diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2014-07-07 13:08:17 +0200 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2014-07-07 14:18:03 +0200 |
commit | 188f4d75cdf330f47fa71ade81525b6afde63a58 (patch) | |
tree | e20135e4ad04877a436a141ff97bd1c5194846bc /examples | |
parent | f5c6560547f9d4a1dc08b1f4f0eec5d9653010fc (diff) |
Automatic uniform binding
If the shader contains a uniform with a standard uniform name,
it will automatically be set. If a custom name is used within a shader for a
standard uniform variable, the user can add a ParameterMapper with
parameterName set to the Qt3D standardUniform name and shaderVariableName to
the custom name.
For user specified uniform parameters, if the parameter name is the same as
the shader uniform name, the binding is done automatically. Otherwise, a
ParameterMapper can be used.
At the moment automatic binding for Attributes still has to be sorted out as
default attribute names are dependent on a given MeshData.
Change-Id: If244b26e5c2b01c8b319ba78c57fb1e131736dcb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r-- | examples/simple-qml/main.qml | 20 |
1 files changed, 6 insertions, 14 deletions
diff --git a/examples/simple-qml/main.qml b/examples/simple-qml/main.qml index ec3223672..c478131ea 100644 --- a/examples/simple-qml/main.qml +++ b/examples/simple-qml/main.qml @@ -239,7 +239,6 @@ Entity { techniques : [ Technique { criteria : [TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"}] - parameters : [Parameter { name : "mVP"; value : Parameter.ModelViewProjection}] renderPasses : [ RenderPass { criteria : [] @@ -247,24 +246,24 @@ Entity { ParameterMapper {parameterName: "position"; shaderVariableName: "vertexPosition"; bindingType: ParameterMapper.Attribute}, ParameterMapper {parameterName: "texcoord"; shaderVariableName: "texCoord0"; bindingType: ParameterMapper.Attribute}, ParameterMapper {parameterName: "tex"; shaderVariableName: "texture"; bindingType: ParameterMapper.Uniform}, - ParameterMapper {parameterName: "mVP"; shaderVariableName: "mvp"; bindingType: ParameterMapper.StandardUniform} + ParameterMapper {parameterName: "modelViewProjection"; shaderVariableName: "customMvp"; bindingType: ParameterMapper.StandardUniform} ] shaderProgram : ShaderProgram { id : textureShader vertexShader: " #version 140 - in vec3 vertexPosition; + in vec4 vertexPosition; in vec3 vertexNormal; in vec2 texCoord0; out vec2 texCoord; - uniform mat4 mvp; + uniform mat4 customMvp; void main() { texCoord = texCoord0; - gl_Position = mvp * vec4(vertexPosition, 1.0); + gl_Position = customMvp * vertexPosition; }" fragmentShader: " @@ -321,11 +320,7 @@ Entity { Technique { criteria : [TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"}] - parameters : [ - Parameter { name : "lightPos"; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0);}, - Parameter { name : "mVM"; value : Parameter.ModelView}, - Parameter { name : "mNM"; value : Parameter.ModelViewNormal}, - Parameter { name : "mVP"; value : Parameter.ModelViewProjection}] + parameters : [Parameter { name : "lightPos"; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0);}] renderPasses : [ RenderPass { @@ -336,10 +331,7 @@ Entity { ParameterMapper {parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapper.Uniform}, ParameterMapper {parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapper.Uniform}, ParameterMapper {parameterName: "lightPos"; shaderVariableName: "lightPosition"; bindingType: ParameterMapper.Uniform}, - ParameterMapper {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterMapper.Uniform}, - ParameterMapper {parameterName: "mVM"; shaderVariableName: "modelViewMatrix"; bindingType: ParameterMapper.StandardUniform}, - ParameterMapper {parameterName: "mNM"; shaderVariableName: "normalMatrix"; bindingType: ParameterMapper.StandardUniform}, - ParameterMapper {parameterName: "mVP"; shaderVariableName: "mvp"; bindingType: ParameterMapper.StandardUniform} + ParameterMapper {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterMapper.Uniform} ] shaderProgram : ShaderProgram { id : diffuseShader |