/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.io ** ** This file is part of the Qt Data Visualization module. ** ** Licensees holding valid commercial license for Qt may use this file in ** accordance with the Qt 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.io ** ****************************************************************************/ // // 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" 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(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; QOpenGLShaderProgram *m_program; QString m_vertexShaderFile; QString m_fragmentShaderFile; QString m_textureFile; QString m_depthTextureFile; 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; }; QT_END_NAMESPACE_DATAVISUALIZATION #endif