144 lines
5.8 KiB
C++
144 lines
5.8 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 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_QSHADERPROGRAM_H
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#define QT3DRENDER_QSHADERPROGRAM_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 QShaderProgramPrivate;
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class Q_3DRENDERSHARED_EXPORT QShaderProgram : public Qt3DCore::QNode
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{
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Q_OBJECT
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Q_PROPERTY(QByteArray vertexShaderCode READ vertexShaderCode WRITE setVertexShaderCode NOTIFY vertexShaderCodeChanged)
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Q_PROPERTY(QByteArray tessellationControlShaderCode READ tessellationControlShaderCode WRITE setTessellationControlShaderCode NOTIFY tessellationControlShaderCodeChanged)
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Q_PROPERTY(QByteArray tessellationEvaluationShaderCode READ tessellationEvaluationShaderCode WRITE setTessellationEvaluationShaderCode NOTIFY tessellationEvaluationShaderCodeChanged)
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Q_PROPERTY(QByteArray geometryShaderCode READ geometryShaderCode WRITE setGeometryShaderCode NOTIFY geometryShaderCodeChanged)
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Q_PROPERTY(QByteArray fragmentShaderCode READ fragmentShaderCode WRITE setFragmentShaderCode NOTIFY fragmentShaderCodeChanged)
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Q_PROPERTY(QByteArray computeShaderCode READ computeShaderCode WRITE setComputeShaderCode NOTIFY computeShaderCodeChanged)
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Q_PROPERTY(QString log READ log NOTIFY logChanged REVISION 9)
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Q_PROPERTY(Status status READ status NOTIFY statusChanged REVISION 9)
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Q_PROPERTY(Format format READ format WRITE setFormat NOTIFY formatChanged REVISION 15)
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public:
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explicit QShaderProgram(Qt3DCore::QNode *parent = nullptr);
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~QShaderProgram();
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enum ShaderType {
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Vertex = 0,
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Fragment,
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TessellationControl,
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TessellationEvaluation,
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Geometry,
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Compute
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};
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Q_ENUM(ShaderType) // LCOV_EXCL_LINE
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enum Status {
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NotReady = 0,
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Ready,
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Error
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};
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Q_ENUM(Status) // LCOV_EXCL_LINE
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enum Format {
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GLSL = 0,
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SPIRV
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};
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Q_ENUM(Format) // LCOV_EXCL_LINE
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// Source code in-line
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QByteArray vertexShaderCode() const;
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QByteArray tessellationControlShaderCode() const;
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QByteArray tessellationEvaluationShaderCode() const;
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QByteArray geometryShaderCode() const;
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QByteArray fragmentShaderCode() const;
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QByteArray computeShaderCode() const;
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void setShaderCode(ShaderType type, const QByteArray &shaderCode);
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QByteArray shaderCode(ShaderType type) const;
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QString log() const;
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Status status() const;
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void setFormat(Format format);
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Format format() const;
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Q_INVOKABLE static QByteArray loadSource(const QUrl &sourceUrl);
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public Q_SLOTS:
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void setVertexShaderCode(const QByteArray &vertexShaderCode);
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void setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode);
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void setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode);
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void setGeometryShaderCode(const QByteArray &geometryShaderCode);
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void setFragmentShaderCode(const QByteArray &fragmentShaderCode);
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void setComputeShaderCode(const QByteArray &computeShaderCode);
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Q_SIGNALS:
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void vertexShaderCodeChanged(const QByteArray &vertexShaderCode);
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void tessellationControlShaderCodeChanged(const QByteArray &tessellationControlShaderCode);
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void tessellationEvaluationShaderCodeChanged(const QByteArray &tessellationEvaluationShaderCode);
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void geometryShaderCodeChanged(const QByteArray &geometryShaderCode);
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void fragmentShaderCodeChanged(const QByteArray &fragmentShaderCode);
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void computeShaderCodeChanged(const QByteArray &computeShaderCode);
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void logChanged(const QString &log);
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void statusChanged(Status status);
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void formatChanged(Format format);
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protected:
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explicit QShaderProgram(QShaderProgramPrivate &dd, Qt3DCore::QNode *parent = nullptr);
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void sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change) override;
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private:
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Q_DECLARE_PRIVATE(QShaderProgram)
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Qt3DCore::QNodeCreatedChangeBasePtr createNodeCreationChange() const override;
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};
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}
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QT_END_NAMESPACE
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#endif // QT3DRENDER_QSHADERPROGRAM_H
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