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diff --git a/src/opengl/gl2paintengineex/qglshader.cpp b/src/opengl/gl2paintengineex/qglshader.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qglshader_p.h"
+
+
+// Windows needs to resolve OpenGL 2.0 function pointers for each context. The
+// QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter.
+#define Q_CTX QGLContext* ctx = d->ctx; \
+ if (!ctx) \
+ return false; \
+ ctx->makeCurrent(); \
+
+
+
+
+class QGLShaderPrivate
+{
+public:
+ QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {}
+
+ GLuint shaderId;
+ QString source;
+ bool valid;
+ QGLShader::ShaderType type;
+ QGLContext* ctx;
+};
+
+
+QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx)
+ : d_ptr(new QGLShaderPrivate)
+{
+ Q_D(QGLShader);
+
+ if (!ctx)
+ ctx = QGLContext::currentContext();
+
+ if (!ctx) {
+ qWarning("QGLShader being created without a context");
+ return;
+ }
+
+ d->ctx = const_cast<QGLContext*>(ctx);
+ d->ctx->makeCurrent();
+
+ if (type == QGLShader::FragmentShader)
+ d->shaderId = glCreateShader(GL_FRAGMENT_SHADER);
+ else
+ d->shaderId = glCreateShader(GL_VERTEX_SHADER);
+
+ if (d->shaderId == 0) {
+ qWarning("Error creating shader object");
+ return;
+ }
+
+ d->type = type;
+}
+
+GLuint QGLShader::id()
+{
+ Q_D(QGLShader);
+ return d->shaderId;
+}
+
+const QGLContext* QGLShader::context()
+{
+ Q_D(QGLShader);
+ return d->ctx;
+}
+
+void QGLShader::clearSource()
+{
+ Q_D(QGLShader);
+ d->source.clear();
+ d->valid = false;
+}
+
+void QGLShader::addSource(const QLatin1String& newSource)
+{
+ Q_D(QGLShader);
+ d->source += newSource;
+ d->valid = false;
+}
+
+
+bool QGLShader::compile()
+{
+ Q_D(QGLShader);
+
+ d->valid = false;
+
+ if (d->source.size() == 0)
+ return false;
+
+ const QByteArray src_ba = d->source.toAscii();
+ const char* src = src_ba.constData();
+
+ glShaderSource(d->shaderId, 1, &src, 0);
+
+ glCompileShader(d->shaderId);
+
+ GLint shaderCompiled;
+ glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled);
+ if (!shaderCompiled)
+ return false;
+
+ d->valid = true;
+ return true;
+}
+
+bool QGLShader::isValid()
+{
+ Q_D(QGLShader);
+ return d->valid;
+}
+
+QString QGLShader::log()
+{
+ Q_D(QGLShader);
+
+ char* logData;
+ GLint logSize;
+ GLint logLength;
+
+ glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize);
+
+ if (!logSize)
+ return QString();
+
+ logData = new char[logSize];
+ glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData);
+ QString result = QString::fromAscii(logData);
+ delete [] logData;
+
+ return result;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+class QGLShaderProgramPrivate
+{
+public:
+ QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {}
+ void populateVariableLists();
+
+ QVector<QGLShader*> shaders;
+ QGLUniformList uniforms;
+ QGLVertexAttributeList attributeArrays;
+ bool valid;
+ GLuint programId;
+ QGLContext* ctx;
+};
+
+
+
+void QGLShaderProgramPrivate::populateVariableLists()
+{
+ attributeArrays.clear();
+ uniforms.clear();
+
+ int count;
+ int sizeOfNameBuff;
+ char* name;
+ GLint nameLength;
+ GLenum type;
+ GLint size;
+ GLint location;
+
+ glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count);
+ glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff);
+ name = new char[sizeOfNameBuff];
+
+ for (int i = 0; i < count; ++i) {
+ nameLength = -1;
+ glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
+ if (nameLength == -1)
+ continue;
+
+ location = glGetAttribLocation(programId, name);
+ attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx));
+ }
+
+ delete [] name;
+
+
+ glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count);
+ glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff);
+
+ name = new char[sizeOfNameBuff];
+
+ for (int i = 0; i < count; ++i) {
+ nameLength = -1;
+ glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
+ if (nameLength == -1)
+ continue;
+
+ location = glGetUniformLocation(programId, name);
+ uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx));
+ }
+}
+
+
+QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx)
+ : d_ptr(new QGLShaderProgramPrivate)
+{
+ Q_D(QGLShaderProgram);
+ if (!ctx)
+ ctx = QGLContext::currentContext();
+
+ if (!ctx) {
+ qWarning("QGLShaderProgram being created without a context");
+ return;
+ }
+
+ d->ctx = const_cast<QGLContext*>(ctx);
+ d->ctx->makeCurrent();
+
+ d->programId = glCreateProgram();
+
+ d->valid = false;
+}
+
+
+const QGLUniformList & QGLShaderProgram::uniforms()
+{
+ Q_D(QGLShaderProgram);
+ return const_cast<const QGLUniformList&>(d->uniforms);
+}
+
+
+const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes()
+{
+ Q_D(QGLShaderProgram);
+ return const_cast<const QGLVertexAttributeList&>(d->attributeArrays);
+}
+
+
+bool QGLShaderProgram::addShader(QGLShader* newShader)
+{
+ Q_D(QGLShaderProgram);
+ if (!newShader || !d->ctx)
+ return false;
+
+ if (newShader->context() != d->ctx) {
+ qWarning("Shader object's context does not match program's context");
+ return false;
+ }
+
+ if (!newShader->isValid())
+ return false;
+
+ QGLContext* ctx = d->ctx;
+ if (!ctx)
+ return false;
+ ctx->makeCurrent();
+
+ glAttachShader(d->programId, newShader->id());
+
+ d->shaders.append(newShader);
+ return true;
+}
+
+
+bool QGLShaderProgram::removeShader(QGLShader* oldShader)
+{
+ Q_D(QGLShaderProgram);
+
+ int idx = d->shaders.indexOf(oldShader);
+
+ if (idx == -1)
+ return false;
+
+ d->shaders.remove(idx);
+
+ QGLContext* ctx = d->ctx;
+ if (!ctx)
+ return false;
+ ctx->makeCurrent();
+
+ glDetachShader(d->programId, oldShader->id());
+ return true;
+}
+
+
+bool QGLShaderProgram::removeAllShaders()
+{
+ Q_D(QGLShaderProgram);
+
+ QGLContext* ctx = d->ctx;
+ if (!ctx)
+ return false;
+ ctx->makeCurrent();
+
+ foreach (QGLShader* shader, d->shaders)
+ glDetachShader(d->programId, shader->id());
+
+ d->shaders.clear();
+ return true;
+}
+
+#include <stdio.h>
+
+bool QGLShaderProgram::link()
+{
+ Q_D(QGLShaderProgram);
+
+ QGLContext* ctx = d->ctx;
+ if (!ctx)
+ return false;
+ ctx->makeCurrent();
+
+ glLinkProgram(d->programId);
+
+
+ GLint linked;
+ glGetProgramiv(d->programId, GL_LINK_STATUS, &linked);
+
+ if (!linked)
+ return false;
+
+ d->populateVariableLists();
+
+ d->valid = true;
+ return true;
+}
+
+void QGLShaderProgram::use()
+{
+ Q_D(QGLShaderProgram);
+ if (!d->valid)
+ return;
+
+ glUseProgram(d->programId);
+}
+
+
+QString QGLShaderProgram::log()
+{
+ Q_D(QGLShaderProgram);
+
+ QGLContext* ctx = d->ctx;
+ if (!ctx)
+ return QString();
+ ctx->makeCurrent();
+
+ GLint logSize = -666;
+ glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize);
+
+ char* logData = new char[logSize];
+ GLint logLength;
+
+ glGetProgramInfoLog(d->programId, logSize, &logLength, logData);
+
+ QString result = QString::fromAscii(logData);
+ delete [] logData;
+
+ return result;
+}
+
+GLuint QGLShaderProgram::id()
+{
+ Q_D(QGLShaderProgram);
+ return d->programId;
+}
+
+/////////////////////////////////////////////////////////////////////////
+
+
+
+
+QGLUniform::QGLUniform()
+ : m_id(0), m_type(QGLInvalidType), ctx(0)
+{
+ qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link");
+}
+
+const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const
+{
+ if (m_type != QGLFloatType)
+ return *this;
+
+ glUniform1f(m_id, rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const
+{
+ if (m_type != QGLVec2Type)
+ return *this;
+
+ glUniform2fv(m_id, 1, (const GLfloat*)&rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const
+{
+ if (m_type != QGLVec2Type)
+ return *this;
+
+ glUniform2f(m_id, rhs.width(), rhs.height());
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const
+{
+ if (m_type != QGLVec2Type)
+ return *this;
+
+ glUniform2f(m_id, rhs.x(), rhs.y());
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const
+{
+ if (m_type != QGLVec3Type)
+ return *this;
+
+ glUniform3fv(m_id, 1, (const GLfloat*)&rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const
+{
+ if (m_type != QGLVec4Type)
+ return *this;
+
+ glUniform4fv(m_id, 1, (const GLfloat*)&rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const QColor& rhs) const
+{
+ if (m_type != QGLVec4Type)
+ return *this;
+
+ glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF());
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const
+{
+ if (m_type != QGLMat2Type)
+ return *this;
+
+ glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const
+{
+ if (m_type != QGLMat3Type)
+ return *this;
+
+ glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
+
+ return *this;
+}
+
+// Transposes ready for GL
+const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const
+{
+ if (m_type != QGLMat3Type)
+ return *this;
+
+ GLfloat mat3[3][3] = {
+ {rhs.m11(), rhs.m12(), rhs.m13()},
+ {rhs.m21(), rhs.m22(), rhs.m23()},
+ {rhs.m31(), rhs.m32(), rhs.m33()}
+ };
+
+ glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const
+{
+ if (m_type != QGLMat4Type)
+ return *this;
+
+ glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
+
+ return *this;
+}
+
+const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const
+{
+ if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType))
+ return *this;
+
+ glUniform1i(m_id, rhs);
+
+ return *this;
+}
+
+
+
+
+/////////////////////////////////////////////////////////////////////////
+
+QGLVertexAttribute::QGLVertexAttribute()
+ : m_id(0), m_type(QGLInvalidType), ctx(0)
+{
+ qWarning("Unknown vertex attribute!");
+}
+
+void QGLVertexAttribute::enable() const
+{
+ glEnableVertexAttribArray(m_id);
+}
+
+void QGLVertexAttribute::disable() const
+{
+ glDisableVertexAttribArray(m_id);
+}
+
+// NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this
+// method isn't very useful. I.e. The datatypes are needed to distinguish the different
+// sizes for the function signatures.
+const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const
+{
+ int size = -1;
+ if (m_type == QGLFloatType)
+ size = 1;
+ else if (m_type == QGLVec2Type)
+ size = 2;
+ else if (m_type == QGLVec3Type)
+ size = 3;
+ else if (m_type == QGLVec4Type)
+ size = 4;
+ else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes...
+ size = 4;
+ else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes...
+ size = 9;
+ else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes...
+ size = 16;
+ else
+ return *this;
+
+ glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs);
+
+ return *this;
+}
+
+const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const
+{
+ glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs);
+
+ return *this;
+}