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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-09-04 04:12:08 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-09-04 07:00:23 (GMT) |
commit | 974aec137dfdbb1dd68c41113b22eb25131965b8 (patch) | |
tree | adbf042502fd35d1bce5a2aea811d41633ecd495 /src/opengl | |
parent | 4c501d7fce503a610edabfba5d6efc3ef2778bef (diff) | |
download | Qt-974aec137dfdbb1dd68c41113b22eb25131965b8.zip Qt-974aec137dfdbb1dd68c41113b22eb25131965b8.tar.gz Qt-974aec137dfdbb1dd68c41113b22eb25131965b8.tar.bz2 |
Modify QMatrix4x4 and QQuaternion to use qreal internally
Some concerns were expressed about the float precision of QMatrix4x4,
which this change addresses by using qreal instead.
The QVector2D/3D/4D classes still use float internally, so that they
can be used directly in large arrays of vertex values to be uploaded
to an OpenGL server.
QQuaternion is a client-side class, and it should produce rotations
that are consistent with QMatrix4x4. So its precision was changed too.
A consequence of this change is that the following no longer works
in a portable fashion:
QMatrix4x4 mat;
...
glLoadMatrixf(mat.constData());
The caller must now repack the argument to convert from qreal to GLfloat.
Reviewed-by: Michael Goddard
Reviewed-by: Andreas
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 197 |
1 files changed, 92 insertions, 105 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index 56b55d0..bcc6c61 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -2288,6 +2288,58 @@ void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size) setUniformValue(uniformLocation(name), size); } +// We have to repack matrices from qreal to GLfloat. +#define setUniformMatrix(func,location,value,cols,rows) \ + if (location == -1) \ + return; \ + if (sizeof(qreal) == sizeof(GLfloat)) { \ + func(location, 1, GL_FALSE, \ + reinterpret_cast<const GLfloat *>(value.constData())); \ + } else { \ + GLfloat mat[cols * rows]; \ + const qreal *data = value.constData(); \ + for (int i = 0; i < cols * rows; ++i) \ + mat[i] = data[i]; \ + func(location, 1, GL_FALSE, mat); \ + } +#if !defined(QT_OPENGL_ES_2) +#define setUniformGenericMatrix(func,colfunc,location,value,cols,rows) \ + if (location == -1) \ + return; \ + if (sizeof(qreal) == sizeof(GLfloat)) { \ + const GLfloat *data = reinterpret_cast<const GLfloat *> \ + (value.constData()); \ + if (func) \ + func(location, 1, GL_FALSE, data); \ + else \ + colfunc(location, cols, data); \ + } else { \ + GLfloat mat[cols * rows]; \ + const qreal *data = value.constData(); \ + for (int i = 0; i < cols * rows; ++i) \ + mat[i] = data[i]; \ + if (func) \ + func(location, 1, GL_FALSE, mat); \ + else \ + colfunc(location, cols, mat); \ + } +#else +#define setUniformGenericMatrix(func,colfunc,location,value,cols,rows) \ + if (location == -1) \ + return; \ + if (sizeof(qreal) == sizeof(GLfloat)) { \ + const GLfloat *data = reinterpret_cast<const GLfloat *> \ + (value.constData()); \ + colfunc(location, cols, data); \ + } else { \ + GLfloat mat[cols * rows]; \ + const qreal *data = value.constData(); \ + for (int i = 0; i < cols * rows; ++i) \ + mat[i] = data[i]; \ + colfunc(location, cols, mat); \ + } +#endif + /*! Sets the uniform variable at \a location in the current context to a 2x2 matrix \a value. @@ -2296,8 +2348,7 @@ void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size) */ void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value) { - if (location != -1) - glUniformMatrix2fv(location, 1, GL_FALSE, value.data()); + setUniformMatrix(glUniformMatrix2fv, location, value, 2, 2); } /*! @@ -2321,20 +2372,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value */ 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 + setUniformGenericMatrix + (glUniformMatrix2x3fv, glUniform3fv, location, value, 2, 3); } /*! @@ -2358,20 +2397,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value */ 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 + setUniformGenericMatrix + (glUniformMatrix2x4fv, glUniform4fv, location, value, 2, 4); } /*! @@ -2395,20 +2422,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value */ 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 + setUniformGenericMatrix + (glUniformMatrix3x2fv, glUniform2fv, location, value, 3, 2); } /*! @@ -2432,8 +2447,7 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value */ void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value) { - if (location != -1) - glUniformMatrix3fv(location, 1, GL_FALSE, value.data()); + setUniformMatrix(glUniformMatrix3fv, location, value, 3, 3); } /*! @@ -2457,20 +2471,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value */ 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 + setUniformGenericMatrix + (glUniformMatrix3x4fv, glUniform4fv, location, value, 3, 4); } /*! @@ -2494,20 +2496,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value */ 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 + setUniformGenericMatrix + (glUniformMatrix4x2fv, glUniform2fv, location, value, 4, 2); } /*! @@ -2531,20 +2521,8 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value */ 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 + setUniformGenericMatrix + (glUniformMatrix4x3fv, glUniform3fv, location, value, 4, 3); } /*! @@ -2568,8 +2546,7 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value */ void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value) { - if (location != -1) - glUniformMatrix4fv(location, 1, GL_FALSE, value.data()); + setUniformMatrix(glUniformMatrix4fv, location, value, 4, 4); } /*! @@ -2815,18 +2792,20 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *v setUniformValueArray(uniformLocation(name), values, count); } -// We may have to repack matrix arrays if the matrix types -// contain additional flag bits. Especially QMatrix4x4. +// We have to repack matrix arrays from qreal to GLfloat. #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()); \ + if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ + func(location, count, GL_FALSE, \ + reinterpret_cast<const GLfloat *>(values[0].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)); \ + for (int index2 = 0; index2 < (cols * rows); ++index2) { \ + temp.data()[cols * rows * index + index2] = \ + values[index].constData()[index2]; \ + } \ } \ func(location, count, GL_FALSE, temp.constData()); \ } @@ -2834,16 +2813,20 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *v #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 (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ + const GLfloat *data = reinterpret_cast<const GLfloat *> \ + (values[0].constData()); \ if (func) \ - func(location, count, GL_FALSE, values->constData()); \ + func(location, count, GL_FALSE, data); \ else \ - colfunc(location, cols * count, values->constData()); \ + colfunc(location, count * cols, data); \ } 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)); \ + for (int index2 = 0; index2 < (cols * rows); ++index2) { \ + temp.data()[cols * rows * index + index2] = \ + values[index].constData()[index2]; \ + } \ } \ if (func) \ func(location, count, GL_FALSE, temp.constData()); \ @@ -2854,13 +2837,17 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *v #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()); \ + if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ + const GLfloat *data = reinterpret_cast<const GLfloat *> \ + (values[0].constData()); \ + colfunc(location, count * cols, data); \ } 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)); \ + for (int index2 = 0; index2 < (cols * rows); ++index2) { \ + temp.data()[cols * rows * index + index2] = \ + values[index].constData()[index2]; \ + } \ } \ colfunc(location, count * cols, temp.constData()); \ } |