/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Data Visualization module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "shaderhelper_p.h" #include QT_BEGIN_NAMESPACE_DATAVISUALIZATION void discardDebugMsgs(QtMsgType type, const QMessageLogContext &context, const QString &msg) { Q_UNUSED(type) Q_UNUSED(context) Q_UNUSED(msg) // Used to discard warnings generated during shader test compilation } 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), 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) { } 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_gradientMinUniform = m_program->uniformLocation("gradMin"); m_gradientHeightUniform = m_program->uniformLocation("gradHeight"); m_lightColorUniform = m_program->uniformLocation("lightColor"); m_volumeSliceIndicesUniform = m_program->uniformLocation("volumeSliceIndices"); m_colorIndexUniform = m_program->uniformLocation("colorIndex"); m_cameraPositionRelativeToModelUniform = m_program->uniformLocation("cameraPositionRelativeToModel"); m_color8BitUniform = m_program->uniformLocation("color8Bit"); m_textureDimensionsUniform = m_program->uniformLocation("textureDimensions"); m_sampleCountUniform = m_program->uniformLocation("sampleCount"); m_alphaMultiplierUniform = m_program->uniformLocation("alphaMultiplier"); m_preserveOpacityUniform = m_program->uniformLocation("preserveOpacity"); m_minBoundsUniform = m_program->uniformLocation("minBounds"); m_maxBoundsUniform = m_program->uniformLocation("maxBounds"); m_sliceFrameWidthUniform = m_program->uniformLocation("sliceFrameWidth"); m_initialized = true; } bool ShaderHelper::testCompile() { bool result = true; // Discard warnings, we only need the result QtMessageHandler handler = qInstallMessageHandler(discardDebugMsgs); if (m_program) delete m_program; m_program = new QOpenGLShaderProgram(); if (!m_program->addShaderFromSourceFile(QOpenGLShader::Vertex, m_vertexShaderFile)) result = false; if (!m_program->addShaderFromSourceFile(QOpenGLShader::Fragment, m_fragmentShaderFile)) result = false; // Restore actual message handler qInstallMessageHandler(handler); return result; } void ShaderHelper::bind() { m_program->bind(); } void ShaderHelper::release() { m_program->release(); } void ShaderHelper::setUniformValue(GLint uniform, const QVector2D &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLint uniform, const QVector3D &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLint uniform, const QVector4D &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLint uniform, const QMatrix4x4 &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLint uniform, GLfloat value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLint uniform, GLint value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValueArray(GLint uniform, const QVector4D *values, int count) { m_program->setUniformValueArray(uniform, values, count); } GLint ShaderHelper::MVP() { if (!m_initialized) qFatal("Shader not initialized"); return m_mvpMatrixUniform; } GLint ShaderHelper::view() { if (!m_initialized) qFatal("Shader not initialized"); return m_viewMatrixUniform; } GLint ShaderHelper::model() { if (!m_initialized) qFatal("Shader not initialized"); return m_modelMatrixUniform; } GLint ShaderHelper::nModel() { if (!m_initialized) qFatal("Shader not initialized"); return m_invTransModelMatrixUniform; } GLint ShaderHelper::depth() { if (!m_initialized) qFatal("Shader not initialized"); return m_depthMatrixUniform; } GLint ShaderHelper::lightP() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightPositionUniform; } GLint ShaderHelper::lightS() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightStrengthUniform; } GLint ShaderHelper::ambientS() { if (!m_initialized) qFatal("Shader not initialized"); return m_ambientStrengthUniform; } GLint ShaderHelper::shadowQ() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowQualityUniform; } GLint ShaderHelper::color() { if (!m_initialized) qFatal("Shader not initialized"); return m_colorUniform; } GLint ShaderHelper::texture() { if (!m_initialized) qFatal("Shader not initialized"); return m_textureUniform; } GLint ShaderHelper::shadow() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowUniform; } GLint ShaderHelper::gradientMin() { if (!m_initialized) qFatal("Shader not initialized"); return m_gradientMinUniform; } GLint ShaderHelper::gradientHeight() { if (!m_initialized) qFatal("Shader not initialized"); return m_gradientHeightUniform; } GLint ShaderHelper::lightColor() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightColorUniform; } GLint ShaderHelper::volumeSliceIndices() { if (!m_initialized) qFatal("Shader not initialized"); return m_volumeSliceIndicesUniform; } GLint ShaderHelper::colorIndex() { if (!m_initialized) qFatal("Shader not initialized"); return m_colorIndexUniform; } GLint ShaderHelper::cameraPositionRelativeToModel() { if (!m_initialized) qFatal("Shader not initialized"); return m_cameraPositionRelativeToModelUniform; } GLint ShaderHelper::color8Bit() { if (!m_initialized) qFatal("Shader not initialized"); return m_color8BitUniform; } GLint ShaderHelper::textureDimensions() { if (!m_initialized) qFatal("Shader not initialized"); return m_textureDimensionsUniform; } GLint ShaderHelper::sampleCount() { if (!m_initialized) qFatal("Shader not initialized"); return m_sampleCountUniform; } GLint ShaderHelper::alphaMultiplier() { if (!m_initialized) qFatal("Shader not initialized"); return m_alphaMultiplierUniform; } GLint ShaderHelper::preserveOpacity() { if (!m_initialized) qFatal("Shader not initialized"); return m_preserveOpacityUniform; } GLint ShaderHelper::maxBounds() { if (!m_initialized) qFatal("Shader not initialized"); return m_maxBoundsUniform; } GLint ShaderHelper::minBounds() { if (!m_initialized) qFatal("Shader not initialized"); return m_minBoundsUniform; } GLint ShaderHelper::sliceFrameWidth() { if (!m_initialized) qFatal("Shader not initialized"); return m_sliceFrameWidthUniform; } GLint ShaderHelper::posAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_positionAttr; } GLint ShaderHelper::uvAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_uvAttr; } GLint ShaderHelper::normalAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_normalAttr; } QT_END_NAMESPACE_DATAVISUALIZATION