diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-10 11:42:13 +0300 |
---|---|---|
committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-09-10 12:04:24 +0300 |
commit | a28cdb72a4ea768a898ca07f0df0fa3c17c073a8 (patch) | |
tree | 0bafdcfa99fc783e9f5204539a8242bf6128d795 /src/datavisualization/utils/shaderhelper.cpp | |
parent | f3e38983d77c72f3121c33a149a58fdf9c64158c (diff) |
Module renamed
Task-number: QTRD-2224
Change-Id: Iec18b6121809300b11d85445281d3c626c434f35
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/utils/shaderhelper.cpp')
-rw-r--r-- | src/datavisualization/utils/shaderhelper.cpp | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/src/datavisualization/utils/shaderhelper.cpp b/src/datavisualization/utils/shaderhelper.cpp new file mode 100644 index 00000000..508bc90a --- /dev/null +++ b/src/datavisualization/utils/shaderhelper.cpp @@ -0,0 +1,229 @@ +/**************************************************************************** +** +** Copyright (C) 2013 Digia Plc +** All rights reserved. +** For any questions to Digia, please use contact form at http://qt.digia.com +** +** This file is part of the QtDataVisualization module. +** +** Licensees holding valid Qt Enterprise licenses may use this file in +** accordance with the Qt Enterprise License Agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and Digia. +** +** If you have questions regarding the use of this file, please use +** contact form at http://qt.digia.com +** +****************************************************************************/ + +#include "shaderhelper_p.h" + +#include <QOpenGLShader> + +QT_DATAVISUALIZATION_BEGIN_NAMESPACE + +ShaderHelper::ShaderHelper(QObject *parent, + const QString &vertexShader, + const QString &fragmentShader, + const QString &texture, + const QString &depthTexture) + : m_caller(parent), + m_program(0), + m_vertexShaderFile(vertexShader), + m_fragmentShaderFile(fragmentShader), + m_textureFile(texture), + m_depthTextureFile(depthTexture) +{ +} + +ShaderHelper::~ShaderHelper() +{ + delete m_program; +} + +void ShaderHelper::setShaders(const QString &vertexShader, + const QString &fragmentShader) +{ + m_vertexShaderFile = vertexShader; + m_fragmentShaderFile = fragmentShader; +} + +void ShaderHelper::setTextures(const QString &texture, + const QString &depthTexture) +{ + m_textureFile = texture; + m_depthTextureFile = depthTexture; +} + +void ShaderHelper::initialize() +{ + if (m_program) + delete m_program; + m_program = new QOpenGLShaderProgram(m_caller); + if (!m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, m_vertexShaderFile)) + qFatal("Compiling Vertex shader failed"); + if (!m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, m_fragmentShaderFile)) + qFatal("Compiling Fragment shader failed"); + m_program->link(); + + m_positionAttr = m_program->attributeLocation("vertexPosition_mdl"); + m_normalAttr = m_program->attributeLocation("vertexNormal_mdl"); + m_uvAttr = m_program->attributeLocation("vertexUV"); + + m_mvpMatrixUniform = m_program->uniformLocation("MVP"); + m_viewMatrixUniform = m_program->uniformLocation("V"); + m_modelMatrixUniform = m_program->uniformLocation("M"); + m_invTransModelMatrixUniform = m_program->uniformLocation("itM"); + m_depthMatrixUniform = m_program->uniformLocation("depthMVP"); + m_lightPositionUniform = m_program->uniformLocation("lightPosition_wrld"); + m_lightStrengthUniform = m_program->uniformLocation("lightStrength"); + m_ambientStrengthUniform = m_program->uniformLocation("ambientStrength"); + m_shadowQualityUniform = m_program->uniformLocation("shadowQuality"); + m_colorUniform = m_program->uniformLocation("color_mdl"); + m_textureUniform = m_program->uniformLocation("textureSampler"); + m_shadowUniform = m_program->uniformLocation("shadowMap"); + + m_initialized = true; +} + +void ShaderHelper::bind() +{ + m_program->bind(); +} + +void ShaderHelper::release() +{ + m_program->release(); +} + +void ShaderHelper::setUniformValue(GLuint uniform, const QVector3D &value) +{ + m_program->setUniformValue(uniform, value); +} + +void ShaderHelper::setUniformValue(GLuint uniform, const QVector4D &value) +{ + m_program->setUniformValue(uniform, value); +} + +void ShaderHelper::setUniformValue(GLuint uniform, const QMatrix4x4 &value) +{ + m_program->setUniformValue(uniform, value); +} + +void ShaderHelper::setUniformValue(GLuint uniform, GLfloat value) +{ + m_program->setUniformValue(uniform, value); +} + +void ShaderHelper::setUniformValue(GLuint uniform, GLint value) +{ + m_program->setUniformValue(uniform, value); +} + +GLuint ShaderHelper::MVP() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_mvpMatrixUniform; +} + +GLuint ShaderHelper::view() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_viewMatrixUniform; +} + +GLuint ShaderHelper::model() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_modelMatrixUniform; +} + +GLuint ShaderHelper::nModel() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_invTransModelMatrixUniform; +} + +GLuint ShaderHelper::depth() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_depthMatrixUniform; +} + +GLuint ShaderHelper::lightP() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_lightPositionUniform; +} + +GLuint ShaderHelper::lightS() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_lightStrengthUniform; +} + +GLuint ShaderHelper::ambientS() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_ambientStrengthUniform; +} + +GLuint ShaderHelper::shadowQ() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_shadowQualityUniform; +} + +GLuint ShaderHelper::color() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_colorUniform; +} + +GLuint ShaderHelper::texture() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_textureUniform; +} + +GLuint ShaderHelper::shadow() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_shadowUniform; +} + +GLuint ShaderHelper::posAtt() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_positionAttr; +} + +GLuint ShaderHelper::uvAtt() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_uvAttr; +} + +GLuint ShaderHelper::normalAtt() +{ + if (!m_initialized) + qFatal("Shader not initialized"); + return m_normalAttr; +} + +QT_DATAVISUALIZATION_END_NAMESPACE |