// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #ifndef QT3DRENDER_RENDER_SHADER_H #define QT3DRENDER_RENDER_SHADER_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DRender { namespace Render { class ShaderManager; class AttachmentPack; class Q_3DRENDERSHARED_PRIVATE_EXPORT Shader : public BackendNode { public: static const int modelMatrixNameId; static const int viewMatrixNameId; static const int projectionMatrixNameId; static const int modelViewMatrixNameId; static const int viewProjectionMatrixNameId; static const int modelViewProjectionNameId; static const int mvpNameId; static const int inverseModelMatrixNameId; static const int inverseViewMatrixNameId; static const int inverseProjectionMatrixNameId; static const int inverseModelViewNameId; static const int inverseViewProjectionMatrixNameId; static const int inverseModelViewProjectionNameId; static const int modelNormalMatrixNameId; static const int modelViewNormalNameId; static const int viewportMatrixNameId; static const int inverseViewportMatrixNameId; static const int textureTransformMatrixNameId; static const int aspectRatioNameId; static const int exposureNameId; static const int gammaNameId; static const int timeNameId; static const int eyePositionNameId; static const int skinningPaletteNameId; static const int yUpInFBOId; static const int yUpInNDCId; Shader(); ~Shader(); void cleanup(); const std::vector &shaderCode() const; void setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code); void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override; inline QString log() const { return m_log; } inline QShaderProgram::Status status() const { return m_status; } void setFormat(QShaderProgram::Format format); QShaderProgram::Format format() const { return m_format; } bool isDirty() const { return m_dirty; } void unsetDirty() { m_dirty = false; } inline bool requiresFrontendSync() const { return m_requiresFrontendSync; } inline void unsetRequiresFrontendSync() { m_requiresFrontendSync = false; } // Set by Renderer plugin void setLog(const QString &log); void setStatus(QShaderProgram::Status status); void initializeFromReference(const Shader &other); void requestCacheRebuild(); private: std::vector m_shaderCode; QString m_log; bool m_requiresFrontendSync; QShaderProgram::Status m_status; QShaderProgram::Format m_format; bool m_dirty; }; #ifndef QT_NO_DEBUG_STREAM inline QDebug operator<<(QDebug dbg, const Shader &shader) { QDebugStateSaver saver(dbg); dbg << "QNodeId =" << shader.peerId() << Qt::endl; return dbg; } #endif class Q_AUTOTEST_EXPORT ShaderFunctor : public Qt3DCore::QBackendNodeMapper { public: explicit ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager); Qt3DCore::QBackendNode *create(Qt3DCore::QNodeId id) const final; Qt3DCore::QBackendNode *get(Qt3DCore::QNodeId id) const final; void destroy(Qt3DCore::QNodeId id) const final; private: AbstractRenderer *m_renderer; ShaderManager *m_shaderManager; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_SHADER_H