diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-10-09 07:49:39 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-10-09 10:35:50 +0300 |
commit | d76b078947c2d440e4760384967e8bac9c7bd3f5 (patch) | |
tree | d13579a27792301a652d163fe56041fe788947d0 /src/datavisualization/utils/shaderhelper.cpp | |
parent | f3a73782738c5868541086eadd5e5c7b4aaabc14 (diff) |
Fixed recurring GL_INVALID_VALUE OpenGL errors
Now that these are not generated all the time, makes it
easier to use glGetError to find actual errors.
Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c
Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/utils/shaderhelper.cpp')
-rw-r--r-- | src/datavisualization/utils/shaderhelper.cpp | 104 |
1 files changed, 67 insertions, 37 deletions
diff --git a/src/datavisualization/utils/shaderhelper.cpp b/src/datavisualization/utils/shaderhelper.cpp index aa43c2df..bbd7fe0e 100644 --- a/src/datavisualization/utils/shaderhelper.cpp +++ b/src/datavisualization/utils/shaderhelper.cpp @@ -40,7 +40,37 @@ ShaderHelper::ShaderHelper(QObject *parent, m_vertexShaderFile(vertexShader), m_fragmentShaderFile(fragmentShader), m_textureFile(texture), - m_depthTextureFile(depthTexture) + m_depthTextureFile(depthTexture), + m_positionAttr(0), + m_uvAttr(0), + m_normalAttr(0), + m_colorUniform(0), + m_viewMatrixUniform(0), + m_modelMatrixUniform(0), + m_invTransModelMatrixUniform(0), + m_depthMatrixUniform(0), + m_mvpMatrixUniform(0), + m_lightPositionUniform(0), + m_lightStrengthUniform(0), + m_ambientStrengthUniform(0), + m_shadowQualityUniform(0), + m_textureUniform(0), + m_shadowUniform(0), + m_gradientMinUniform(0), + m_gradientHeightUniform(0), + m_lightColorUniform(0), + m_volumeSliceIndicesUniform(0), + m_colorIndexUniform(0), + m_cameraPositionRelativeToModelUniform(0), + m_color8BitUniform(0), + m_textureDimensionsUniform(0), + m_sampleCountUniform(0), + m_alphaMultiplierUniform(0), + m_preserveOpacityUniform(0), + m_minBoundsUniform(0), + m_maxBoundsUniform(0), + m_sliceFrameWidthUniform(0), + m_initialized(false) { } @@ -136,217 +166,217 @@ void ShaderHelper::release() m_program->release(); } -void ShaderHelper::setUniformValue(GLuint uniform, const QVector2D &value) +void ShaderHelper::setUniformValue(GLint uniform, const QVector2D &value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValue(GLuint uniform, const QVector3D &value) +void ShaderHelper::setUniformValue(GLint uniform, const QVector3D &value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValue(GLuint uniform, const QVector4D &value) +void ShaderHelper::setUniformValue(GLint uniform, const QVector4D &value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValue(GLuint uniform, const QMatrix4x4 &value) +void ShaderHelper::setUniformValue(GLint uniform, const QMatrix4x4 &value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValue(GLuint uniform, GLfloat value) +void ShaderHelper::setUniformValue(GLint uniform, GLfloat value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValue(GLuint uniform, GLint value) +void ShaderHelper::setUniformValue(GLint uniform, GLint value) { m_program->setUniformValue(uniform, value); } -void ShaderHelper::setUniformValueArray(GLuint uniform, const QVector4D *values, int count) +void ShaderHelper::setUniformValueArray(GLint uniform, const QVector4D *values, int count) { m_program->setUniformValueArray(uniform, values, count); } -GLuint ShaderHelper::MVP() +GLint ShaderHelper::MVP() { if (!m_initialized) qFatal("Shader not initialized"); return m_mvpMatrixUniform; } -GLuint ShaderHelper::view() +GLint ShaderHelper::view() { if (!m_initialized) qFatal("Shader not initialized"); return m_viewMatrixUniform; } -GLuint ShaderHelper::model() +GLint ShaderHelper::model() { if (!m_initialized) qFatal("Shader not initialized"); return m_modelMatrixUniform; } -GLuint ShaderHelper::nModel() +GLint ShaderHelper::nModel() { if (!m_initialized) qFatal("Shader not initialized"); return m_invTransModelMatrixUniform; } -GLuint ShaderHelper::depth() +GLint ShaderHelper::depth() { if (!m_initialized) qFatal("Shader not initialized"); return m_depthMatrixUniform; } -GLuint ShaderHelper::lightP() +GLint ShaderHelper::lightP() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightPositionUniform; } -GLuint ShaderHelper::lightS() +GLint ShaderHelper::lightS() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightStrengthUniform; } -GLuint ShaderHelper::ambientS() +GLint ShaderHelper::ambientS() { if (!m_initialized) qFatal("Shader not initialized"); return m_ambientStrengthUniform; } -GLuint ShaderHelper::shadowQ() +GLint ShaderHelper::shadowQ() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowQualityUniform; } -GLuint ShaderHelper::color() +GLint ShaderHelper::color() { if (!m_initialized) qFatal("Shader not initialized"); return m_colorUniform; } -GLuint ShaderHelper::texture() +GLint ShaderHelper::texture() { if (!m_initialized) qFatal("Shader not initialized"); return m_textureUniform; } -GLuint ShaderHelper::shadow() +GLint ShaderHelper::shadow() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowUniform; } -GLuint ShaderHelper::gradientMin() +GLint ShaderHelper::gradientMin() { if (!m_initialized) qFatal("Shader not initialized"); return m_gradientMinUniform; } -GLuint ShaderHelper::gradientHeight() +GLint ShaderHelper::gradientHeight() { if (!m_initialized) qFatal("Shader not initialized"); return m_gradientHeightUniform; } -GLuint ShaderHelper::lightColor() +GLint ShaderHelper::lightColor() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightColorUniform; } -GLuint ShaderHelper::volumeSliceIndices() +GLint ShaderHelper::volumeSliceIndices() { if (!m_initialized) qFatal("Shader not initialized"); return m_volumeSliceIndicesUniform; } -GLuint ShaderHelper::colorIndex() +GLint ShaderHelper::colorIndex() { if (!m_initialized) qFatal("Shader not initialized"); return m_colorIndexUniform; } -GLuint ShaderHelper::cameraPositionRelativeToModel() +GLint ShaderHelper::cameraPositionRelativeToModel() { if (!m_initialized) qFatal("Shader not initialized"); return m_cameraPositionRelativeToModelUniform; } -GLuint ShaderHelper::color8Bit() +GLint ShaderHelper::color8Bit() { if (!m_initialized) qFatal("Shader not initialized"); return m_color8BitUniform; } -GLuint ShaderHelper::textureDimensions() +GLint ShaderHelper::textureDimensions() { if (!m_initialized) qFatal("Shader not initialized"); return m_textureDimensionsUniform; } -GLuint ShaderHelper::sampleCount() +GLint ShaderHelper::sampleCount() { if (!m_initialized) qFatal("Shader not initialized"); return m_sampleCountUniform; } -GLuint ShaderHelper::alphaMultiplier() +GLint ShaderHelper::alphaMultiplier() { if (!m_initialized) qFatal("Shader not initialized"); return m_alphaMultiplierUniform; } -GLuint ShaderHelper::preserveOpacity() +GLint ShaderHelper::preserveOpacity() { if (!m_initialized) qFatal("Shader not initialized"); return m_preserveOpacityUniform; } -GLuint ShaderHelper::maxBounds() +GLint ShaderHelper::maxBounds() { if (!m_initialized) qFatal("Shader not initialized"); return m_maxBoundsUniform; } -GLuint ShaderHelper::minBounds() +GLint ShaderHelper::minBounds() { if (!m_initialized) qFatal("Shader not initialized"); return m_minBoundsUniform; } -GLuint ShaderHelper::sliceFrameWidth() +GLint ShaderHelper::sliceFrameWidth() { if (!m_initialized) @@ -354,21 +384,21 @@ GLuint ShaderHelper::sliceFrameWidth() return m_sliceFrameWidthUniform; } -GLuint ShaderHelper::posAtt() +GLint ShaderHelper::posAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_positionAttr; } -GLuint ShaderHelper::uvAtt() +GLint ShaderHelper::uvAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_uvAttr; } -GLuint ShaderHelper::normalAtt() +GLint ShaderHelper::normalAtt() { if (!m_initialized) qFatal("Shader not initialized"); |