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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Nokia Corporation (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 http://qt.nokia.com/contact.
** $QT_END_LICENSE$
**
****************************************************************************/
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
/*
Uniform Types in OpenGL ES 2.0
==============================
GL_FLOAT GLfloat GLfloat
GL_FLOAT_VEC2 QGLVec2 GLfloat[2]
GL_FLOAT_VEC3 QGLVec3 GLfloat[3]
GL_FLOAT_VEC4 QGLVec4 GLfloat[4]
GL_INT GLint GLint
GL_INT_VEC2 QGLIVec2 GLint[2]
GL_INT_VEC3 QGLIVec3 GLint[3]
GL_INT_VEC4 QGLIVec4 GLint[4]
GL_BOOL GLbool GLbool
GL_BOOL_VEC2 QGLBVec2 GLbool[2]
GL_BOOL_VEC3 QGLBVec3 GLbool[3]
GL_BOOL_VEC4 QGLBVec4 GLbool[4]
GL_FLOAT_MAT2 QGLMat2 GLfloat[2][2]
GL_FLOAT_MAT3 QGLMat3 GLfloat[3][3]
GL_FLOAT_MAT4 QGLMat4 GLfloat[4][4]
GL_SAMPLER_2D QGLSampler2D GLuint
GL_SAMPLER_CUBE QGLSamplerCube GLuint
Additional Types in Desktop OpenGL 2.0
======================================
SAMPLER_1D,
SAMPLER_3D,
SAMPLER_1D_SHADOW,
SAMPLER_2D_SHADOW.
*/
#include <QtOpenGL>
typedef struct {
GLfloat a;
GLfloat b;
} QGLVec2;
typedef struct {
GLfloat a;
GLfloat b;
GLfloat c;
} QGLVec3;
typedef struct {
GLfloat a;
GLfloat b;
GLfloat c;
GLfloat d;
} QGLVec4;
class QGLShaderProgram;
class QGLShaderPrivate;
class QGLShader : QObject
{
Q_OBJECT
public:
enum ShaderType {VertexShader, FragmentShader};
QGLShader(ShaderType type, const QGLContext* ctx = 0);
GLuint id();
void clearSource();
void addSource(const QLatin1String& newSource);
bool compile();
bool isValid();
QString log();
const QGLContext* context(); //maybe make private with prog a friend?
private:
QGLShaderPrivate* d_ptr;
Q_DECLARE_PRIVATE(QGLShader);
/*
public slots:
void cleanupGLContextRefs(const QGLContext *context);
*/
};
enum QGLType {
QGLInvalidType = 0,
QGLFloatType = GL_FLOAT,
QGLVec2Type = GL_FLOAT_VEC2,
QGLVec3Type = GL_FLOAT_VEC3,
QGLVec4Type = GL_FLOAT_VEC4,
QGLIntType = GL_INT,
QGLIVec2Type = GL_INT_VEC2,
QGLIVec3Type = GL_INT_VEC3,
QGLIVec4Type = GL_INT_VEC4,
QGLBoolType = GL_BOOL,
QGLBVec2Type = GL_BOOL_VEC2,
QGLBVec3Type = GL_BOOL_VEC3,
QGLBVec4Type = GL_BOOL_VEC4,
QGLMat2Type = GL_FLOAT_MAT2,
QGLMat3Type = GL_FLOAT_MAT3,
QGLMat4Type = GL_FLOAT_MAT4,
QGLSampler2DType = GL_SAMPLER_2D,
QGLSamplerCubeType = GL_SAMPLER_CUBE
};
class QGLUniform
{
public:
QGLUniform(GLenum glType, GLint location, QGLContext* context)
: m_id(location), m_type(QGLType(glType)), ctx(context) {}
QGLUniform(); // Called by QMap when there's no match on the name
QGLType type() const {return m_type;}
GLuint id() const {return m_id;}
// Seems odd to be const, but it doesn't actually modify any of the
// class members, only the GL state!
const QGLUniform& operator=(const GLfloat&) const;
const QGLUniform& operator=(const QGLVec2&) const;
const QGLUniform& operator=(const QSizeF&) const;
const QGLUniform& operator=(const QPointF&) const;
const QGLUniform& operator=(const QGLVec3&) const;
const QGLUniform& operator=(const QGLVec4&) const;
const QGLUniform& operator=(const QColor&) const;
const QGLUniform& operator=(const GLfloat[2][2]) const;
const QGLUniform& operator=(const GLfloat[3][3]) const;
const QGLUniform& operator=(const QTransform&) const;
const QGLUniform& operator=(const GLfloat[4][4]) const;
const QGLUniform& operator=(const GLuint&) const; // sampler2d, specifying a texture unit
protected:
GLuint m_id;
QGLType m_type;
QGLContext* ctx;
};
typedef QMap<QString, QGLUniform> QGLUniformList;
typedef QMapIterator<QString, QGLUniform> QGLUniformListIterator;
class QGLVertexAttribute
{
public:
QGLVertexAttribute(GLenum glType, GLuint location, QGLContext* context)
: m_id(location), m_type(QGLType(glType)), ctx(context) {}
QGLVertexAttribute(); // Called by QMap when there's no match on the name
QGLType type() const {return m_type;}
GLuint id() const {return m_id;}
void enable() const;
void disable() const;
const QGLVertexAttribute& operator=(const GLfloat* rhs) const;
const QGLVertexAttribute& operator=(const QGLVec3* rhs) const;
protected:
GLuint m_id;
QGLType m_type;
QGLContext* ctx;
};
//TODO: Convert into setter overloads on QGLShaderProgram
typedef QMap<QString, QGLVertexAttribute> QGLVertexAttributeList;
typedef QMapIterator<QString, QGLVertexAttribute> QGLVertexAttributeListIterator;
class QGLShaderProgramPrivate;
class QGLShaderProgram : QObject
{
Q_OBJECT
public:
QGLShaderProgram(const QGLContext* ctx = 0);
const QGLUniformList & uniforms();
const QGLVertexAttributeList& vertexAttributes();
bool addShader(QGLShader* newShader);
bool removeShader(QGLShader* oldShader);
bool removeAllShaders();
bool link();
QString log();
bool isValid();
void use();
GLuint id();
private:
QGLShaderProgramPrivate* d_ptr;
Q_DECLARE_PRIVATE(QGLShaderProgram);
/*
public slots:
void cleanupGLContextRefs(const QGLContext *context);
*/
};
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