/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_DRAGON_SHADERPARAMETERPACK_P_H #define QT3DRENDER_DRAGON_SHADERPARAMETERPACK_P_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 #include #include #include #include #include QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DCore { class QFrameAllocator; } namespace Qt3DRender { namespace Dragon { struct BlockToUBO { int m_blockIndex; Qt3DCore::QNodeId m_bufferID; bool m_needsUpdate; QHash m_updatedProperties; }; struct BlockToSSBO { int m_blockIndex; Qt3DCore::QNodeId m_bufferID; }; typedef QHash PackUniformHash; // TODO: Dragon doesn't currently use anything else than NamedTexture from this class. // So consider refactoring / removing. class Q_AUTOTEST_EXPORT ShaderParameterPack { public: ~ShaderParameterPack(); void setUniform(const int glslNameId, const UniformValue &val); void setTexture(const int glslNameId, int uniformArrayIndex, Qt3DCore::QNodeId id); void setUniformBuffer(BlockToUBO blockToUBO); void setShaderStorageBuffer(BlockToSSBO blockToSSBO); void setSubmissionUniform(const ShaderUniform &uniform); inline PackUniformHash &uniforms() { return m_uniforms; } inline const PackUniformHash &uniforms() const { return m_uniforms; } UniformValue uniform(const int glslNameId) const { return m_uniforms.value(glslNameId); } struct NamedTexture { NamedTexture() {} NamedTexture(const int glslNameId_, Qt3DCore::QNodeId texId_, int uniformArrayIndex_) : glslNameId(glslNameId_) , texId(texId_) , uniformArrayIndex(uniformArrayIndex_) { } int glslNameId; Qt3DCore::QNodeId texId; int uniformArrayIndex; }; // TODO consider removing getters and make members public inline QVector textures() const { return m_textures; } inline QVector uniformBuffers() const { return m_uniformBuffers; } inline QVector shaderStorageBuffers() const { return m_shaderStorageBuffers; } inline QVector submissionUniforms() const { return m_submissionUniforms; } //private: // TODO consider removing PackUniformHash m_uniforms; QVector m_textures; QVector m_uniformBuffers; QVector m_shaderStorageBuffers; QVector m_submissionUniforms; // TODO consider removing friend struct RenderView; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_DRAGON_SHADERPARAMETERPACK_P_H