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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2010-02-04 01:18:08 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2010-02-04 02:53:41 (GMT) |
commit | 5cff63b217118e087a6cbd1f27c2a28be83374bb (patch) | |
tree | 743df018a919a08fcff191ed108c68d359d21a1d /src/opengl/qglshaderprogram.cpp | |
parent | da6e8e44ea17da669a173c5cca38ccc77e53dd51 (diff) | |
download | Qt-5cff63b217118e087a6cbd1f27c2a28be83374bb.zip Qt-5cff63b217118e087a6cbd1f27c2a28be83374bb.tar.gz Qt-5cff63b217118e087a6cbd1f27c2a28be83374bb.tar.bz2 |
Improvements to the QGLShaderProgram API
GLfloat[2][2] & GLfloat[3][3] uniform setters.
Generic overrides to setAttributeArray() for setting the component
type to something other than GL_FLOAT.
setAttributeBuffer() for specifiying offsets within vertex buffers.
Task-number: QTBUG-7391
Reviewed-By: Sarah Smith
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index 7c6f159..80b4872 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -1426,6 +1426,38 @@ void QGLShaderProgram::setAttributeArray } /*! + Sets an array of 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. + + The \a type indicates the type of elements in the \a values array, + usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize + indicates the number of components per vertex: 1, 2, 3, or 4. + + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + The setAttributeBuffer() function can be used to set the attribute + array to an offset within a vertex buffer. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray(), setAttributeBuffer() + \since 4.7 +*/ +void QGLShaderProgram::setAttributeArray + (int location, GLenum type, const void *values, int tupleSize, int stride) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) { + glVertexAttribPointer(location, tupleSize, type, GL_FALSE, + stride, values); + } +} + +/*! \overload Sets an array of vertex \a values on the attribute called \a name @@ -1511,6 +1543,90 @@ void QGLShaderProgram::setAttributeArray } /*! + \overload + + Sets an array of 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. + + The \a type indicates the type of elements in the \a values array, + usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize + indicates the number of components per vertex: 1, 2, 3, or 4. + + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + The setAttributeBuffer() function can be used to set the attribute + array to an offset within a vertex buffer. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray(), setAttributeBuffer() + \since 4.7 +*/ +void QGLShaderProgram::setAttributeArray + (const char *name, GLenum type, const void *values, int tupleSize, int stride) +{ + setAttributeArray(attributeLocation(name), type, values, tupleSize, stride); +} + +/*! + Sets an array of vertex values on the attribute at \a location + in this shader program, starting at a specific \a offset in the + currently bound vertex buffer. 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. + + The \a type indicates the type of elements in the \a values array, + usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize + indicates the number of components per vertex: 1, 2, 3, or 4. + + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeArray() + \since 4.7 +*/ +void QGLShaderProgram::setAttributeBuffer + (int location, GLenum type, int offset, int tupleSize, int stride) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) { + glVertexAttribPointer(location, tupleSize, type, GL_FALSE, stride, + reinterpret_cast<const void *>(offset)); + } +} + +/*! + \overload + + Sets an array of vertex values on the attribute called \a name + in this shader program, starting at a specific \a offset in the + currently bound vertex buffer. 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. + + The \a type indicates the type of elements in the \a values array, + usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize + indicates the number of components per vertex: 1, 2, 3, or 4. + + The array will become active when enableAttributeArray() is called + on the \a location. Otherwise the value specified with + setAttributeValue() for \a location will be used. + + \sa setAttributeArray() + \since 4.7 +*/ +void QGLShaderProgram::setAttributeBuffer + (const char *name, GLenum type, int offset, int tupleSize, int stride) +{ + setAttributeBuffer(attributeLocation(name), type, offset, tupleSize, stride); +} + +/*! Enables the vertex array at \a location in this shader program so that the value set by setAttributeArray() on \a location will be used by the shader program. @@ -2307,6 +2423,42 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value \overload Sets the uniform variable at \a location in the current context + to a 2x2 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() + \since 4.7 +*/ +void QGLShaderProgram::setUniformValue(int location, const GLfloat value[2][2]) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) + glUniformMatrix2fv(location, 1, GL_FALSE, value[0]); +} + +/*! + \overload + + Sets the uniform variable at \a location in the current context + to a 3x3 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() + \since 4.7 +*/ +void QGLShaderProgram::setUniformValue(int location, const GLfloat value[3][3]) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) + glUniformMatrix3fv(location, 1, GL_FALSE, value[0]); +} + +/*! + \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. @@ -2320,6 +2472,37 @@ void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4]) glUniformMatrix4fv(location, 1, GL_FALSE, value[0]); } + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 2x2 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() + \since 4.7 +*/ +void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[2][2]) +{ + setUniformValue(uniformLocation(name), value); +} + +/*! + \overload + + Sets the uniform variable called \a name in the current context + to a 3x3 matrix \a value. The matrix elements must be specified + in column-major order. + + \sa setAttributeValue() + \since 4.7 +*/ +void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[3][3]) +{ + setUniformValue(uniformLocation(name), value); +} + /*! \overload |