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++ // Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include <Qt3DRender/private/stringtoint_p.h>
++ #include "gllights_p.h"
++
++ #define LIGHT_POSITION_NAME QLatin1String(".position")
++ #define LIGHT_TYPE_NAME QLatin1String(".type")
++ #define LIGHT_COLOR_NAME QLatin1String(".color")
++ #define LIGHT_INTENSITY_NAME QLatin1String(".intensity")
++ #define LIGHT_DIRECTION_NAME QLatin1String(".direction")
++ #define LIGHT_LINEAR_ATTENUATION_NAME QLatin1String(".linearAttenuation")
++ #define LIGHT_QUADRATIC_ATTENUATION_NAME QLatin1String(".quadraticAttenuation")
++ #define LIGHT_CONSTANT_ATTENUATION_NAME QLatin1String(".constantAttenuation")
++ #define LIGHT_CUT_OFF_ANGLE_NAME QLatin1String(".cutOffAngle")
++
++ #define DECLARE_LIGHT_STRUCT_NAME(idx)\
++ QLatin1String("lights[") + QLatin1Char(char('0' + idx)) + QLatin1Char(']')
++
++ #define DECLARE_LIGHT_POSITION_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_POSITION_NAME)
++
++ #define DECLARE_LIGHT_TYPE_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_TYPE_NAME)
++
++ #define DECLARE_LIGHT_COLOR_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_COLOR_NAME)
++
++ #define DECLARE_LIGHT_INTENSITY_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_INTENSITY_NAME)
++
++ #define DECLARE_LIGHT_DIRECTION_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_DIRECTION_NAME)
++
++ #define DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_LINEAR_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_QUADRATIC_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_CONSTANT_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_NAMES[idx] + LIGHT_CUT_OFF_ANGLE_NAME)
++
++ #define DECLARE_LIGHT_STRUCT_UNROLL_NAME(idx)\
++ QLatin1String("light_") + QLatin1Char(char('0' + idx))
++
++ #define DECLARE_LIGHT_POSITION_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_POSITION_NAME)
++
++ #define DECLARE_LIGHT_TYPE_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_TYPE_NAME)
++
++ #define DECLARE_LIGHT_COLOR_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_COLOR_NAME)
++
++ #define DECLARE_LIGHT_INTENSITY_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_INTENSITY_NAME)
++
++ #define DECLARE_LIGHT_DIRECTION_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_DIRECTION_NAME)
++
++ #define DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_LINEAR_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_QUADRATIC_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_CONSTANT_ATTENUATION_NAME)
++
++ #define DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(idx)\
++ StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[idx] + LIGHT_CUT_OFF_ANGLE_NAME)
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++ namespace Render {
++ namespace OpenGL {
++
++ int GLLights::LIGHT_COUNT_NAME_ID = StringToInt::lookupId(QLatin1String("lightCount"));
++
++ QString GLLights::LIGHT_STRUCT_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_STRUCT_NAME(0),
++ DECLARE_LIGHT_STRUCT_NAME(1),
++ DECLARE_LIGHT_STRUCT_NAME(2),
++ DECLARE_LIGHT_STRUCT_NAME(3),
++ DECLARE_LIGHT_STRUCT_NAME(4),
++ DECLARE_LIGHT_STRUCT_NAME(5),
++ DECLARE_LIGHT_STRUCT_NAME(6),
++ DECLARE_LIGHT_STRUCT_NAME(7)
++ };
++
++ int GLLights::LIGHT_POSITION_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_POSITION_NAME(0),
++ DECLARE_LIGHT_POSITION_NAME(1),
++ DECLARE_LIGHT_POSITION_NAME(2),
++ DECLARE_LIGHT_POSITION_NAME(3),
++ DECLARE_LIGHT_POSITION_NAME(4),
++ DECLARE_LIGHT_POSITION_NAME(5),
++ DECLARE_LIGHT_POSITION_NAME(6),
++ DECLARE_LIGHT_POSITION_NAME(7)
++ };
++
++ int GLLights::LIGHT_TYPE_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_TYPE_NAME(0),
++ DECLARE_LIGHT_TYPE_NAME(1),
++ DECLARE_LIGHT_TYPE_NAME(2),
++ DECLARE_LIGHT_TYPE_NAME(3),
++ DECLARE_LIGHT_TYPE_NAME(4),
++ DECLARE_LIGHT_TYPE_NAME(5),
++ DECLARE_LIGHT_TYPE_NAME(6),
++ DECLARE_LIGHT_TYPE_NAME(7)
++ };
++
++ int GLLights::LIGHT_COLOR_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_COLOR_NAME(0),
++ DECLARE_LIGHT_COLOR_NAME(1),
++ DECLARE_LIGHT_COLOR_NAME(2),
++ DECLARE_LIGHT_COLOR_NAME(3),
++ DECLARE_LIGHT_COLOR_NAME(4),
++ DECLARE_LIGHT_COLOR_NAME(5),
++ DECLARE_LIGHT_COLOR_NAME(6),
++ DECLARE_LIGHT_COLOR_NAME(7)
++ };
++
++ int GLLights::LIGHT_INTENSITY_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_INTENSITY_NAME(0),
++ DECLARE_LIGHT_INTENSITY_NAME(1),
++ DECLARE_LIGHT_INTENSITY_NAME(2),
++ DECLARE_LIGHT_INTENSITY_NAME(3),
++ DECLARE_LIGHT_INTENSITY_NAME(4),
++ DECLARE_LIGHT_INTENSITY_NAME(5),
++ DECLARE_LIGHT_INTENSITY_NAME(6),
++ DECLARE_LIGHT_INTENSITY_NAME(7)
++ };
++
++ int GLLights::LIGHT_DIRECTION_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_DIRECTION_NAME(0),
++ DECLARE_LIGHT_DIRECTION_NAME(1),
++ DECLARE_LIGHT_DIRECTION_NAME(2),
++ DECLARE_LIGHT_DIRECTION_NAME(3),
++ DECLARE_LIGHT_DIRECTION_NAME(4),
++ DECLARE_LIGHT_DIRECTION_NAME(5),
++ DECLARE_LIGHT_DIRECTION_NAME(6),
++ DECLARE_LIGHT_DIRECTION_NAME(7)
++ };
++
++ int GLLights::LIGHT_LINEAR_ATTENUATION_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(0),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(1),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(2),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(3),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(4),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(5),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(6),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_NAME(7)
++ };
++
++ int GLLights::LIGHT_QUADRATIC_ATTENUATION_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(0),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(1),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(2),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(3),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(4),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(5),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(6),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_NAME(7)
++ };
++
++ int GLLights::LIGHT_CONSTANT_ATTENUATION_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(0),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(1),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(2),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(3),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(4),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(5),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(6),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_NAME(7)
++ };
++
++ int GLLights::LIGHT_CUT_OFF_ANGLE_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(0),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(1),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(2),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(3),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(4),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(5),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(6),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_NAME(7)
++ };
++
++ QString GLLights::LIGHT_STRUCT_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(0),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(1),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(2),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(3),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(4),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(5),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(6),
++ DECLARE_LIGHT_STRUCT_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_POSITION_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(0),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(1),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(2),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(3),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(4),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(5),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(6),
++ DECLARE_LIGHT_POSITION_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_TYPE_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(0),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(1),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(2),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(3),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(4),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(5),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(6),
++ DECLARE_LIGHT_TYPE_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_COLOR_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(0),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(1),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(2),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(3),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(4),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(5),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(6),
++ DECLARE_LIGHT_COLOR_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_INTENSITY_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(0),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(1),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(2),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(3),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(4),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(5),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(6),
++ DECLARE_LIGHT_INTENSITY_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_DIRECTION_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(0),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(1),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(2),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(3),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(4),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(5),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(6),
++ DECLARE_LIGHT_DIRECTION_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_LINEAR_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(0),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(1),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(2),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(3),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(4),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(5),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(6),
++ DECLARE_LIGHT_LINEAR_ATTENUATION_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(0),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(1),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(2),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(3),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(4),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(5),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(6),
++ DECLARE_LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_CONSTANT_ATTENUATION_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(0),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(1),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(2),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(3),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(4),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(5),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(6),
++ DECLARE_LIGHT_CONSTANT_ATTENUATION_UNROLL_NAME(7)
++ };
++
++ int GLLights::LIGHT_CUT_OFF_ANGLE_UNROLL_NAMES[MAX_LIGHTS] = {
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(0),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(1),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(2),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(3),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(4),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(5),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(6),
++ DECLARE_LIGHT_CUT_OFF_ANGLE_UNROLL_NAME(7)
++ };
++
++ } // namespace OpenGL
++ } // namespace Render
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE