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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the QtCanvas3D module of the Qt Toolkit.
**
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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.LGPLv3 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.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 later 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 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "program3d_p.h"
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/*!
* \qmltype Program3D
* \since QtCanvas3D 1.0
* \ingroup qtcanvas3d-qml-types
* \brief Contains a shader program.
*
* An uncreatable QML type that contains a compiled shader program. You can get it by calling
* \l{Context3D::createProgram()}{Context3D.createProgram()} method.
*/
/*!
* \internal
*/
CanvasProgram::CanvasProgram(QObject *parent) :
CanvasAbstractObject(parent),
m_program(new QOpenGLShaderProgram(this))
{
initializeOpenGLFunctions();
}
/*!
* \internal
*/
CanvasProgram::~CanvasProgram()
{
delete m_program;
}
/*!
* \internal
*/
int CanvasProgram::uniformLocation(const QString &name)
{
if (!m_program)
return -1;
return m_program->uniformLocation(name);
}
/*!
* \internal
*/
int CanvasProgram::attributeLocation(const QString &name)
{
if (!m_program)
return -1;
return m_program->attributeLocation(name);
}
/*!
* \internal
*/
bool CanvasProgram::isAlive()
{
return bool(m_program);
}
/*!
* \internal
*/
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void CanvasProgram::attach(CanvasShader *shader)
{
if (m_attachedShaders.count(shader) == 0) {
m_attachedShaders.append(shader);
m_program->addShader(shader->qOGLShader());
}
}
/*!
* \internal
*/
void CanvasProgram::detach(CanvasShader *shader)
{
if (m_attachedShaders.count(shader) > 0) {
m_attachedShaders.removeOne(shader);
m_program->removeShader(shader->qOGLShader());
}
}
/*!
* \internal
*/
const QList<CanvasShader *> &CanvasProgram::attachedShaders() const
{
return m_attachedShaders;
}
/*!
* \internal
*/
void CanvasProgram::link()
{
if (m_program)
m_program->link();
}
/*!
* \internal
*/
bool CanvasProgram::isLinked()
{
if (!m_program)
return false;
return m_program->isLinked();
}
/*!
* \internal
*/
void CanvasProgram::bind()
{
if (m_program)
m_program->bind();
}
/*!
* \internal
*/
void CanvasProgram::bindAttributeLocation(int index, const QString &name)
if (!m_program)
return;
m_program->bindAttributeLocation(name, index);
}
/*!
* \internal
*/
void CanvasProgram::del()
{
delete m_program;
m_program = 0;
}
/*!
* \internal
*/
void CanvasProgram::validateProgram()
{
if (m_program)
return;
glValidateProgram(m_program->programId());
}
/*!
* \internal
*/
int CanvasProgram::id()
{
if (!m_program)
return -1;
return m_program->programId();
}
/*!
* \internal
*/
QString CanvasProgram::log()
{
if (!m_program)
return "";
return m_program->log();
}
/*!
* \internal
*/
QDebug operator<<(QDebug dbg, const CanvasProgram *program)
{
if (program)
dbg.nospace() << "Program3D("<< program->name() << ", id:" << program->m_program->programId() << ")";
else
dbg.nospace() << "Program3D("<< ((void*) program) <<")";
return dbg.maybeSpace();
}