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365 lines
16 KiB
365 lines
16 KiB
5 months ago
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// qopenglshaderprogram.sip generated by MetaSIP
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//
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// This file is part of the QtGui Python extension module.
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//
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// Copyright (c) 2023 Riverbank Computing Limited <info@riverbankcomputing.com>
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//
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// This file is part of PyQt5.
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//
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// This file may be used under the terms of the GNU General Public License
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// version 3.0 as published by the Free Software Foundation and appearing in
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// the file LICENSE included in the packaging of this file. Please review the
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// following information to ensure the GNU General Public License version 3.0
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// requirements will be met: http://www.gnu.org/copyleft/gpl.html.
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//
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// If you do not wish to use this file under the terms of the GPL version 3.0
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// then you may purchase a commercial license. For more information contact
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// info@riverbankcomputing.com.
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//
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// This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
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// WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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%If (PyQt_OpenGL)
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class QOpenGLShader : QObject
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{
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%TypeHeaderCode
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#include <qopenglshaderprogram.h>
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%End
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public:
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enum ShaderTypeBit
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{
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Vertex,
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Fragment,
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%If (Qt_5_1_0 -)
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Geometry,
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%End
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%If (Qt_5_1_0 -)
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TessellationControl,
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%End
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%If (Qt_5_1_0 -)
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TessellationEvaluation,
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%End
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%If (Qt_5_1_0 -)
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Compute,
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%End
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};
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typedef QFlags<QOpenGLShader::ShaderTypeBit> ShaderType;
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QOpenGLShader(QOpenGLShader::ShaderType type, QObject *parent /TransferThis/ = 0);
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virtual ~QOpenGLShader();
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QOpenGLShader::ShaderType shaderType() const;
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bool compileSourceCode(const QByteArray &source);
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bool compileSourceCode(const QString &source);
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bool compileSourceFile(const QString &fileName);
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QByteArray sourceCode() const;
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bool isCompiled() const;
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QString log() const;
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GLuint shaderId() const;
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static bool hasOpenGLShaders(QOpenGLShader::ShaderType type, QOpenGLContext *context = 0);
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};
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%End
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%If (PyQt_OpenGL)
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QFlags<QOpenGLShader::ShaderTypeBit> operator|(QOpenGLShader::ShaderTypeBit f1, QFlags<QOpenGLShader::ShaderTypeBit> f2);
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%End
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%If (PyQt_OpenGL)
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class QOpenGLShaderProgram : QObject
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{
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%TypeHeaderCode
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#include <qopenglshaderprogram.h>
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%End
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public:
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explicit QOpenGLShaderProgram(QObject *parent /TransferThis/ = 0);
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virtual ~QOpenGLShaderProgram();
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bool addShader(QOpenGLShader *shader);
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void removeShader(QOpenGLShader *shader);
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QList<QOpenGLShader *> shaders() const;
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bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source);
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bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source);
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bool addShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName);
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void removeAllShaders();
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virtual bool link();
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bool isLinked() const;
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QString log() const;
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bool bind();
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void release();
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GLuint programId() const;
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void bindAttributeLocation(const QByteArray &name, int location);
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void bindAttributeLocation(const QString &name, int location);
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int attributeLocation(const QByteArray &name) const;
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int attributeLocation(const QString &name) const;
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void setAttributeValue(int location, GLfloat value);
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void setAttributeValue(int location, GLfloat x, GLfloat y);
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void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z);
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void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setAttributeValue(int location, const QVector2D &value);
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void setAttributeValue(int location, const QVector3D &value);
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void setAttributeValue(int location, const QVector4D &value);
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void setAttributeValue(int location, const QColor &value);
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void setAttributeValue(const char *name, GLfloat value);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
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void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setAttributeValue(const char *name, const QVector2D &value);
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void setAttributeValue(const char *name, const QVector3D &value);
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void setAttributeValue(const char *name, const QVector4D &value);
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void setAttributeValue(const char *name, const QColor &value);
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void setAttributeArray(int location, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_ATTRIBUTE_ARRAY"/);
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%MethodCode
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const GLfloat *values;
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int tsize;
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values = qpyopengl_attribute_array(a1, sipSelf, SIPLong_FromLong(a0), &tsize,
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&sipError);
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if (values)
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sipCpp->setAttributeArray(a0, values, tsize);
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%End
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void setAttributeArray(const char *name, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_ATTRIBUTE_ARRAY"/);
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%MethodCode
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const GLfloat *values;
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int tsize;
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values = qpyopengl_attribute_array(a1, sipSelf, SIPBytes_FromString(a0),
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&tsize, &sipError);
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if (values)
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sipCpp->setAttributeArray(a0, values, tsize);
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%End
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void setAttributeBuffer(int location, GLenum type, int offset, int tupleSize, int stride = 0);
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void setAttributeBuffer(const char *name, GLenum type, int offset, int tupleSize, int stride = 0);
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void enableAttributeArray(int location);
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void enableAttributeArray(const char *name);
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void disableAttributeArray(int location);
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void disableAttributeArray(const char *name);
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int uniformLocation(const QByteArray &name) const;
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int uniformLocation(const QString &name) const;
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void setUniformValue(int location, GLint value /Constrained/);
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void setUniformValue(int location, GLfloat value /Constrained/);
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void setUniformValue(int location, GLfloat x, GLfloat y);
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void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z);
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void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setUniformValue(int location, const QVector2D &value);
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void setUniformValue(int location, const QVector3D &value);
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void setUniformValue(int location, const QVector4D &value);
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void setUniformValue(int location, const QColor &color);
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void setUniformValue(int location, const QPoint &point);
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void setUniformValue(int location, const QPointF &point);
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void setUniformValue(int location, const QSize &size);
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void setUniformValue(int location, const QSizeF &size);
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void setUniformValue(int location, const QMatrix2x2 &value);
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void setUniformValue(int location, const QMatrix2x3 &value);
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void setUniformValue(int location, const QMatrix2x4 &value);
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void setUniformValue(int location, const QMatrix3x2 &value);
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void setUniformValue(int location, const QMatrix3x3 &value);
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void setUniformValue(int location, const QMatrix3x4 &value);
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void setUniformValue(int location, const QMatrix4x2 &value);
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void setUniformValue(int location, const QMatrix4x3 &value);
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void setUniformValue(int location, const QMatrix4x4 &value);
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void setUniformValue(int location, const QTransform &value);
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void setUniformValue(const char *name, GLint value /Constrained/);
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void setUniformValue(const char *name, GLfloat value /Constrained/);
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void setUniformValue(const char *name, GLfloat x, GLfloat y);
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void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
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void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void setUniformValue(const char *name, const QVector2D &value);
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void setUniformValue(const char *name, const QVector3D &value);
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void setUniformValue(const char *name, const QVector4D &value);
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void setUniformValue(const char *name, const QColor &color);
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void setUniformValue(const char *name, const QPoint &point);
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void setUniformValue(const char *name, const QPointF &point);
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void setUniformValue(const char *name, const QSize &size);
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void setUniformValue(const char *name, const QSizeF &size);
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void setUniformValue(const char *name, const QMatrix2x2 &value);
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void setUniformValue(const char *name, const QMatrix2x3 &value);
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void setUniformValue(const char *name, const QMatrix2x4 &value);
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void setUniformValue(const char *name, const QMatrix3x2 &value);
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void setUniformValue(const char *name, const QMatrix3x3 &value);
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void setUniformValue(const char *name, const QMatrix3x4 &value);
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void setUniformValue(const char *name, const QMatrix4x2 &value);
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void setUniformValue(const char *name, const QMatrix4x3 &value);
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void setUniformValue(const char *name, const QMatrix4x4 &value);
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void setUniformValue(const char *name, const QTransform &value);
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void setUniformValueArray(int location, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_UNIFORM_VALUE_ARRAY"/);
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%MethodCode
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const void *values;
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const sipTypeDef *array_type;
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int array_len, tsize;
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values = qpyopengl_uniform_value_array(a1, sipSelf, SIPLong_FromLong(a0),
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&array_type, &array_len, &tsize, &sipError);
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if (values)
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{
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if (array_type == sipType_QVector2D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector2D *>(values), array_len);
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else if (array_type == sipType_QVector3D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector3D *>(values), array_len);
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else if (array_type == sipType_QVector4D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector4D *>(values), array_len);
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else if (array_type == sipType_QMatrix2x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix2x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix2x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x4 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x4 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x4 *>(values), array_len);
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else
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const GLfloat *>(values), array_len, tsize);
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}
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%End
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void setUniformValueArray(const char *name, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_UNIFORM_VALUE_ARRAY"/);
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%MethodCode
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const void *values;
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const sipTypeDef *array_type;
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int array_len, tsize;
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values = qpyopengl_uniform_value_array(a1, sipSelf, SIPBytes_FromString(a0),
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&array_type, &array_len, &tsize, &sipError);
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if (values)
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{
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if (array_type == sipType_QVector2D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector2D *>(values), array_len);
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else if (array_type == sipType_QVector3D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector3D *>(values), array_len);
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else if (array_type == sipType_QVector4D)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QVector4D *>(values), array_len);
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else if (array_type == sipType_QMatrix2x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix2x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix2x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix2x4 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix3x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix3x4 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x2)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x2 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x3)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x3 *>(values), array_len);
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else if (array_type == sipType_QMatrix4x4)
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const QMatrix4x4 *>(values), array_len);
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else
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sipCpp->setUniformValueArray(a0,
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reinterpret_cast<const GLfloat *>(values), array_len, tsize);
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}
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%End
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static bool hasOpenGLShaderPrograms(QOpenGLContext *context = 0);
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%If (Qt_5_1_0 -)
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int maxGeometryOutputVertices() const;
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%End
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%If (Qt_5_1_0 -)
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void setPatchVertexCount(int count);
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%End
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%If (Qt_5_1_0 -)
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int patchVertexCount() const;
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%End
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%If (Qt_5_1_0 -)
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void setDefaultOuterTessellationLevels(const QVector<float> &levels);
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%End
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%If (Qt_5_1_0 -)
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QVector<float> defaultOuterTessellationLevels() const;
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%End
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%If (Qt_5_1_0 -)
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void setDefaultInnerTessellationLevels(const QVector<float> &levels);
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%End
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%If (Qt_5_1_0 -)
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QVector<float> defaultInnerTessellationLevels() const;
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%End
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%If (Qt_5_3_0 -)
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bool create();
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%End
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|
%If (Qt_5_9_0 -)
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bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source);
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||
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%End
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|
%If (Qt_5_9_0 -)
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bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source);
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||
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%End
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%If (Qt_5_9_0 -)
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bool addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName);
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%End
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};
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%End
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%ModuleHeaderCode
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#include "qpyopengl_api.h"
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%End
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||
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%InitialisationCode
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#if defined(SIP_FEATURE_PyQt_OpenGL)
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qpyopengl_init();
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#endif
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%End
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%ExportedTypeHintCode
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||
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# Convenient aliases for complicated OpenGL types.
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||
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PYQT_OPENGL_ARRAY = typing.Union[typing.Sequence[int], typing.Sequence[float],
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||
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PyQt5.sip.Buffer, None]
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||
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PYQT_OPENGL_BOUND_ARRAY = typing.Union[typing.Sequence[int],
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typing.Sequence[float], PyQt5.sip.Buffer, int, None]
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%End
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||
|
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|
%TypeHintCode
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||
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# Convenient aliases for complicated OpenGL types.
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||
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PYQT_SHADER_ATTRIBUTE_ARRAY = typing.Union[typing.Sequence['QVector2D'],
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||
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typing.Sequence['QVector3D'], typing.Sequence['QVector4D'],
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||
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typing.Sequence[typing.Sequence[float]]]
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||
|
PYQT_SHADER_UNIFORM_VALUE_ARRAY = typing.Union[typing.Sequence['QVector2D'],
|
||
|
typing.Sequence['QVector3D'], typing.Sequence['QVector4D'],
|
||
|
typing.Sequence['QMatrix2x2'], typing.Sequence['QMatrix2x3'],
|
||
|
typing.Sequence['QMatrix2x4'], typing.Sequence['QMatrix3x2'],
|
||
|
typing.Sequence['QMatrix3x3'], typing.Sequence['QMatrix3x4'],
|
||
|
typing.Sequence['QMatrix4x2'], typing.Sequence['QMatrix4x3'],
|
||
|
typing.Sequence['QMatrix4x4'], typing.Sequence[typing.Sequence[float]]]
|
||
|
%End
|