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-rw-r--r--src/opengl/gl2paintengineex/qglshader.cpp605
1 files changed, 0 insertions, 605 deletions
diff --git a/src/opengl/gl2paintengineex/qglshader.cpp b/src/opengl/gl2paintengineex/qglshader.cpp
deleted file mode 100644
index 634be84..0000000
--- a/src/opengl/gl2paintengineex/qglshader.cpp
+++ /dev/null
@@ -1,605 +0,0 @@
-/****************************************************************************
-**
-** 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;
-}