support for standard vertex attributes and + uniform variables. In particular, GLSL/ES lacks all of the + standard variables that are present on desktop OpenGL systems: + \c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL + lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}. + + The QGLShaderProgram class makes the process of writing portable shaders + easier by prefixing all shader programs with the following lines on + desktop OpenGL: + + \code + #define highp + #define mediump + #define lowp + \endcode + + This makes it possible to run most GLSL/ES shader programs + on desktop systems. The programmer should restrict themselves + to just features that are present in GLSL/ES, and avoid + standard variable names that only work on the desktop. + + \section1 Simple shader example + + \code + program.addShader(QGLShader::VertexShader, + "attribute highp vec4 vertex;\n" + "attribute mediump mat4 matrix;\n" + "void main(void)\n" + "{\n" + " gl_Position = matrix * vertex;\n" + "}"); + program.addShader(QGLShader::FragmentShader, + "uniform mediump vec4 color;\n" + "void main(void)\n" + "{\n" + " gl_FragColor = color;\n" + "}"); + program.link(); + program.enable(); + + int vertexLocation = program.attributeLocation("vertex"); + int matrixLocation = program.attributeLocation("matrix"); + int colorLocation = program.uniformLocation("color"); + \endcode + + With the above shader program active, we can draw a green triangle + as follows: + + \code + static GLfloat const triangleVertices[] = { + 60.0f, 10.0f, 0.0f, + 110.0f, 110.0f, 0.0f, + 10.0f, 110.0f, 0.0f + }; + + QColor color(0, 255, 0, 255); + + QMatrix4x4 pmvMatrix; + pmvMatrix.ortho(rect()); + + program.setAttributeArray(vertexLocation, triangleVertices, 3); + program.setUniformValue(matrixLocation, pmvMatrix); + program.setUniformValue(colorLocation, color); + + glDrawArrays(GL_TRIANGLES, 0, 3); + \endcode + + \section1 Partial shaders + + Desktop GLSL can attach an arbitrary number of vertex and fragment + shaders to a shader program. Embedded GLSL/ES on the other hand + supports only a single shader of each type on a shader program. + + Multiple shaders of the same type can be useful when large libraries + of shaders are needed. Common functions can be factored out into + library shaders that can be reused in multiple shader programs. + + To support this use of shaders, the application programmer can + create shaders with the QGLShader::PartialVertexShader and + QGLShader::PartialFragmentShader types. These types direct + QGLShader and QGLShaderProgram to delay shader compilation until + link time. + + When link() is called, the sources for the partial shaders are + concatenated, and a single vertex or fragment shader is compiled + and linked into the shader program. + + It is more efficient to use the QGLShader::VertexShader and + QGLShader::FragmentShader when there is only one shader of that + type in the program. + + \sa QGLShader +*/ + +/*! + \class QGLShader + \brief The QGLShader class allows OpenGL shaders to be compiled. + \since 4.6 + + This class supports shaders written in the OpenGL Shading Language (GLSL) + and in the OpenGL/ES Shading Language (GLSL/ES). + + QGLShader and QGLShaderProgram shelter the programmer from the details of + compiling and linking vertex and fragment shaders. + + \sa QGLShaderProgram +*/ + +/*! + \enum QGLShader::ShaderType + This enum specifies the type of QGLShader that is being created. + + \value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL). + \value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL). + \value PartialVertexShader Partial vertex shader that will be concatenated with all other partial vertex shaders at link time. + \value PartialFragmentShader Partial fragment shader that will be concatenated with all other partial fragment shaders at link time. +*/ + +#ifndef GL_FRAGMENT_SHADER +#define GL_FRAGMENT_SHADER 0x8B30 +#endif +#ifndef GL_VERTEX_SHADER +#define GL_VERTEX_SHADER 0x8B31 +#endif +#ifndef GL_COMPILE_STATUS +#define GL_COMPILE_STATUS 0x8B81 +#endif +#ifndef GL_LINK_STATUS +#define GL_LINK_STATUS 0x8B82 +#endif +#ifndef GL_INFO_LOG_LENGTH +#define GL_INFO_LOG_LENGTH 0x8B84 +#endif +#ifndef GL_ACTIVE_UNIFORMS +#define GL_ACTIVE_UNIFORMS 0x8B86 +#endif +#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#endif +#ifndef GL_ACTIVE_ATTRIBUTES +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#endif +#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#endif +#ifndef GL_CURRENT_VERTEX_ATTRIB +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#endif +#ifndef GL_SHADER_SOURCE_LENGTH +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#endif +#ifndef GL_SHADER_BINARY_FORMATS +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#endif +#ifndef GL_NUM_SHADER_BINARY_FORMATS +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#endif + +class QGLShaderPrivate +{ +public: + QGLShaderPrivate(QGLShader::ShaderType type, const QGLContext *ctx) + { + context = ctx; + shader = 0; + shaderType = type; + compiled = false; + isPartial = (type == QGLShader::PartialVertexShader || + type == QGLShader::PartialFragmentShader); + hasPartialSource = false; + } + + const QGLContext *context; + GLuint shader; + QGLShader::ShaderType shaderType; + bool compiled; + bool isPartial; + bool hasPartialSource; + QString errors; + QByteArray partialSource; + + bool create(); + bool compile(); +}; + +#define ctx context + +bool QGLShaderPrivate::create() +{ + if (isPartial) + return true; + if (!context) + context = QGLContext::currentContext(); + if (!context) + return false; + if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) { + if (shaderType == QGLShader::VertexShader) + shader = glCreateShader(GL_VERTEX_SHADER); + else + shader = glCreateShader(GL_FRAGMENT_SHADER); + if (!shader) { + qWarning() << "QGLShader: could not create shader"; + return false; + } + return true; + } else { + return false; + } +} + +bool QGLShaderPrivate::compile() +{ + // Partial shaders are compiled during QGLShaderProgram::link(). + if (isPartial && hasPartialSource) { + compiled = true; + return true; + } + if (!shader) + return false; + glCompileShader(shader); + GLint value = 0; + glGetShaderiv(shader, GL_COMPILE_STATUS, &value); + compiled = (value != 0); + value = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &value); + if (!compiled && value > 1) { + char *log = new char [value]; + GLint len; + glGetShaderInfoLog(shader, value, &len, log); + errors = QString::fromLatin1(log); + qWarning() << "QGLShader::compile:" << errors; + delete [] log; + } + return compiled; +} + +#undef ctx +#define ctx d->context + +/*! + Constructs a new QGLShader object of the specified \a type + and attaches it to \a parent. If shader programs are not supported, + then isValid() will return false. + + This constructor is normally followed by a call to setSourceCode() + or setSourceCodeFile(). + + The shader will be associated with the current QGLContext. + + \sa setSourceCode(), setSourceCodeFile(), isValid() +*/ +QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent) + : QObject(parent) +{ + d = new QGLShaderPrivate(type, QGLContext::currentContext()); + d->create(); +} + +/*! + Constructs a new QGLShader object from the source code in \a fileName + and attaches it to \a parent. If the filename ends in \c{.fsh}, + it is assumed to be a fragment shader, otherwise it is assumed to + be a vertex shader (normally the extension is \c{.vsh} for vertex shaders). + If the shader could not be loaded, then isValid() will return false. + + The shader will be associated with the current QGLContext. + + \sa isValid() +*/ +QGLShader::QGLShader(const QString& fileName, QObject *parent) + : QObject(parent) +{ + if (fileName.endsWith(QLatin1String(".fsh"), Qt::CaseInsensitive)) + d = new QGLShaderPrivate(QGLShader::FragmentShader, QGLContext::currentContext()); + else + d = new QGLShaderPrivate(QGLShader::VertexShader, QGLContext::currentContext()); + if (d->create() && !setSourceCodeFile(fileName)) { + if (d->shader) + glDeleteShader(d->shader); + d->shader = 0; + } +} + +/*! + Constructs a new QGLShader object of the specified \a type from the + source code in \a fileName and attaches it to \a parent. + If the shader could not be loaded, then isValid() will return false. + + The shader will be associated with the current QGLContext. + + \sa isValid() +*/ +QGLShader::QGLShader + (const QString& fileName, QGLShader::ShaderType type, QObject *parent) + : QObject(parent) +{ + d = new QGLShaderPrivate(type, QGLContext::currentContext()); + if (d->create() && !setSourceCodeFile(fileName)) { + if (d->shader) + glDeleteShader(d->shader); + d->shader = 0; + } +} + +/*! + Constructs a new QGLShader object of the specified \a type + and attaches it to \a parent. If shader programs are not supported, + then isValid() will return false. + + This constructor is normally followed by a call to setSourceCode() + or setSourceCodeFile(). + + The shader will be associated with \a context. + + \sa setSourceCode(), setSourceCodeFile(), isValid() +*/ +QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent) + : QObject(parent) +{ + d = new QGLShaderPrivate(type, context); + d->create(); +} + +/*! + Constructs a new QGLShader object from the source code in \a fileName + and attaches it to \a parent. If the filename ends in \c{.fsh}, + it is assumed to be a fragment shader, otherwise it is assumed to + be a vertex shader (normally the extension is \c{.vsh} for vertex shaders). + If the shader could not be loaded, then isValid() will return false. + + The shader will be associated with \a context. + + \sa isValid() +*/ +QGLShader::QGLShader(const QString& fileName, const QGLContext *context, QObject *parent) + : QObject(parent) +{ + if (fileName.endsWith(QLatin1String(".fsh"), Qt::CaseInsensitive)) + d = new QGLShaderPrivate(QGLShader::FragmentShader, context); + else + d = new QGLShaderPrivate(QGLShader::VertexShader, context); + if (d->create() && !setSourceCodeFile(fileName)) { + if (d->shader) + glDeleteShader(d->shader); + d->shader = 0; + } +} + +/*! + Constructs a new QGLShader object of the specified \a type from the + source code in \a fileName and attaches it to \a parent. + If the shader could not be loaded, then isValid() will return false. + + The shader will be associated with \a context. + + \sa isValid() +*/ +QGLShader::QGLShader + (const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent) + : QObject(parent) +{ + d = new QGLShaderPrivate(type, context); + if (d->create() && !setSourceCodeFile(fileName)) { + if (d->shader) + glDeleteShader(d->shader); + d->shader = 0; + } +} + +/*! + Deletes this shader. If the shader has been attached to a + QGLShaderProgram object, then the actual shader will stay around + until the QGLShaderProgram is destroyed. +*/ +QGLShader::~QGLShader() +{ + if (d->shader) + glDeleteShader(d->shader); + delete d; +} + +/*! + Returns true if this shader is valid. Shaders become invalid + when they are destroyed and no longer attached to a QGLShaderProgram. +*/ +bool QGLShader::isValid() const +{ + if (d->isPartial && d->hasPartialSource) + return true; + if (!d->shader) + return false; +#if defined(QT_OPENGL_ES_2) + return glIsShader(d->shader); +#else + // glIsShader() may not exist on some systems. + return (!glIsShader || glIsShader(d->shader)); +#endif +} + +/*! + Returns the type of this shader. +*/ +QGLShader::ShaderType QGLShader::shaderType() const +{ + return d->shaderType; +} + +// The precision qualifiers are useful on OpenGL/ES systems, +// but usually not present on desktop systems. Define the +// keywords to empty strings on desktop systems. +#ifndef QT_OPENGL_ES +#define QGL_DEFINE_QUALIFIERS 1 +static const char qualifierDefines[] = + "#define lowp\n" + "#define mediump\n" + "#define highp\n"; +#endif + +/*! + Sets the \a source code for this shader and compiles it. + Returns true if the source was successfully compiled, false otherwise. + + If shaderType() is PartialVertexShader or PartialFragmentShader, + then this function will always return true, even if the source code + is invalid. Partial shaders are compiled when QGLShaderProgram::link() + is called. +*/ +bool QGLShader::setSourceCode(const char *source) +{ + if (d->isPartial) { + d->partialSource = QByteArray(source); + d->hasPartialSource = true; + return d->compile(); + } else if (d->shader) { + QVarLengthArray<const char *> src; +#ifdef QGL_DEFINE_QUALIFIERS + src.append(qualifierDefines); +#endif + src.append(source); + glShaderSource(d->shader, src.size(), src.data(), 0); + return d->compile(); + } else { + return false; + } +} + +/*! + \overload + + Sets the \a source code for this shader and compiles it. + Returns true if the source was successfully compiled, false otherwise. + + If shaderType() is PartialVertexShader or PartialFragmentShader, + then this function will always return true, even if the source code + is invalid. Partial shaders are compiled when QGLShaderProgram::link() + is called. +*/ +bool QGLShader::setSourceCode(const QByteArray& source) +{ + return setSourceCode(source.constData()); +} + +/*! + \overload + + Sets the \a source code for this shader and compiles it. + Returns true if the source was successfully compiled, false otherwise. + + If shaderType() is PartialVertexShader or PartialFragmentShader, + then this function will always return true, even if the source code + is invalid. Partial shaders are compiled when QGLShaderProgram::link() + is called. +*/ +bool QGLShader::setSourceCode(const QString& source) +{ + return setSourceCode(source.toLatin1().constData()); +} + +/*! + Sets the source code for this shader to the contents of \a fileName + and compiles it. Returns true if the file could be opened and the + source compiled, false otherwise. + + If shaderType() is PartialVertexShader or PartialFragmentShader, + then this function will always return true, even if the source code + is invalid. Partial shaders are compiled when QGLShaderProgram::link() + is called. +*/ +bool QGLShader::setSourceCodeFile(const QString& fileName) +{ + if (!d->shader) + return false; + + QFile file(fileName); + if (!file.open(QFile::ReadOnly)) { + qWarning() << "QGLShader: Unable to open file" << fileName; + return false; + } + + QByteArray contents = file.readAll(); + return setSourceCode(contents.constData()); +} + +/*! + Sets the binary code for this shader to the \a length bytes from + the array \a binary. The \a format specifies how the binary data + should be interpreted by the OpenGL engine. Returns true if the + binary was set on the shader; false otherwise. + + This function cannot be used with PartialVertexShader or + PartialFragmentShader. + + \sa shaderBinaryFormats() +*/ +bool QGLShader::setBinaryCode(GLenum format, const void *binary, int length) +{ +#if !defined(QT_OPENGL_ES_2) + if (!glShaderBinary) + return false; +#endif + if (d->isPartial || !d->shader) + return false; + glGetError(); // Clear error state. + glShaderBinary(1, &(d->shader), format, binary, length); + return (glGetError() == GL_NO_ERROR); +} + +/*! + Sets the binary code for this shader to the \a length bytes from + the array \a binary. The \a format specifies how the binary data + should be interpreted by the OpenGL engine. Returns true if the + binary was set on the shader; false otherwise. + + The \a otherShader will also have binary code set on it. This is + for the case where \a binary contains both vertex and fragment + shader code. + + This function cannot be used with PartialVertexShader or + PartialFragmentShader. + + \sa shaderBinaryFormats() +*/ +bool QGLShader::setBinaryCode + (QGLShader& otherShader, GLenum format, const void *binary, int length) +{ +#if !defined(QT_OPENGL_ES_2) + if (!glShaderBinary) + return false; +#endif + if (d->isPartial || !d->shader) + return false; + if (otherShader.d->isPartial || !otherShader.d->shader) + return false; + glGetError(); // Clear error state. + GLuint shaders[2]; + shaders[0] = d->shader; + shaders[1] = otherShader.d->shader; + glShaderBinary(2, shaders, format, binary, length); + return (glGetError() == GL_NO_ERROR); +} + +/*! + Returns a list of all binary formats that are supported by + setBinaryCode() on this system. + + \sa setBinaryCode() +*/ +QList<GLenum> QGLShader::shaderBinaryFormats() +{ + GLint num; + QList<GLenum> list; + glGetError(); // Clear error state. + glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &num); + if (glGetError() != GL_NO_ERROR || num <= 0) + return list; + QVarLengthArray<GLint> formats(num); + glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats.data()); + for (GLint i = 0; i < num; ++i) + list += (GLenum)(formats[i]); + return list; +} + +/*! + Returns the source code for this shader. + + \sa setSourceCode() +*/ +QByteArray QGLShader::sourceCode() const +{ + if (d->isPartial) + return d->partialSource; + if (!d->shader) + return QByteArray(); + GLint size = 0; + glGetShaderiv(d->shader, GL_SHADER_SOURCE_LENGTH, &size); + if (size <= 0) + return QByteArray(); + GLint len = 0; + char *source = new char [size]; + glGetShaderSource(d->shader, size, &len, source); + QByteArray src(source); + delete [] source; + return src; +} + +/*! + Returns true if this shader has been compiled; false otherwise. + + \sa setSourceCode() +*/ +bool QGLShader::isCompiled() const +{ + return d->compiled; +} + +/*! + Returns the errors that occurred during the last compile. + + \sa setSourceCode() +*/ +QString QGLShader::errors() const +{ + return d->errors; +} + +/*! + Returns the OpenGL identifier associated with this shader. + + If shaderType() is PartialVertexShader or PartialFragmentShader, + this function will always return zero. Partial shaders are + created and compiled when QGLShaderProgram::link() is called. + + \sa QGLShaderProgram::programId() +*/ +GLuint QGLShader::shaderId() const +{ + return d->shader; +} + +#undef ctx +#define ctx context + +class QGLShaderProgramPrivate +{ +public: + QGLShaderProgramPrivate(const QGLContext *ctx) + { + context = ctx; + program = 0; + linked = false; + inited = false; + hasPartialShaders = false; + vertexShader = 0; + fragmentShader = 0; + } + ~QGLShaderProgramPrivate() + { + if (program) + glDeleteProgram(program); + } + + const QGLContext *context; + GLuint program; + bool linked; + bool inited; + bool hasPartialShaders; + QString errors; + QList<QGLShader *> shaders; + QList<QGLShader *> anonShaders; + QGLShader *vertexShader; + QGLShader *fragmentShader; +}; + +#undef ctx +#define ctx d->context + +/*! + Constructs a new shader program and attaches it to \a parent. + The program will be invalid until addShader() is called. + + The shader program will be associated with the current QGLContext. + + \sa isValid(), addShader() +*/ +QGLShaderProgram::QGLShaderProgram(QObject *parent) + : QObject(parent) +{ + d = new QGLShaderProgramPrivate(QGLContext::currentContext()); +} + +/*! + Constructs a new shader program and attaches it to \a parent. + The program will be invalid until addShader() is called. + + The shader program will be associated with \a context. + + \sa isValid(), addShader() +*/ +QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent) + : QObject(parent) +{ + d = new QGLShaderProgramPrivate(context); +} + +/*! + Deletes this shader program. +*/ +QGLShaderProgram::~QGLShaderProgram() +{ + delete d; +} + +bool QGLShaderProgram::init() +{ + if (d->program || d->inited) + return true; + d->inited = true; + if (!d->context) + d->context = QGLContext::currentContext(); + if (!d->context) + return false; + if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(d->context))) { + d->program = glCreateProgram(); + if (!(d->program)) { + qWarning() << "QGLShaderProgram: could not create shader program"; + return false; + } + return true; + } else { + qWarning() << "QGLShaderProgram: shader programs are not supported"; + return false; + } +} + +/*! + Returns true if this shader program object is valid, false otherwise. +*/ +bool QGLShaderProgram::isValid() const +{ + if (!d->program) + return false; +#if defined(QT_OPENGL_ES_2) + return glIsProgram(d->program); +#else + // glIsProgram() may not exist on some systems. + return (!glIsProgram || glIsProgram(d->program)); +#endif +} + +/*! + Adds a compiled \a shader to this shader program. Returns true + if the shader could be added, or false otherwise. + + Ownership of the \a shader object remains with the caller. + It will not be deleted when this QGLShaderProgram instance + is deleted. This allows the caller to add the same shader + to multiple shader programs. + + \sa removeShader(), link(), removeAllShaders() +*/ +bool QGLShaderProgram::addShader(QGLShader *shader) +{ + if (!init()) + return false; + if (d->shaders.contains(shader)) + return true; // Already added to this shader program. + if (d->program && shader && shader->d->shader) { + if (!shader->d->compiled) + return false; + if (!shader->d->isPartial) + glAttachShader(d->program, shader->d->shader); + else + d->hasPartialShaders = true; + d->linked = false; // Program needs to be relinked. + d->shaders.append(shader); + return true; + } else { + return false; + } +} + +/*! + Compiles \a source as a shader of the specified \a type and + adds it to this shader program. Returns true if compilation + was successful, false otherwise. The compilation errors + will be made available via errors(). + + This function is intended to be a short-cut for quickly + adding vertex and fragment shaders to a shader program without + creating an instance of QGLShader first. + + \sa removeShader(), link(), errors(), removeAllShaders() +*/ +bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source) +{ + if (!init()) + return false; + QGLShader *shader = new QGLShader(type, this); + if (!shader->setSourceCode(source)) { + d->errors = shader->errors(); + delete shader; + return false; + } + d->anonShaders.append(shader); + return addShader(shader); +} + +/*! + \overload + + Compiles \a source as a shader of the specified \a type and + adds it to this shader program. Returns true if compilation + was successful, false otherwise. The compilation errors + will be made available via errors(). + + This function is intended to be a short-cut for quickly + adding vertex and fragment shaders to a shader program without + creating an instance of QGLShader first. + + \sa removeShader(), link(), errors(), removeAllShaders() +*/ +bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& source) +{ + return addShader(type, source.constData()); +} + +/*! + \overload + + Compiles \a source as a shader of the specified \a type and + adds it to this shader program. Returns true if compilation + was successful, false otherwise. The compilation errors + will be made available via errors(). + + This function is intended to be a short-cut for quickly + adding vertex and fragment shaders to a shader program without + creating an instance of QGLShader first. + + \sa removeShader(), link(), errors(), removeAllShaders() +*/ +bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& source) +{ + return addShader(type, source.toLatin1().constData()); +} + +/*! + Removes \a shader from this shader program. The object is not deleted. + + \sa addShader(), link(), removeAllShaders() +*/ +void QGLShaderProgram::removeShader(QGLShader *shader) +{ + if (d->program && shader && shader->d->shader) { + glDetachShader(d->program, shader->d->shader); + d->linked = false; // Program needs to be relinked. + } + d->shaders.removeAll(shader); + d->anonShaders.removeAll(shader); +} + +/*! + Returns a list of all shaders that have been added to this shader + program using addShader(). + + \sa addShader(), removeShader() +*/ +QList<QGLShader *> QGLShaderProgram::shaders() const +{ + return d->shaders; +} + +/*! + Removes all of the shaders that were added to this program previously. + The QGLShader objects for the shaders will not be deleted if they + were constructed externally. QGLShader objects that are constructed + internally by QGLShaderProgram will be deleted. + + \sa addShader(), removeShader() +*/ +void QGLShaderProgram::removeAllShaders() +{ + foreach (QGLShader *shader, d->shaders) { + if (d->program && shader && shader->d->shader) + glDetachShader(d->program, shader->d->shader); + } + foreach (QGLShader *shader, d->anonShaders) { + // Delete shader objects that were created anonymously. + delete shader; + } + d->shaders.clear(); + d->anonShaders.clear(); + d->linked = false; // Program needs to be relinked. +} + +#if defined(QT_OPENGL_ES_2) + +#ifndef GL_PROGRAM_BINARY_LENGTH_OES +#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 +#endif +#ifndef GL_NUM_PROGRAM_BINARY_FORMATS_OES +#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE +#endif +#ifndef GL_PROGRAM_BINARY_FORMATS_OES +#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF +#endif + +#endif + +/*! + Returns the program binary associated with this shader program. + The numeric identifier of the program binary format is returned + in \a format. The \c OES_get_program_binary extension will need + to be supported by the system for binary retrieval to succeed. + + Returns an empty QByteArray if the program binary cannot be + retrieved on this system, or the shader program has not yet + been linked. + + The returned binary can be supplied to setProgramBinary() on the + same machine at some future point to reload the program. It contains + the compiled code of all of the shaders that were attached to the + program at the time programBinary() is called. + + \sa setProgramBinary(), programBinaryFormats() +*/ +QByteArray QGLShaderProgram::programBinary(int *format) const +{ +#if defined(QT_OPENGL_ES_2) + if (!isLinked()) + return QByteArray(); + + // Get the length of the binary data, bailing out if there is none. + GLint length = 0; + glGetProgramiv(d->program, GL_PROGRAM_BINARY_LENGTH_OES, &length); + if (length <= 0) + return QByteArray(); + + // Retrieve the binary data. + QByteArray binary(length, 0); + GLenum binaryFormat; + glGetProgramBinaryOES(d->program, length, 0, &binaryFormat, binary.data()); + if (format) + *format = (int)binaryFormat; + return binary; +#else + Q_UNUSED(format); + return QByteArray(); +#endif +} + +/*! + Sets the \a binary for this shader program according to \a format. + Returns true if the binary was set, or false if the binary format + is not supported or this system does not support program binaries. + The program will be linked if the load succeeds. + + \sa programBinary(), programBinaryFormats(), isLinked() +*/ +bool QGLShaderProgram::setProgramBinary(int format, const QByteArray& binary) +{ +#if defined(QT_OPENGL_ES_2) + // Load the binary and check that it was linked correctly. + glProgramBinaryOES(d->program, (GLenum)format, + binary.constData(), binary.size()); + GLint value = 0; + glGetProgramiv(d->program, GL_LINK_STATUS, &value); + d->linked = (value != 0); + value = 0; + glGetProgramiv(d->program, GL_INFO_LOG_LENGTH, &value); + d->errors = QString(); + if (value > 1) { + char *log = new char [value]; + GLint len; + glGetProgramInfoLog(d->program, value, &len, log); + d->errors = QString::fromLatin1(log); + qWarning() << "QGLShaderProgram::setProgramBinary:" << d->errors; + delete [] log; + } + return d->linked; +#else + Q_UNUSED(format); + Q_UNUSED(binary); + return false; +#endif +} + +/*! + Returns the list of program binary formats that are accepted by + this system for use with setProgramBinary(). + + \sa programBinary, setProgramBinary() +*/ +QList<int> QGLShaderProgram::programBinaryFormats() +{ +#if defined(QT_OPENGL_ES_2) + GLint count = 0; + glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &count); + if (count <= 0) + return QList<int>(); + QVector<int> list; + list.resize(count); + glGetIntegerv(GL_PROGRAM_BINARY_FORMATS_OES, list.data()); + return list.toList(); +#else + return QList<int>(); +#endif +} + +/*! + Links together the shaders that were added to this program with + addShader(). Returns true if the link was successful or + false otherwise. If the link failed, the error messages can + be retrieved with errors(). + + Subclasses can override this function to initialize attributes + and uniform variables for use in specific shader programs. + + If the shader program was already linked, calling this + function again will force it to be re-linked. + + \sa addShader(), errors() +*/ +bool QGLShaderProgram::link() +{ + if (!d->program) + return false; + if (d->hasPartialShaders) { + // Compile the partial vertex and fragment shaders. + QByteArray vertexSource; + QByteArray fragmentSource; + foreach (QGLShader *shader, d->shaders) { + if (shader->shaderType() == QGLShader::PartialVertexShader) + vertexSource += shader->sourceCode(); + else if (shader->shaderType() == QGLShader::PartialFragmentShader) + fragmentSource += shader->sourceCode(); + } + if (vertexSource.isEmpty()) { + if (d->vertexShader) { + glDetachShader(d->program, d->vertexShader->d->shader); + delete d->vertexShader; + d->vertexShader = 0; + } + } else { + if (!d->vertexShader) { + d->vertexShader = + new QGLShader(QGLShader::VertexShader, this); + } + if (!d->vertexShader->setSourceCode(vertexSource)) { + d->errors = d->vertexShader->errors(); + return false; + } + glAttachShader(d->program, d->vertexShader->d->shader); + } + if (fragmentSource.isEmpty()) { + if (d->fragmentShader) { + glDetachShader(d->program, d->fragmentShader->d->shader); + delete d->fragmentShader; + d->fragmentShader = 0; + } + } else { + if (!d->fragmentShader) { + d->fragmentShader = + new QGLShader(QGLShader::FragmentShader, this); + } + if (!d->fragmentShader->setSourceCode(fragmentSource)) { + d->errors = d->fragmentShader->errors(); + return false; + } + glAttachShader(d->program, d->fragmentShader->d->shader); + } + } + glLinkProgram(d->program); + GLint value = 0; + glGetProgramiv(d->program, GL_LINK_STATUS, &value); + d->linked = (value != 0); + value = 0; + glGetProgramiv(d->program, GL_INFO_LOG_LENGTH, &value); + d->errors = QString(); + if (value > 1) { + char *log = new char [value]; + GLint len; + glGetProgramInfoLog(d->program, value, &len, log); + d->errors = QString::fromLatin1(log); + qWarning() << "QGLShaderProgram::link:" << d->errors; + delete [] log; + } + return d->linked; +} + +/*! + Returns true if this shader program has been linked; false otherwise. + + \sa link() +*/ +bool QGLShaderProgram::isLinked() const +{ + return d->linked; +} + +/*! + Returns the errors that occurred during the last link() + or addShader() with explicitly specified source code. + + \sa link() +*/ +QString QGLShaderProgram::errors() const +{ + return d->errors; +} + +/*! + Enable use of this shader program in the currently active QGLContext. + Returns true if the program was successfully enabled; false + otherwise. If the shader program has not yet been linked, + or it needs to be re-linked, this function will call link(). + + \sa link(), disable() +*/ +bool QGLShaderProgram::enable() +{ + if (!d->program) + return false; + if (!d->linked && !link()) + return false; + glUseProgram(d->program); + return true; +} + +/*! + Disables this shader program in the currently active QGLContext. + This is equivalent to calling \c{glUseProgram(0)}. + + \sa enable() +*/ +void QGLShaderProgram::disable() +{ +#if defined(QT_OPENGL_ES_2) + glUseProgram(0); +#else + if (glUseProgram) + glUseProgram(0); +#endif +} + +/*! + Returns the OpenGL identifier associated with this shader program. + + \sa QGLShader::shaderId() +*/ +GLuint QGLShaderProgram::programId() const +{ + return d->program; +} + +/*! + Binds the attribute \a name to the specified \a location. This + function can be called before or after the program has been linked. + Any attributes that have not been explicitly bound when the program + is linked will be assigned locations automatically. + + \sa attributeLocation() +*/ +void QGLShaderProgram::bindAttributeLocation(const char *name, int location) +{ + glBindAttribLocation(d->program, location, name); +} + +/*! + \overload + + Binds the attribute \a name to the specified \a location. This + function can be called before or after the program has been linked. + Any attributes that have not been explicitly bound when the program + is linked will be assigned locations automatically. + + \sa attributeLocation() +*/ +void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location) +{ + glBindAttribLocation(d->program, location, name.constData()); +} + +/*! + \overload + + Binds the attribute \a name to the specified \a location. This + function can be called before or after the program has been linked. + Any attributes that have not been explicitly bound when the program + is linked will be assigned locations automatically. + + \sa attributeLocation() +*/ +void QGLShaderProgram::bindAttributeLocation(const QString& name, int location) +{ + glBindAttribLocation(d->program, location, name.toLatin1().constData()); +} + +/*! + Returns the location of the attribute \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + attribute for this shader program. + + \sa uniformLocation(), bindAttributeLocation() +*/ +int QGLShaderProgram::attributeLocation(const char *name) const +{ + if (d->linked) { + return glGetAttribLocation(d->program, name); + } else { + qWarning() << "QGLShaderProgram::attributeLocation(" << name + << "): shader program is not linked"; + return -1; + } +} + +/*! + \overload + + Returns the location of the attribute \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + attribute for this shader program. + + \sa uniformLocation(), bindAttributeLocation() +*/ +int QGLShaderProgram::attributeLocation(const QByteArray& name) const +{ + return attributeLocation(name.constData()); +} + +/*! + \overload + + Returns the location of the attribute \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + attribute for this shader program. + + \sa uniformLocation(), bindAttributeLocation() +*/ +int QGLShaderProgram::attributeLocation(const QString& name) const +{ + return attributeLocation(name.toLatin1().constData()); +} + +/*! + Sets the attribute at \a location in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, GLfloat value) +{ + if (location != -1) + glVertexAttrib1fv(location, &value); +} + +/*! + \overload + + Sets the attribute called \a name in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, GLfloat value) +{ + setAttributeValue(attributeLocation(name), value); +} + +/*! + Sets the attribute at \a location in the current context to + the 2D vector (\a x, \a y). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y) +{ + if (location != -1) { + GLfloat values[2] = {x, y}; + glVertexAttrib2fv(location, values); + } +} + +/*! + \overload + + Sets the attribute called \a name in the current context to + the 2D vector (\a x, \a y). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y) +{ + setAttributeValue(attributeLocation(name), x, y); +} + +/*! + Sets the attribute at \a location in the current context to + the 3D vector (\a x, \a y, \a z). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (int location, GLfloat x, GLfloat y, GLfloat z) +{ + if (location != -1) { + GLfloat values[3] = {x, y, z}; + glVertexAttrib3fv(location, values); + } +} + +/*! + \overload + + Sets the attribute called \a name in the current context to + the 3D vector (\a x, \a y, \a z). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (const char *name, GLfloat x, GLfloat y, GLfloat z) +{ + setAttributeValue(attributeLocation(name), x, y, z); +} + +/*! + Sets the attribute at \a location in the current context to + the 4D vector (\a x, \a y, \a z, \a w). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + if (location != -1) { + GLfloat values[4] = {x, y, z, w}; + glVertexAttrib4fv(location, values); + } +} + +/*! + \overload + + Sets the attribute called \a name in the current context to + the 4D vector (\a x, \a y, \a z, \a w). + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + setAttributeValue(attributeLocation(name), x, y, z, w); +} + +/*! + Sets the attribute at \a location in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value) +{ + if (location != -1) + glVertexAttrib2fv(location, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the attribute called \a name in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value) +{ + setAttributeValue(attributeLocation(name), value); +} + +/*! + Sets the attribute at \a location in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value) +{ + if (location != -1) + glVertexAttrib3fv(location, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the attribute called \a name in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value) +{ + setAttributeValue(attributeLocation(name), value); +} + +/*! + Sets the attribute at \a location in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value) +{ + if (location != -1) + glVertexAttrib4fv(location, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the attribute called \a name in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value) +{ + setAttributeValue(attributeLocation(name), value); +} + +/*! + Sets the attribute at \a location in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(int location, const QColor& value) +{ + if (location != -1) { + GLfloat values[4] = {value.redF(), value.greenF(), value.blueF(), value.alphaF()}; + glVertexAttrib4fv(location, values); + } +} + +/*! + \overload + + Sets the attribute called \a name in the current context to \a value. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue(const char *name, const QColor& value) +{ + setAttributeValue(attributeLocation(name), value); +} + +/*! + Sets the attribute at \a location in the current context to the + contents of \a values, which contains \a columns elements, each + consisting of \a rows elements. The \a rows value should be + 1, 2, 3, or 4. This function is typically used to set matrix + values and column vectors. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (int location, const GLfloat *values, int columns, int rows) +{ + if (rows < 1 || rows > 4) { + qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported"; + return; + } + if (location != -1) { + while (columns-- > 0) { + if (rows == 1) + glVertexAttrib1fv(location, values); + else if (rows == 2) + glVertexAttrib2fv(location, values); + else if (rows == 3) + glVertexAttrib3fv(location, values); + else + glVertexAttrib4fv(location, values); + values += rows; + ++location; + } + } +} + +/*! + \overload + + Sets the attribute called \a name in the current context to the + contents of \a values, which contains \a columns elements, each + consisting of \a rows elements. The \a rows value should be + 1, 2, 3, or 4. This function is typically used to set matrix + values and column vectors. + + \sa setUniformValue() +*/ +void QGLShaderProgram::setAttributeValue + (const char *name, const GLfloat *values, int columns, int rows) +{ + setAttributeValue(attributeLocation(name), values, columns, rows); +} + +/*! + Sets an array of vertex \a values on the attribute at \a location + in this shader program. The \a size indicates the number of + components per vertex (1, 2, 3, or 4), and the \a stride indicates + the number of bytes between vertices. A default \a stride value + of zero indicates that the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (int location, const GLfloat *values, int size, int stride) +{ + if (location != -1) { + glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, + stride, values); + glEnableVertexAttribArray(location); + } +} + +/*! + Sets an array of 2D vertex \a values on the attribute at \a location + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (int location, const QVector2D *values, int stride) +{ + if (location != -1) { + glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, + stride, values); + glEnableVertexAttribArray(location); + } +} + +/*! + Sets an array of 3D vertex \a values on the attribute at \a location + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (int location, const QVector3D *values, int stride) +{ + if (location != -1) { + glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, + stride, values); + glEnableVertexAttribArray(location); + } +} + +/*! + Sets an array of 4D vertex \a values on the attribute at \a location + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (int location, const QVector4D *values, int stride) +{ + if (location != -1) { + glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, + stride, values); + glEnableVertexAttribArray(location); + } +} + +/*! + \overload + + Sets an array of vertex \a values on the attribute called \a name + in this shader program. The \a size indicates the number of + components per vertex (1, 2, 3, or 4), and the \a stride indicates + the number of bytes between vertices. A default \a stride value + of zero indicates that the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (const char *name, const GLfloat *values, int size, int stride) +{ + setAttributeArray(attributeLocation(name), values, size, stride); +} + +/*! + \overload + + Sets an array of 2D vertex \a values on the attribute called \a name + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (const char *name, const QVector2D *values, int stride) +{ + setAttributeArray(attributeLocation(name), values, stride); +} + +/*! + \overload + + Sets an array of 3D vertex \a values on the attribute called \a name + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (const char *name, const QVector3D *values, int stride) +{ + setAttributeArray(attributeLocation(name), values, stride); +} + +/*! + \overload + + Sets an array of 4D vertex \a values on the attribute called \a name + in this shader program. The \a stride indicates the number of bytes + between vertices. A default \a stride value of zero indicates that + the vertices are densely packed in \a values. + + \sa setAttributeValue(), setUniformValue(), disableAttributeArray() +*/ +void QGLShaderProgram::setAttributeArray + (const char *name, const QVector4D *values, int stride) +{ + setAttributeArray(attributeLocation(name), values, stride); +} + +/*! + Disables the vertex array at \a location in this shader program + that was enabled by a previous call to setAttributeArray(). + + \sa setAttributeArray(), setAttributeValue(), setUniformValue() +*/ +void QGLShaderProgram::disableAttributeArray(int location) +{ + if (location != -1) + glDisableVertexAttribArray(location); +} + +/*! + \overload + + Disables the vertex array called \a name in this shader program + that was enabled by a previous call to setAttributeArray(). + + \sa setAttributeArray(), setAttributeValue(), setUniformValue() +*/ +void QGLShaderProgram::disableAttributeArray(const char *name) +{ + disableAttributeArray(attributeLocation(name)); +} + +/*! + Returns the location of the uniform variable \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + uniform variable for this shader program. + + \sa attributeLocation() +*/ +int QGLShaderProgram::uniformLocation(const char *name) const +{ + if (d->linked) { + return glGetUniformLocation(d->program, name); + } else { + qWarning() << "QGLShaderProgram::uniformLocation(" << name + << "): shader program is not linked"; + return -1; + } +} + +/*! + \overload + + Returns the location of the uniform variable \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + uniform variable for this shader program. + + \sa attributeLocation() +*/ +int QGLShaderProgram::uniformLocation(const QByteArray& name) const +{ + return uniformLocation(name.constData()); +} + +/*! + \overload + + Returns the location of the uniform variable \a name within this shader + program's parameter list. Returns -1 if \a name is not a valid + uniform variable for this shader program. + + \sa attributeLocation() +*/ +int QGLShaderProgram::uniformLocation(const QString& name) const +{ + return uniformLocation(name.toLatin1().constData()); +} + +/*! + Sets the uniform variable at \a location in the current context to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, GLfloat value) +{ + if (location != -1) + glUniform1fv(location, 1, &value); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, GLfloat value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to \a value. + This function must be used when setting sampler values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, GLint value) +{ + if (location != -1) + glUniform1i(location, value); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to \a value. This function must be used when setting sampler values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, GLint value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to + the 2D vector (\a x, \a y). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y) +{ + if (location != -1) { + GLfloat values[2] = {x, y}; + glUniform2fv(location, 1, values); + } +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context to + the 2D vector (\a x, \a y). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y) +{ + setUniformValue(uniformLocation(name), x, y); +} + +/*! + Sets the uniform variable at \a location in the current context to + the 3D vector (\a x, \a y, \a z). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue + (int location, GLfloat x, GLfloat y, GLfloat z) +{ + if (location != -1) { + GLfloat values[3] = {x, y, z}; + glUniform3fv(location, 1, values); + } +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context to + the 3D vector (\a x, \a y, \a z). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue + (const char *name, GLfloat x, GLfloat y, GLfloat z) +{ + setUniformValue(uniformLocation(name), x, y, z); +} + +/*! + Sets the uniform variable at \a location in the current context to + the 4D vector (\a x, \a y, \a z, \a w). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue + (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + if (location != -1) { + GLfloat values[4] = {x, y, z, w}; + glUniform4fv(location, 1, values); + } +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context to + the 4D vector (\a x, \a y, \a z, \a w). + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue + (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + setUniformValue(uniformLocation(name), x, y, z, w); +} + +/*! + Sets the uniform variable at \a location in the current context to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QVector2D& value) +{ + if (location != -1) + glUniform2fv(location, 1, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QVector2D& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QVector3D& value) +{ + if (location != -1) + glUniform3fv(location, 1, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QVector3D& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QVector4D& value) +{ + if (location != -1) + glUniform4fv(location, 1, reinterpret_cast<const GLfloat *>(&value)); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QVector4D& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to + the red, green, blue, and alpha components of \a color. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QColor& color) +{ + if (location != -1) { + GLfloat values[4] = {color.redF(), color.greenF(), color.blueF(), color.alphaF()}; + glUniform4fv(location, 1, values); + } +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context to + the red, green, blue, and alpha components of \a color. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QColor& color) +{ + setUniformValue(uniformLocation(name), color); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 2x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value) +{ + if (location != -1) + glUniformMatrix2fv(location, 1, GL_FALSE, value.data()); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 2x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 2x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix2x3fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix2x3fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform3fv(location, 2, value.data()); + } + } +#else + if (location != -1) + glUniform3fv(location, 2, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 2x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 2x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix2x4fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix2x4fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform4fv(location, 2, value.data()); + } + } +#else + if (location != -1) + glUniform4fv(location, 2, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 2x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 3x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix3x2fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix3x2fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform2fv(location, 3, value.data()); + } + } +#else + if (location != -1) + glUniform2fv(location, 3, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 3x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 3x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value) +{ + if (location != -1) + glUniformMatrix3fv(location, 1, GL_FALSE, value.data()); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 3x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 3x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix3x4fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix3x4fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform4fv(location, 3, value.data()); + } + } +#else + if (location != -1) + glUniform4fv(location, 3, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 3x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 4x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix4x2fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix4x2fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform2fv(location, 4, value.data()); + } + } +#else + if (location != -1) + glUniform2fv(location, 4, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 4x2 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 4x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value) +{ +#if !defined(QT_OPENGL_ES_2) + if (location != -1) { + if (glUniformMatrix4x3fv) { + // OpenGL 2.1+: pass the matrix directly. + glUniformMatrix4x3fv(location, 1, GL_FALSE, value.data()); + } else { + // OpenGL 2.0: pass the matrix columns as a vector. + glUniform3fv(location, 4, value.data()); + } + } +#else + if (location != -1) + glUniform3fv(location, 4, value.data()); +#endif +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 4x3 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context + to a 4x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value) +{ + if (location != -1) + glUniformMatrix4fv(location, 1, GL_FALSE, value.data()); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 4x4 matrix \a value. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + \overload + + Sets the uniform variable at \a location in the current context + to a 4x4 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4]) +{ + if (location != -1) + glUniformMatrix4fv(location, 1, GL_FALSE, value[0]); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 4x4 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4]) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable at \a location in the current context to a + 3x3 transformation matrix \a value that is specified as a QTransform value. + + To set a QTransform value as a 4x4 matrix in a shader, use + \c{setUniformValue(location, QMatrix4x4(value))}. +*/ +void QGLShaderProgram::setUniformValue(int location, const QTransform& value) +{ + if (location != -1) { + GLfloat mat[3][3] = { + {value.m11(), value.m12(), value.m13()}, + {value.m21(), value.m22(), value.m23()}, + {value.m31(), value.m32(), value.m33()} + }; + glUniformMatrix3fv(location, 1, GL_FALSE, mat[0]); + } +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context to a + 3x3 transformation matrix \a value that is specified as a QTransform value. + + To set a QTransform value as a 4x4 matrix in a shader, use + \c{setUniformValue(name, QMatrix4x4(value))}. +*/ +void QGLShaderProgram::setUniformValue + (const char *name, const QTransform& value) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count elements of \a values. This overload + must be used when setting an array of sampler values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count) +{ + if (location != -1) + glUniform1iv(location, count, values); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count elements of \a values. This overload + must be used when setting an array of sampler values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray + (const char *name, const GLint *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count elements of \a values. Each element + has \a size components. The \a size must be 1, 2, 3, or 4. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int size) +{ + if (location != -1) { + if (size == 1) + glUniform1fv(location, count, values); + else if (size == 2) + glUniform2fv(location, count, values); + else if (size == 3) + glUniform3fv(location, count, values); + else if (size == 4) + glUniform4fv(location, count, values); + else + qWarning() << "QGLShaderProgram::setUniformValue: size" << size << "not supported"; + } +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count elements of \a values. Each element + has \a size components. The \a size must be 1, 2, 3, or 4. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray + (const char *name, const GLfloat *values, int count, int size) +{ + setUniformValueArray(uniformLocation(name), values, count, size); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 2D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count) +{ + if (location != -1) + glUniform2fv(location, count, reinterpret_cast<const GLfloat *>(values)); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 2D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 3D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count) +{ + if (location != -1) + glUniform3fv(location, count, reinterpret_cast<const GLfloat *>(values)); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 3D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 4D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count) +{ + if (location != -1) + glUniform4fv(location, count, reinterpret_cast<const GLfloat *>(values)); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 4D vector elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +// We may have to repack matrix arrays if the matrix types +// contain additional flag bits. Especially QMatrix4x4. +#define setUniformMatrixArray(func,location,values,count,type,cols,rows) \ + if (location == -1 || count <= 0) \ + return; \ + if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \ + func(location, count, GL_FALSE, values->constData()); \ + } else { \ + QVarLengthArray<GLfloat> temp(cols * rows * count); \ + for (int index = 0; index < count; ++index) { \ + qMemCopy(temp.data() + cols * rows * index, \ + values[index].constData(), cols * rows * sizeof(GLfloat)); \ + } \ + func(location, count, GL_FALSE, temp.constData()); \ + } +#if !defined(QT_OPENGL_ES_2) +#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \ + if (location == -1 || count <= 0) \ + return; \ + if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \ + if (func) \ + func(location, count, GL_FALSE, values->constData()); \ + else \ + colfunc(location, cols * count, values->constData()); \ + } else { \ + QVarLengthArray<GLfloat> temp(cols * rows * count); \ + for (int index = 0; index < count; ++index) { \ + qMemCopy(temp.data() + cols * rows * index, \ + values[index].constData(), cols * rows * sizeof(GLfloat)); \ + } \ + if (func) \ + func(location, count, GL_FALSE, temp.constData()); \ + else \ + colfunc(location, count * cols, temp.constData()); \ + } +#else +#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \ + if (location == -1 || count <= 0) \ + return; \ + if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \ + colfunc(location, cols * count, values->constData()); \ + } else { \ + QVarLengthArray<GLfloat> temp(cols * rows * count); \ + for (int index = 0; index < count; ++index) { \ + qMemCopy(temp.data() + cols * rows * index, \ + values[index].constData(), cols * rows * sizeof(GLfloat)); \ + } \ + colfunc(location, count * cols, temp.constData()); \ + } +#endif + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 2x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count) +{ + setUniformMatrixArray + (glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 2x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 2x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix2x3fv, glUniform3fv, location, values, count, + QMatrix2x3, 2, 3); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 2x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 2x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix2x4fv, glUniform4fv, location, values, count, + QMatrix2x4, 2, 4); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 2x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 3x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix3x2fv, glUniform2fv, location, values, count, + QMatrix3x2, 3, 2); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 3x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 3x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count) +{ + setUniformMatrixArray + (glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 3x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 3x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix3x4fv, glUniform4fv, location, values, count, + QMatrix3x4, 3, 4); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 3x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 4x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix4x2fv, glUniform2fv, location, values, count, + QMatrix4x2, 4, 2); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 4x2 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 4x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count) +{ + setUniformGenericMatrixArray + (glUniformMatrix4x3fv, glUniform3fv, location, values, count, + QMatrix4x3, 4, 3); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 4x3 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Sets the uniform variable array at \a location in the current + context to the \a count 4x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count) +{ + setUniformMatrixArray + (glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4); +} + +/*! + \overload + + Sets the uniform variable array called \a name in the current + context to the \a count 4x4 matrix elements of \a values. + + \sa setAttributeValue() +*/ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count) +{ + setUniformValueArray(uniformLocation(name), values, count); +} + +/*! + Returns true if shader programs written in the OpenGL Shading + Language (GLSL) are supported on this system; false otherwise. + + The \a context is used to resolve the GLSL extensions. + If \a context is null, then QGLContext::currentContext() is used. +*/ +bool QGLShaderProgram::hasShaderPrograms(const QGLContext *context) +{ +#if !defined(QT_OPENGL_ES_2) + if (!context) + context = QGLContext::currentContext(); + if (!context) + return false; + return qt_resolve_glsl_extensions(const_cast<QGLContext *>(context)); +#else + Q_UNUSED(context); + return true; +#endif +} + +#endif + +QT_END_NAMESPACE |