/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_EXAMPLE_TOOLS_H #define QT3DS_RENDER_EXAMPLE_TOOLS_H #include "Qt3DSRenderExample.h" namespace qt3ds { namespace render { class NVRenderExampleTools { public: static const char *getSimpleVertShader() { return "uniform mat4 mat_mvp;\n" "attribute vec3 attr_pos; // Vertex pos\n" "attribute vec3 attr_norm; // Vertex pos\n" "attribute vec2 attr_uv; // UV coords\n" "varying vec4 color_to_add;\n" "varying vec2 uv_coords;\n" "void main()\n" "{\n" "gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n" "color_to_add.xyz = attr_norm * attr_norm;\n" "color_to_add.a = 1.0;\n" "uv_coords = attr_uv;\n" "}\n"; } static const char *getSimpleFragShader() { return "precision mediump sampler2D;\n" "precision mediump float;\n" "varying vec4 color_to_add;\n" "void main()\n" "{\n" "gl_FragColor=color_to_add;\n" "}\n"; } static const char *getSimpleFragShaderTex() { return "precision mediump sampler2D;\n" "precision mediump float;\n" "uniform sampler2D image0;\n" "varying vec2 uv_coords;\n" "void main()\n" "{\n" "gl_FragColor=vec4(texture2D( image0, uv_coords ).xyz, 1.0 );\n" "}\n"; } static void createBox(NVRenderContext &context, NVRenderVertexBuffer *&outVertexBuffer, NVRenderIndexBuffer *&outIndexBuffer, bool releaseMemory = true); static NVRenderVertFragShader *createSimpleShader(NVRenderContext &context); static NVRenderVertFragShader *createSimpleShaderTex(NVRenderContext &context); }; } } #endif