1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** Contact: Qt Software Information ([email protected])
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5 | **
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6 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
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7 | **
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8 | ** $QT_BEGIN_LICENSE:LGPL$
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9 | ** Commercial Usage
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10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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11 | ** accordance with the Qt Commercial License Agreement provided with the
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12 | ** Software or, alternatively, in accordance with the terms contained in
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13 | ** a written agreement between you and Nokia.
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14 | **
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15 | ** GNU Lesser General Public License Usage
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16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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17 | ** General Public License version 2.1 as published by the Free Software
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18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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19 | ** packaging of this file. Please review the following information to
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20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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22 | **
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23 | ** In addition, as a special exception, Nokia gives you certain
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24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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26 | ** package.
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27 | **
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28 | ** GNU General Public License Usage
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29 | ** Alternatively, this file may be used under the terms of the GNU
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30 | ** General Public License version 3.0 as published by the Free Software
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31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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32 | ** packaging of this file. Please review the following information to
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33 | ** ensure the GNU General Public License version 3.0 requirements will be
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34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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35 | **
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36 | ** If you are unsure which license is appropriate for your use, please
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37 | ** contact the sales department at [email protected].
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38 | ** $QT_END_LICENSE$
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39 | **
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40 | ****************************************************************************/
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41 |
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42 | #include "qglshader_p.h"
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43 |
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44 |
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45 | // Windows needs to resolve OpenGL 2.0 function pointers for each context. The
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46 | // QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter.
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47 | #define Q_CTX QGLContext* ctx = d->ctx; \
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48 | if (!ctx) \
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49 | return false; \
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50 | ctx->makeCurrent(); \
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51 |
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52 |
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53 |
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54 |
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55 | class QGLShaderPrivate
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56 | {
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57 | public:
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58 | QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {}
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59 |
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60 | GLuint shaderId;
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61 | QString source;
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62 | bool valid;
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63 | QGLShader::ShaderType type;
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64 | QGLContext* ctx;
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65 | };
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66 |
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67 |
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68 | QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx)
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69 | : d_ptr(new QGLShaderPrivate)
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70 | {
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71 | Q_D(QGLShader);
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72 |
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73 | if (!ctx)
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74 | ctx = QGLContext::currentContext();
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75 |
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76 | if (!ctx) {
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77 | qWarning("QGLShader being created without a context");
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78 | return;
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79 | }
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80 |
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81 | d->ctx = const_cast<QGLContext*>(ctx);
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82 | d->ctx->makeCurrent();
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83 |
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84 | if (type == QGLShader::FragmentShader)
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85 | d->shaderId = glCreateShader(GL_FRAGMENT_SHADER);
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86 | else
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87 | d->shaderId = glCreateShader(GL_VERTEX_SHADER);
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88 |
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89 | if (d->shaderId == 0) {
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90 | qWarning("Error creating shader object");
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91 | return;
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92 | }
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93 |
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94 | d->type = type;
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95 | }
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96 |
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97 | GLuint QGLShader::id()
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98 | {
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99 | Q_D(QGLShader);
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100 | return d->shaderId;
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101 | }
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102 |
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103 | const QGLContext* QGLShader::context()
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104 | {
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105 | Q_D(QGLShader);
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106 | return d->ctx;
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107 | }
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108 |
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109 | void QGLShader::clearSource()
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110 | {
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111 | Q_D(QGLShader);
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112 | d->source.clear();
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113 | d->valid = false;
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114 | }
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115 |
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116 | void QGLShader::addSource(const QLatin1String& newSource)
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117 | {
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118 | Q_D(QGLShader);
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119 | d->source += newSource;
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120 | d->valid = false;
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121 | }
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122 |
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123 |
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124 | bool QGLShader::compile()
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125 | {
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126 | Q_D(QGLShader);
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127 |
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128 | d->valid = false;
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129 |
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130 | if (d->source.size() == 0)
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131 | return false;
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132 |
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133 | const QByteArray src_ba = d->source.toAscii();
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134 | const char* src = src_ba.constData();
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135 |
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136 | glShaderSource(d->shaderId, 1, &src, 0);
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137 |
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138 | glCompileShader(d->shaderId);
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139 |
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140 | GLint shaderCompiled;
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141 | glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled);
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142 | if (!shaderCompiled)
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143 | return false;
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144 |
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145 | d->valid = true;
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146 | return true;
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147 | }
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148 |
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149 | bool QGLShader::isValid()
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150 | {
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151 | Q_D(QGLShader);
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152 | return d->valid;
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153 | }
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154 |
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155 | QString QGLShader::log()
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156 | {
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157 | Q_D(QGLShader);
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158 |
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159 | char* logData;
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160 | GLint logSize;
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161 | GLint logLength;
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162 |
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163 | glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize);
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164 |
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165 | if (!logSize)
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166 | return QString();
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167 |
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168 | logData = new char[logSize];
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169 | glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData);
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170 | QString result = QString::fromAscii(logData);
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171 | delete [] logData;
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172 |
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173 | return result;
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174 | }
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175 |
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176 |
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177 |
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178 |
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179 |
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180 |
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181 |
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182 |
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183 |
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184 |
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185 |
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186 |
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187 | class QGLShaderProgramPrivate
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188 | {
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189 | public:
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190 | QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {}
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191 | void populateVariableLists();
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192 |
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193 | QVector<QGLShader*> shaders;
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194 | QGLUniformList uniforms;
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195 | QGLVertexAttributeList attributeArrays;
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196 | bool valid;
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197 | GLuint programId;
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198 | QGLContext* ctx;
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199 | };
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200 |
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201 |
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202 |
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203 | void QGLShaderProgramPrivate::populateVariableLists()
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204 | {
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205 | attributeArrays.clear();
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206 | uniforms.clear();
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207 |
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208 | int count;
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209 | int sizeOfNameBuff;
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210 | char* name;
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211 | GLint nameLength;
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212 | GLenum type;
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213 | GLint size;
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214 | GLint location;
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215 |
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216 | glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count);
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217 | glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff);
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218 | name = new char[sizeOfNameBuff];
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219 |
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220 | for (int i = 0; i < count; ++i) {
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221 | nameLength = -1;
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222 | glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
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223 | if (nameLength == -1)
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224 | continue;
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225 |
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226 | location = glGetAttribLocation(programId, name);
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227 | attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx));
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228 | }
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229 |
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230 | delete [] name;
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231 |
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232 |
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233 | glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count);
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234 | glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff);
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235 |
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236 | name = new char[sizeOfNameBuff];
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237 |
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238 | for (int i = 0; i < count; ++i) {
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239 | nameLength = -1;
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240 | glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
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241 | if (nameLength == -1)
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242 | continue;
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243 |
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244 | location = glGetUniformLocation(programId, name);
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245 | uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx));
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246 | }
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247 | }
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248 |
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249 |
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250 | QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx)
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251 | : d_ptr(new QGLShaderProgramPrivate)
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252 | {
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253 | Q_D(QGLShaderProgram);
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254 | if (!ctx)
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255 | ctx = QGLContext::currentContext();
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256 |
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257 | if (!ctx) {
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258 | qWarning("QGLShaderProgram being created without a context");
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259 | return;
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260 | }
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261 |
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262 | d->ctx = const_cast<QGLContext*>(ctx);
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263 | d->ctx->makeCurrent();
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264 |
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265 | d->programId = glCreateProgram();
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266 |
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267 | d->valid = false;
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268 | }
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269 |
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270 |
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271 | const QGLUniformList & QGLShaderProgram::uniforms()
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272 | {
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273 | Q_D(QGLShaderProgram);
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274 | return const_cast<const QGLUniformList&>(d->uniforms);
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275 | }
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276 |
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277 |
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278 | const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes()
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279 | {
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280 | Q_D(QGLShaderProgram);
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281 | return const_cast<const QGLVertexAttributeList&>(d->attributeArrays);
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282 | }
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283 |
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284 |
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285 | bool QGLShaderProgram::addShader(QGLShader* newShader)
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286 | {
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287 | Q_D(QGLShaderProgram);
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288 | if (!newShader || !d->ctx)
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289 | return false;
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290 |
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291 | if (newShader->context() != d->ctx) {
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292 | qWarning("Shader object's context does not match program's context");
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293 | return false;
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294 | }
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295 |
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296 | if (!newShader->isValid())
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297 | return false;
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298 |
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299 | QGLContext* ctx = d->ctx;
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300 | if (!ctx)
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301 | return false;
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302 | ctx->makeCurrent();
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303 |
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304 | glAttachShader(d->programId, newShader->id());
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305 |
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306 | d->shaders.append(newShader);
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307 | return true;
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308 | }
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309 |
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310 |
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311 | bool QGLShaderProgram::removeShader(QGLShader* oldShader)
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312 | {
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313 | Q_D(QGLShaderProgram);
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314 |
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315 | int idx = d->shaders.indexOf(oldShader);
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316 |
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317 | if (idx == -1)
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318 | return false;
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319 |
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320 | d->shaders.remove(idx);
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321 |
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322 | QGLContext* ctx = d->ctx;
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323 | if (!ctx)
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324 | return false;
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325 | ctx->makeCurrent();
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326 |
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327 | glDetachShader(d->programId, oldShader->id());
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328 | return true;
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329 | }
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330 |
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331 |
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332 | bool QGLShaderProgram::removeAllShaders()
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333 | {
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334 | Q_D(QGLShaderProgram);
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335 |
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336 | QGLContext* ctx = d->ctx;
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337 | if (!ctx)
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338 | return false;
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339 | ctx->makeCurrent();
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340 |
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341 | foreach (QGLShader* shader, d->shaders)
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342 | glDetachShader(d->programId, shader->id());
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343 |
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344 | d->shaders.clear();
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345 | return true;
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346 | }
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347 |
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348 | #include <stdio.h>
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349 |
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350 | bool QGLShaderProgram::link()
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351 | {
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352 | Q_D(QGLShaderProgram);
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353 |
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354 | QGLContext* ctx = d->ctx;
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355 | if (!ctx)
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356 | return false;
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357 | ctx->makeCurrent();
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358 |
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359 | glLinkProgram(d->programId);
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360 |
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361 |
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362 | GLint linked;
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363 | glGetProgramiv(d->programId, GL_LINK_STATUS, &linked);
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364 |
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365 | if (!linked)
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366 | return false;
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367 |
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368 | d->populateVariableLists();
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369 |
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370 | d->valid = true;
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371 | return true;
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372 | }
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373 |
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374 | void QGLShaderProgram::use()
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375 | {
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376 | Q_D(QGLShaderProgram);
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377 | if (!d->valid)
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378 | return;
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379 |
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380 | glUseProgram(d->programId);
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381 | }
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382 |
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383 |
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384 | QString QGLShaderProgram::log()
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385 | {
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386 | Q_D(QGLShaderProgram);
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387 |
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388 | QGLContext* ctx = d->ctx;
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389 | if (!ctx)
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390 | return QString();
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391 | ctx->makeCurrent();
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392 |
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393 | GLint logSize = -666;
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394 | glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize);
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395 |
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396 | char* logData = new char[logSize];
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397 | GLint logLength;
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398 |
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399 | glGetProgramInfoLog(d->programId, logSize, &logLength, logData);
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400 |
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401 | QString result = QString::fromAscii(logData);
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402 | delete [] logData;
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403 |
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404 | return result;
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405 | }
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406 |
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407 | GLuint QGLShaderProgram::id()
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408 | {
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409 | Q_D(QGLShaderProgram);
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410 | return d->programId;
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411 | }
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412 |
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413 | /////////////////////////////////////////////////////////////////////////
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414 |
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415 |
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416 |
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417 |
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418 | QGLUniform::QGLUniform()
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419 | : m_id(0), m_type(QGLInvalidType), ctx(0)
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420 | {
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421 | qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link");
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422 | }
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423 |
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424 | const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const
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425 | {
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426 | if (m_type != QGLFloatType)
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427 | return *this;
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428 |
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429 | glUniform1f(m_id, rhs);
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430 |
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431 | return *this;
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432 | }
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433 |
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434 | const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const
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435 | {
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436 | if (m_type != QGLVec2Type)
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437 | return *this;
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438 |
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439 | glUniform2fv(m_id, 1, (const GLfloat*)&rhs);
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440 |
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441 | return *this;
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442 | }
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443 |
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444 | const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const
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445 | {
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446 | if (m_type != QGLVec2Type)
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447 | return *this;
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448 |
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449 | glUniform2f(m_id, rhs.width(), rhs.height());
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450 |
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451 | return *this;
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452 | }
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453 |
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454 | const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const
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455 | {
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456 | if (m_type != QGLVec2Type)
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457 | return *this;
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458 |
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459 | glUniform2f(m_id, rhs.x(), rhs.y());
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460 |
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461 | return *this;
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462 | }
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463 |
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464 | const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const
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465 | {
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466 | if (m_type != QGLVec3Type)
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467 | return *this;
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468 |
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469 | glUniform3fv(m_id, 1, (const GLfloat*)&rhs);
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470 |
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471 | return *this;
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472 | }
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473 |
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474 | const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const
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475 | {
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476 | if (m_type != QGLVec4Type)
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477 | return *this;
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478 |
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479 | glUniform4fv(m_id, 1, (const GLfloat*)&rhs);
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480 |
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481 | return *this;
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482 | }
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483 |
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484 | const QGLUniform& QGLUniform::operator=(const QColor& rhs) const
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485 | {
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486 | if (m_type != QGLVec4Type)
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487 | return *this;
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488 |
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489 | glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF());
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490 |
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491 | return *this;
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492 | }
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493 |
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494 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const
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495 | {
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496 | if (m_type != QGLMat2Type)
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497 | return *this;
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498 |
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499 | glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
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500 |
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501 | return *this;
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502 | }
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503 |
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504 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const
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505 | {
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506 | if (m_type != QGLMat3Type)
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507 | return *this;
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508 |
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509 | glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
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510 |
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511 | return *this;
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512 | }
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513 |
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514 | // Transposes ready for GL
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515 | const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const
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516 | {
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517 | if (m_type != QGLMat3Type)
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518 | return *this;
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519 |
|
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520 | GLfloat mat3[3][3] = {
|
---|
521 | {rhs.m11(), rhs.m12(), rhs.m13()},
|
---|
522 | {rhs.m21(), rhs.m22(), rhs.m23()},
|
---|
523 | {rhs.m31(), rhs.m32(), rhs.m33()}
|
---|
524 | };
|
---|
525 |
|
---|
526 | glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3);
|
---|
527 |
|
---|
528 | return *this;
|
---|
529 | }
|
---|
530 |
|
---|
531 | const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const
|
---|
532 | {
|
---|
533 | if (m_type != QGLMat4Type)
|
---|
534 | return *this;
|
---|
535 |
|
---|
536 | glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
|
---|
537 |
|
---|
538 | return *this;
|
---|
539 | }
|
---|
540 |
|
---|
541 | const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const
|
---|
542 | {
|
---|
543 | if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType))
|
---|
544 | return *this;
|
---|
545 |
|
---|
546 | glUniform1i(m_id, rhs);
|
---|
547 |
|
---|
548 | return *this;
|
---|
549 | }
|
---|
550 |
|
---|
551 |
|
---|
552 |
|
---|
553 |
|
---|
554 | /////////////////////////////////////////////////////////////////////////
|
---|
555 |
|
---|
556 | QGLVertexAttribute::QGLVertexAttribute()
|
---|
557 | : m_id(0), m_type(QGLInvalidType), ctx(0)
|
---|
558 | {
|
---|
559 | qWarning("Unknown vertex attribute!");
|
---|
560 | }
|
---|
561 |
|
---|
562 | void QGLVertexAttribute::enable() const
|
---|
563 | {
|
---|
564 | glEnableVertexAttribArray(m_id);
|
---|
565 | }
|
---|
566 |
|
---|
567 | void QGLVertexAttribute::disable() const
|
---|
568 | {
|
---|
569 | glDisableVertexAttribArray(m_id);
|
---|
570 | }
|
---|
571 |
|
---|
572 | // NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this
|
---|
573 | // method isn't very useful. I.e. The datatypes are needed to distinguish the different
|
---|
574 | // sizes for the function signatures.
|
---|
575 | const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const
|
---|
576 | {
|
---|
577 | int size = -1;
|
---|
578 | if (m_type == QGLFloatType)
|
---|
579 | size = 1;
|
---|
580 | else if (m_type == QGLVec2Type)
|
---|
581 | size = 2;
|
---|
582 | else if (m_type == QGLVec3Type)
|
---|
583 | size = 3;
|
---|
584 | else if (m_type == QGLVec4Type)
|
---|
585 | size = 4;
|
---|
586 | else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes...
|
---|
587 | size = 4;
|
---|
588 | else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes...
|
---|
589 | size = 9;
|
---|
590 | else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes...
|
---|
591 | size = 16;
|
---|
592 | else
|
---|
593 | return *this;
|
---|
594 |
|
---|
595 | glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs);
|
---|
596 |
|
---|
597 | return *this;
|
---|
598 | }
|
---|
599 |
|
---|
600 | const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const
|
---|
601 | {
|
---|
602 | glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs);
|
---|
603 |
|
---|
604 | return *this;
|
---|
605 | }
|
---|