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+/****************************************************************************
+**
+** 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 \ No newline at end of file