/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_BACKEND_SHADER_PROGRAM_GL_H #define QT3DS_RENDER_BACKEND_SHADER_PROGRAM_GL_H #include "foundation/Qt3DSFoundation.h" #include "foundation/Utils.h" #include "render/Qt3DSRenderBaseTypes.h" namespace qt3ds { namespace render { struct NVRenderBackendShaderInputEntryGL { CRegisteredString m_AttribName; ///< must be the same name as used in the vertex shader QT3DSU32 m_AttribLocation; ///< attribute index QT3DSU32 m_Type; ///< GL vertex format type @sa GL_FLOAT, GL_INT QT3DSU32 m_NumComponents; ///< component count. max 4 }; ///< this class handles the shader input variables class NVRenderBackendShaderInputGL { public: ///< constructor NVRenderBackendShaderInputGL(NVDataRef entries) : m_ShaderInputEntries(entries) { } ///< destructor ~NVRenderBackendShaderInputGL(){} NVRenderBackendShaderInputEntryGL *getEntryByName(CRegisteredString entryName) const { QT3DS_FOREACH(idx, m_ShaderInputEntries.size()) { if (m_ShaderInputEntries[idx].m_AttribName == entryName) return &m_ShaderInputEntries.mData[idx]; } return NULL; } Option getEntryByAttribLocation(QT3DSU32 attribLocation) const { QT3DS_FOREACH(idx, m_ShaderInputEntries.size()) { if (m_ShaderInputEntries[idx].m_AttribLocation == attribLocation) return m_ShaderInputEntries[idx]; } return Empty(); } NVDataRef m_ShaderInputEntries; ///< shader input entries }; ///< this class represents the internals of a GL program class NVRenderBackendShaderProgramGL { public: ///< constructor NVRenderBackendShaderProgramGL(QT3DSU32 programID) : m_ProgramID(programID) , m_shaderInput(NULL) { } ///< destructor ~NVRenderBackendShaderProgramGL(){} QT3DSU32 m_ProgramID; ///< this is the OpenGL object ID NVRenderBackendShaderInputGL *m_shaderInput; ///< pointer to shader input object }; } } #endif