/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtDataVis3D module. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "shaderhelper_p.h" #include QTCOMMERCIALDATAVIS3D_BEGIN_NAMESPACE 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) { } 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_initialized = true; } void ShaderHelper::bind() { m_program->bind(); } void ShaderHelper::release() { m_program->release(); } void ShaderHelper::setUniformValue(GLuint uniform, const QVector3D &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLuint uniform, const QVector4D &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLuint uniform, const QMatrix4x4 &value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLuint uniform, GLfloat value) { m_program->setUniformValue(uniform, value); } void ShaderHelper::setUniformValue(GLuint uniform, GLint value) { m_program->setUniformValue(uniform, value); } GLuint ShaderHelper::MVP() { if (!m_initialized) qFatal("Shader not initialized"); return m_mvpMatrixUniform; } GLuint ShaderHelper::view() { if (!m_initialized) qFatal("Shader not initialized"); return m_viewMatrixUniform; } GLuint ShaderHelper::model() { if (!m_initialized) qFatal("Shader not initialized"); return m_modelMatrixUniform; } GLuint ShaderHelper::nModel() { if (!m_initialized) qFatal("Shader not initialized"); return m_invTransModelMatrixUniform; } GLuint ShaderHelper::depth() { if (!m_initialized) qFatal("Shader not initialized"); return m_depthMatrixUniform; } GLuint ShaderHelper::lightP() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightPositionUniform; } GLuint ShaderHelper::lightS() { if (!m_initialized) qFatal("Shader not initialized"); return m_lightStrengthUniform; } GLuint ShaderHelper::ambientS() { if (!m_initialized) qFatal("Shader not initialized"); return m_ambientStrengthUniform; } GLuint ShaderHelper::shadowQ() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowQualityUniform; } GLuint ShaderHelper::color() { if (!m_initialized) qFatal("Shader not initialized"); return m_colorUniform; } GLuint ShaderHelper::texture() { if (!m_initialized) qFatal("Shader not initialized"); return m_textureUniform; } GLuint ShaderHelper::shadow() { if (!m_initialized) qFatal("Shader not initialized"); return m_shadowUniform; } GLuint ShaderHelper::posAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_positionAttr; } GLuint ShaderHelper::uvAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_uvAttr; } GLuint ShaderHelper::normalAtt() { if (!m_initialized) qFatal("Shader not initialized"); return m_normalAttr; } QTCOMMERCIALDATAVIS3D_END_NAMESPACE