/**************************************************************************** ** ** 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 ** ****************************************************************************/ // // W A R N I N G // ------------- // // This file is not part of the QtDataVisualization API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. #ifndef SHADERHELPER_P_H #define SHADERHELPER_P_H #include "datavisualizationglobal_p.h" #include class QOpenGLShaderProgram; QT_BEGIN_NAMESPACE_DATAVISUALIZATION class ShaderHelper { public: ShaderHelper(QObject *parent, const QString &vertexShader = QString(), const QString &fragmentShader = QString(), const QString &texture = QString(), const QString &depthTexture = QString()); ~ShaderHelper(); void setShaders(const QString &vertexShader, const QString &fragmentShader); void setTextures(const QString &texture, const QString &depthTexture); void initialize(); 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 posAtt(); GLuint uvAtt(); GLuint normalAtt(); private: QObject *m_caller; QOpenGLShaderProgram *m_program; QString m_vertexShaderFile; QString m_fragmentShaderFile; 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; GLboolean m_initialized; }; QT_END_NAMESPACE_DATAVISUALIZATION #endif