// qopenglshaderprogram.sip generated by MetaSIP // // This file is part of the QtGui Python extension module. // // Copyright (c) 2017 Riverbank Computing Limited // // This file is part of PyQt5. // // This file may be used under the terms of the GNU General Public License // version 3.0 as published by the Free Software Foundation and appearing in // the file LICENSE included in the packaging of this file. Please review the // following information to ensure the GNU General Public License version 3.0 // requirements will be met: http://www.gnu.org/copyleft/gpl.html. // // If you do not wish to use this file under the terms of the GPL version 3.0 // then you may purchase a commercial license. For more information contact // info@riverbankcomputing.com. // // This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE // WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. %If (PyQt_OpenGL) class QOpenGLShader : QObject { %TypeHeaderCode #include %End public: enum ShaderTypeBit { Vertex, Fragment, %If (Qt_5_1_0 -) Geometry, %End %If (Qt_5_1_0 -) TessellationControl, %End %If (Qt_5_1_0 -) TessellationEvaluation, %End %If (Qt_5_1_0 -) Compute, %End }; typedef QFlags ShaderType; QOpenGLShader(QOpenGLShader::ShaderType type, QObject *parent /TransferThis/ = 0); virtual ~QOpenGLShader(); QOpenGLShader::ShaderType shaderType() const; bool compileSourceCode(const QByteArray &source); bool compileSourceCode(const QString &source); bool compileSourceFile(const QString &fileName); QByteArray sourceCode() const; bool isCompiled() const; QString log() const; GLuint shaderId() const; static bool hasOpenGLShaders(QOpenGLShader::ShaderType type, QOpenGLContext *context = 0); private: QOpenGLShader(const QOpenGLShader &); }; %End %If (PyQt_OpenGL) QFlags operator|(QOpenGLShader::ShaderTypeBit f1, QFlags f2); %End %If (PyQt_OpenGL) class QOpenGLShaderProgram : QObject { %TypeHeaderCode #include %End public: explicit QOpenGLShaderProgram(QObject *parent /TransferThis/ = 0); virtual ~QOpenGLShaderProgram(); bool addShader(QOpenGLShader *shader); void removeShader(QOpenGLShader *shader); QList shaders() const; bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source); bool addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source); bool addShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName); void removeAllShaders(); virtual bool link(); bool isLinked() const; QString log() const; bool bind(); void release(); GLuint programId() const; void bindAttributeLocation(const QByteArray &name, int location); void bindAttributeLocation(const QString &name, int location); int attributeLocation(const QByteArray &name) const; int attributeLocation(const QString &name) const; void setAttributeValue(int location, GLfloat value); void setAttributeValue(int location, GLfloat x, GLfloat y); void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z); void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setAttributeValue(int location, const QVector2D &value); void setAttributeValue(int location, const QVector3D &value); void setAttributeValue(int location, const QVector4D &value); void setAttributeValue(int location, const QColor &value); void setAttributeValue(const char *name, GLfloat value); void setAttributeValue(const char *name, GLfloat x, GLfloat y); void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z); void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setAttributeValue(const char *name, const QVector2D &value); void setAttributeValue(const char *name, const QVector3D &value); void setAttributeValue(const char *name, const QVector4D &value); void setAttributeValue(const char *name, const QColor &value); void setAttributeArray(int location, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_ATTRIBUTE_ARRAY"/); %MethodCode const GLfloat *values; int tsize; values = qpyopengl_attribute_array(a1, sipSelf, SIPLong_FromLong(a0), &tsize, &sipError); if (values) sipCpp->setAttributeArray(a0, values, tsize); %End void setAttributeArray(const char *name, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_ATTRIBUTE_ARRAY"/); %MethodCode const GLfloat *values; int tsize; values = qpyopengl_attribute_array(a1, sipSelf, SIPBytes_FromString(a0), &tsize, &sipError); if (values) sipCpp->setAttributeArray(a0, values, tsize); %End void setAttributeBuffer(int location, GLenum type, int offset, int tupleSize, int stride = 0); void setAttributeBuffer(const char *name, GLenum type, int offset, int tupleSize, int stride = 0); void enableAttributeArray(int location); void enableAttributeArray(const char *name); void disableAttributeArray(int location); void disableAttributeArray(const char *name); int uniformLocation(const QByteArray &name) const; int uniformLocation(const QString &name) const; void setUniformValue(int location, GLint value /Constrained/); void setUniformValue(int location, GLfloat value /Constrained/); void setUniformValue(int location, GLfloat x, GLfloat y); void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z); void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setUniformValue(int location, const QVector2D &value); void setUniformValue(int location, const QVector3D &value); void setUniformValue(int location, const QVector4D &value); void setUniformValue(int location, const QColor &color); void setUniformValue(int location, const QPoint &point); void setUniformValue(int location, const QPointF &point); void setUniformValue(int location, const QSize &size); void setUniformValue(int location, const QSizeF &size); void setUniformValue(int location, const QMatrix2x2 &value); void setUniformValue(int location, const QMatrix2x3 &value); void setUniformValue(int location, const QMatrix2x4 &value); void setUniformValue(int location, const QMatrix3x2 &value); void setUniformValue(int location, const QMatrix3x3 &value); void setUniformValue(int location, const QMatrix3x4 &value); void setUniformValue(int location, const QMatrix4x2 &value); void setUniformValue(int location, const QMatrix4x3 &value); void setUniformValue(int location, const QMatrix4x4 &value); void setUniformValue(int location, const QTransform &value); void setUniformValue(const char *name, GLint value /Constrained/); void setUniformValue(const char *name, GLfloat value /Constrained/); void setUniformValue(const char *name, GLfloat x, GLfloat y); void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z); void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void setUniformValue(const char *name, const QVector2D &value); void setUniformValue(const char *name, const QVector3D &value); void setUniformValue(const char *name, const QVector4D &value); void setUniformValue(const char *name, const QColor &color); void setUniformValue(const char *name, const QPoint &point); void setUniformValue(const char *name, const QPointF &point); void setUniformValue(const char *name, const QSize &size); void setUniformValue(const char *name, const QSizeF &size); void setUniformValue(const char *name, const QMatrix2x2 &value); void setUniformValue(const char *name, const QMatrix2x3 &value); void setUniformValue(const char *name, const QMatrix2x4 &value); void setUniformValue(const char *name, const QMatrix3x2 &value); void setUniformValue(const char *name, const QMatrix3x3 &value); void setUniformValue(const char *name, const QMatrix3x4 &value); void setUniformValue(const char *name, const QMatrix4x2 &value); void setUniformValue(const char *name, const QMatrix4x3 &value); void setUniformValue(const char *name, const QMatrix4x4 &value); void setUniformValue(const char *name, const QTransform &value); void setUniformValueArray(int location, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_UNIFORM_VALUE_ARRAY"/); %MethodCode const void *values; const sipTypeDef *array_type; int array_len, tsize; values = qpyopengl_uniform_value_array(a1, sipSelf, SIPLong_FromLong(a0), &array_type, &array_len, &tsize, &sipError); if (values) { if (array_type == sipType_QVector2D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QVector3D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QVector4D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len, tsize); } %End void setUniformValueArray(const char *name, SIP_PYOBJECT values /TypeHint="PYQT_SHADER_UNIFORM_VALUE_ARRAY"/); %MethodCode const void *values; const sipTypeDef *array_type; int array_len, tsize; values = qpyopengl_uniform_value_array(a1, sipSelf, SIPBytes_FromString(a0), &array_type, &array_len, &tsize, &sipError); if (values) { if (array_type == sipType_QVector2D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QVector3D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QVector4D) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix2x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix3x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x2) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x3) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else if (array_type == sipType_QMatrix4x4) sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len); else sipCpp->setUniformValueArray(a0, reinterpret_cast(values), array_len, tsize); } %End static bool hasOpenGLShaderPrograms(QOpenGLContext *context = 0); %If (Qt_5_1_0 -) int maxGeometryOutputVertices() const; %End %If (Qt_5_1_0 -) void setPatchVertexCount(int count); %End %If (Qt_5_1_0 -) int patchVertexCount() const; %End %If (Qt_5_1_0 -) void setDefaultOuterTessellationLevels(const QVector &levels); %End %If (Qt_5_1_0 -) QVector defaultOuterTessellationLevels() const; %End %If (Qt_5_1_0 -) void setDefaultInnerTessellationLevels(const QVector &levels); %End %If (Qt_5_1_0 -) QVector defaultInnerTessellationLevels() const; %End %If (Qt_5_3_0 -) bool create(); %End %If (Qt_5_9_0 -) bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source); %End %If (Qt_5_9_0 -) bool addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source); %End %If (Qt_5_9_0 -) bool addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName); %End private: QOpenGLShaderProgram(const QOpenGLShaderProgram &); }; %End %ModuleHeaderCode #include "qpyopengl_api.h" %End %InitialisationCode #if defined(SIP_FEATURE_PyQt_OpenGL) qpyopengl_init(); #endif %End %ExportedTypeHintCode # Convenient aliases for complicated OpenGL types. PYQT_OPENGL_ARRAY = typing.Union[typing.Sequence[int], typing.Sequence[float], sip.Buffer, None] PYQT_OPENGL_BOUND_ARRAY = typing.Union[typing.Sequence[int], typing.Sequence[float], sip.Buffer, int, None] %End %TypeHintCode # Convenient aliases for complicated OpenGL types. PYQT_SHADER_ATTRIBUTE_ARRAY = typing.Union[typing.Sequence['QVector2D'], typing.Sequence['QVector3D'], typing.Sequence['QVector4D'], typing.Sequence[typing.Sequence[float]]] 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