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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or 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.GPL2 and 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QT3DRENDER_QSHADERPROGRAM_H
#define QT3DRENDER_QSHADERPROGRAM_H
#include <Qt3DCore/qnode.h>
#include <Qt3DRender/qt3drender_global.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QShaderProgramPrivate;
class Q_3DRENDERSHARED_EXPORT QShaderProgram : public Qt3DCore::QNode
{
Q_OBJECT
Q_PROPERTY(QByteArray vertexShaderCode READ vertexShaderCode WRITE setVertexShaderCode NOTIFY vertexShaderCodeChanged)
Q_PROPERTY(QByteArray tessellationControlShaderCode READ tessellationControlShaderCode WRITE setTessellationControlShaderCode NOTIFY tessellationControlShaderCodeChanged)
Q_PROPERTY(QByteArray tessellationEvaluationShaderCode READ tessellationEvaluationShaderCode WRITE setTessellationEvaluationShaderCode NOTIFY tessellationEvaluationShaderCodeChanged)
Q_PROPERTY(QByteArray geometryShaderCode READ geometryShaderCode WRITE setGeometryShaderCode NOTIFY geometryShaderCodeChanged)
Q_PROPERTY(QByteArray fragmentShaderCode READ fragmentShaderCode WRITE setFragmentShaderCode NOTIFY fragmentShaderCodeChanged)
Q_PROPERTY(QByteArray computeShaderCode READ computeShaderCode WRITE setComputeShaderCode NOTIFY computeShaderCodeChanged)
Q_PROPERTY(QString log READ log NOTIFY logChanged REVISION 9)
Q_PROPERTY(Status status READ status NOTIFY statusChanged REVISION 9)
Q_PROPERTY(Format format READ format WRITE setFormat NOTIFY formatChanged REVISION 15)
public:
explicit QShaderProgram(Qt3DCore::QNode *parent = nullptr);
~QShaderProgram();
enum ShaderType {
Vertex = 0,
Fragment,
TessellationControl,
TessellationEvaluation,
Geometry,
Compute
};
Q_ENUM(ShaderType) // LCOV_EXCL_LINE
enum Status {
NotReady = 0,
Ready,
Error
};
Q_ENUM(Status) // LCOV_EXCL_LINE
enum Format {
GLSL = 0,
SPIRV
};
Q_ENUM(Format) // LCOV_EXCL_LINE
// Source code in-line
QByteArray vertexShaderCode() const;
QByteArray tessellationControlShaderCode() const;
QByteArray tessellationEvaluationShaderCode() const;
QByteArray geometryShaderCode() const;
QByteArray fragmentShaderCode() const;
QByteArray computeShaderCode() const;
void setShaderCode(ShaderType type, const QByteArray &shaderCode);
QByteArray shaderCode(ShaderType type) const;
QString log() const;
Status status() const;
void setFormat(Format format);
Format format() const;
Q_INVOKABLE static QByteArray loadSource(const QUrl &sourceUrl);
public Q_SLOTS:
void setVertexShaderCode(const QByteArray &vertexShaderCode);
void setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode);
void setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode);
void setGeometryShaderCode(const QByteArray &geometryShaderCode);
void setFragmentShaderCode(const QByteArray &fragmentShaderCode);
void setComputeShaderCode(const QByteArray &computeShaderCode);
Q_SIGNALS:
void vertexShaderCodeChanged(const QByteArray &vertexShaderCode);
void tessellationControlShaderCodeChanged(const QByteArray &tessellationControlShaderCode);
void tessellationEvaluationShaderCodeChanged(const QByteArray &tessellationEvaluationShaderCode);
void geometryShaderCodeChanged(const QByteArray &geometryShaderCode);
void fragmentShaderCodeChanged(const QByteArray &fragmentShaderCode);
void computeShaderCodeChanged(const QByteArray &computeShaderCode);
void logChanged(const QString &log);
void statusChanged(Status status);
void formatChanged(Format format);
protected:
explicit QShaderProgram(QShaderProgramPrivate &dd, Qt3DCore::QNode *parent = nullptr);
void sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change) override;
private:
Q_DECLARE_PRIVATE(QShaderProgram)
Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override;
};
}
QT_END_NAMESPACE
#endif // QT3DRENDER_QSHADERPROGRAM_H
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