171 lines
6.4 KiB
C++
171 lines
6.4 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef QT3DRENDER_QSHADERIMAGE_H
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#define QT3DRENDER_QSHADERIMAGE_H
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#include <Qt3DCore/qnode.h>
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#include <Qt3DRender/qt3drender_global.h>
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QT_BEGIN_NAMESPACE
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namespace Qt3DRender {
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class QAbstractTexture;
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class QShaderImagePrivate;
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class Q_3DRENDERSHARED_EXPORT QShaderImage : public Qt3DCore::QNode
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{
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Q_OBJECT
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Q_PROPERTY(Qt3DRender::QAbstractTexture *texture READ texture WRITE setTexture NOTIFY textureChanged)
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Q_PROPERTY(bool layered READ layered WRITE setLayered NOTIFY layeredChanged)
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Q_PROPERTY(int mipLevel READ mipLevel WRITE setMipLevel NOTIFY mipLevelChanged)
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Q_PROPERTY(int layer READ layer WRITE setLayer NOTIFY layerChanged)
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Q_PROPERTY(Access access READ access WRITE setAccess NOTIFY accessChanged)
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Q_PROPERTY(ImageFormat format READ format WRITE setFormat NOTIFY formatChanged)
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public:
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enum Access {
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ReadOnly = 0,
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WriteOnly,
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ReadWrite
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};
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Q_ENUM(Access)
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enum ImageFormat {
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NoFormat = 0, // GL_NONE
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Automatic = 1, // The Qt3D engine automatically determines the best format
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// Unsigned normalized formats
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R8_UNorm = 0x8229, // GL_R8
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RG8_UNorm = 0x822B, // GL_RG8
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RGBA8_UNorm = 0x8058, // GL_RGBA8
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R16_UNorm = 0x822A, // GL_R16
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RG16_UNorm = 0x822C, // GL_RG16
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RGBA16_UNorm = 0x805B, // GL_RGBA16
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// Signed normalized formats
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R8_SNorm = 0x8F94, // GL_R8_SNORM
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RG8_SNorm = 0x8F95, // GL_RG8_SNORM
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RGBA8_SNorm = 0x8F97, // GL_RGBA8_SNORM
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R16_SNorm = 0x8F98, // GL_R16_SNORM
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RG16_SNorm = 0x8F99, // GL_RG16_SNORM
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RGBA16_SNorm = 0x8F9B, // GL_RGBA16_SNORM
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// Unsigned integer formats
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R8U = 0x8232, // GL_R8UI
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RG8U = 0x8238, // GL_RG8UI
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RGBA8U = 0x8D7C, // GL_RGBA8UI
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R16U = 0x8234, // GL_R16UI
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RG16U = 0x823A, // GL_RG16UI
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RGBA16U = 0x8D76, // GL_RGBA16UI
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R32U = 0x8236, // GL_R32UI
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RG32U = 0x823C, // GL_RG32UI
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RGBA32U = 0x8D70, // GL_RGBA32UI
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// Signed integer formats
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R8I = 0x8231, // GL_R8I
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RG8I = 0x8237, // GL_RG8I
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RGBA8I = 0x8D8E, // GL_RGBA8I
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R16I = 0x8233, // GL_R16I
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RG16I = 0x8239, // GL_RG16I
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RGBA16I = 0x8D88, // GL_RGBA16I
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R32I = 0x8235, // GL_R32I
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RG32I = 0x823B, // GL_RG32I
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RGBA32I = 0x8D82, // GL_RGBA32I
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// Floating point formats
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R16F = 0x822D, // GL_R16F
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RG16F = 0x822F, // GL_RG16F
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RGBA16F = 0x881A, // GL_RGBA16F
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R32F = 0x822E, // GL_R32F
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RG32F = 0x8230, // GL_RG32F
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RGBA32F = 0x8814, // GL_RGBA32F
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// Packed formats
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RG11B10F = 0x8C3A, // GL_R11F_G11F_B10F
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RGB10A2 = 0x8059, // GL_RGB10_A2
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RGB10A2U = 0x906F, // GL_RGB10_A2_UI
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};
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Q_ENUM(ImageFormat)
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explicit QShaderImage(Qt3DCore::QNode *parent = nullptr);
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~QShaderImage();
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Qt3DRender::QAbstractTexture *texture() const;
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bool layered() const;
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int mipLevel() const;
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int layer() const;
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Access access() const;
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ImageFormat format() const;
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public Q_SLOTS:
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void setTexture(Qt3DRender::QAbstractTexture *texture);
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void setLayered(bool layered);
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void setMipLevel(int mipLevel);
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void setLayer(int layer);
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void setAccess(Access access);
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void setFormat(ImageFormat format);
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Q_SIGNALS:
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void textureChanged(Qt3DRender::QAbstractTexture *texture);
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void layeredChanged(bool layered);
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void mipLevelChanged(int mipLevel);
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void layerChanged(int layer);
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void accessChanged(Access access);
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void formatChanged(ImageFormat format);
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private:
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Q_DECLARE_PRIVATE(QShaderImage)
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Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override;
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};
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} // namespace Qt3DRender
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QT_END_NAMESPACE
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#endif // QT3DRENDER_QSHADERIMAGE_H
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