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-rw-r--r--src/datavisualization/utils/shaderhelper_p.h112
1 files changed, 68 insertions, 44 deletions
diff --git a/src/datavisualization/utils/shaderhelper_p.h b/src/datavisualization/utils/shaderhelper_p.h
index fdef0dff..812cba18 100644
--- a/src/datavisualization/utils/shaderhelper_p.h
+++ b/src/datavisualization/utils/shaderhelper_p.h
@@ -52,31 +52,44 @@ class ShaderHelper
bool testCompile();
void bind();
void release();
- void setUniformValue(GLuint uniform, const QVector3D &value);
- void setUniformValue(GLuint uniform, const QVector4D &value);
- void setUniformValue(GLuint uniform, const QMatrix4x4 &value);
- void setUniformValue(GLuint uniform, GLfloat value);
- void setUniformValue(GLuint uniform, GLint value);
-
- GLuint MVP();
- GLuint view();
- GLuint model();
- GLuint nModel();
- GLuint depth();
- GLuint lightP();
- GLuint lightS();
- GLuint ambientS();
- GLuint shadowQ();
- GLuint color();
- GLuint texture();
- GLuint shadow();
- GLuint gradientMin();
- GLuint gradientHeight();
- GLuint lightColor();
-
- GLuint posAtt();
- GLuint uvAtt();
- GLuint normalAtt();
+ void setUniformValue(GLint uniform, const QVector2D &value);
+ void setUniformValue(GLint uniform, const QVector3D &value);
+ void setUniformValue(GLint uniform, const QVector4D &value);
+ void setUniformValue(GLint uniform, const QMatrix4x4 &value);
+ void setUniformValue(GLint uniform, GLfloat value);
+ void setUniformValue(GLint uniform, GLint value);
+ void setUniformValueArray(GLint uniform, const QVector4D *values, int count);
+
+ GLint MVP();
+ GLint view();
+ GLint model();
+ GLint nModel();
+ GLint depth();
+ GLint lightP();
+ GLint lightS();
+ GLint ambientS();
+ GLint shadowQ();
+ GLint color();
+ GLint texture();
+ GLint shadow();
+ GLint gradientMin();
+ GLint gradientHeight();
+ GLint lightColor();
+ GLint volumeSliceIndices();
+ GLint colorIndex();
+ GLint cameraPositionRelativeToModel();
+ GLint color8Bit();
+ GLint textureDimensions();
+ GLint sampleCount();
+ GLint alphaMultiplier();
+ GLint preserveOpacity();
+ GLint maxBounds();
+ GLint minBounds();
+ GLint sliceFrameWidth();
+
+ GLint posAtt();
+ GLint uvAtt();
+ GLint normalAtt();
private:
QObject *m_caller;
@@ -88,25 +101,36 @@ class ShaderHelper
QString m_textureFile;
QString m_depthTextureFile;
- GLuint m_positionAttr;
- GLuint m_uvAttr;
- GLuint m_normalAttr;
-
- GLuint m_colorUniform;
- GLuint m_viewMatrixUniform;
- GLuint m_modelMatrixUniform;
- GLuint m_invTransModelMatrixUniform;
- GLuint m_depthMatrixUniform;
- GLuint m_mvpMatrixUniform;
- GLuint m_lightPositionUniform;
- GLuint m_lightStrengthUniform;
- GLuint m_ambientStrengthUniform;
- GLuint m_shadowQualityUniform;
- GLuint m_textureUniform;
- GLuint m_shadowUniform;
- GLuint m_gradientMinUniform;
- GLuint m_gradientHeightUniform;
- GLuint m_lightColorUniform;
+ GLint m_positionAttr;
+ GLint m_uvAttr;
+ GLint m_normalAttr;
+
+ GLint m_colorUniform;
+ GLint m_viewMatrixUniform;
+ GLint m_modelMatrixUniform;
+ GLint m_invTransModelMatrixUniform;
+ GLint m_depthMatrixUniform;
+ GLint m_mvpMatrixUniform;
+ GLint m_lightPositionUniform;
+ GLint m_lightStrengthUniform;
+ GLint m_ambientStrengthUniform;
+ GLint m_shadowQualityUniform;
+ GLint m_textureUniform;
+ GLint m_shadowUniform;
+ GLint m_gradientMinUniform;
+ GLint m_gradientHeightUniform;
+ GLint m_lightColorUniform;
+ GLint m_volumeSliceIndicesUniform;
+ GLint m_colorIndexUniform;
+ GLint m_cameraPositionRelativeToModelUniform;
+ GLint m_color8BitUniform;
+ GLint m_textureDimensionsUniform;
+ GLint m_sampleCountUniform;
+ GLint m_alphaMultiplierUniform;
+ GLint m_preserveOpacityUniform;
+ GLint m_minBoundsUniform;
+ GLint m_maxBoundsUniform;
+ GLint m_sliceFrameWidthUniform;
GLboolean m_initialized;
};