115 lines
2.9 KiB
C++
115 lines
2.9 KiB
C++
#include "OpenGLShaderProgram.h"
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#include OPENGL_FUNCTIONS_INCLUDE
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#include <QOpenGLShaderProgram>
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#include <QDir>
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#include "OpenGLRenderer.h"
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#include "OpenGLSharedState.h"
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#include "Texture2D.h"
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#include "Texture3D.h"
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#include "Texture4D.h"
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#include "Color.h"
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#include "Logs.h"
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OpenGLShaderProgram::OpenGLShaderProgram(QString name, OpenGLRenderer* renderer):
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renderer(renderer), name(name)
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{
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program = new QOpenGLShaderProgram();
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functions = renderer->getOpenGlFunctions();
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compiled = false;
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}
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OpenGLShaderProgram::~OpenGLShaderProgram()
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{
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delete program;
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}
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void OpenGLShaderProgram::addVertexSource(QString path)
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{
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QFile file(QString(":/shaders/%1.vert").arg(path));
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if (file.open(QIODevice::ReadOnly | QIODevice::Text))
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{
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source_vertex += QString(file.readAll()).toStdString();
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}
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else
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{
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Logs::error() << "Can't open vertex file " << file.fileName().toStdString() << std::endl;
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}
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}
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void OpenGLShaderProgram::addFragmentSource(QString path)
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{
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QFile file(QString(":/shaders/%1.frag").arg(path));
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if (file.open(QIODevice::ReadOnly | QIODevice::Text))
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{
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source_fragment += QString(file.readAll()).toStdString();
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}
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else
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{
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Logs::error() << "Can't open fragment file " << file.fileName().toStdString() << std::endl;
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}
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}
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void OpenGLShaderProgram::compile()
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{
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program->addShaderFromSourceCode(QOpenGLShader::Vertex, QString::fromStdString(source_vertex));
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program->addShaderFromSourceCode(QOpenGLShader::Fragment, QString::fromStdString(source_fragment));
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if (not program->link())
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{
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qWarning() << "Error while compiling shader " << name << "\n" << program->log() << "\n";
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}
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else if (program->log().length() > 0)
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{
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qDebug() << "Shader " << name << " compilation output:\n" << program->log() << "\n";
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}
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}
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void OpenGLShaderProgram::bind()
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{
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if (not compiled)
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{
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compile();
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compiled = true;
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}
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program->bind();
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int texture_unit = 0;
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renderer->getSharedState()->apply(this, texture_unit);
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}
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void OpenGLShaderProgram::release()
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{
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program->release();
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}
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void OpenGLShaderProgram::drawTriangles(float* vertices, int triangle_count)
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{
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bind();
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GLuint vertex = program->attributeLocation("vertex");
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program->setAttributeArray(vertex, GL_FLOAT, vertices, 3);
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program->enableAttributeArray(vertex);
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functions->glDrawArrays(GL_TRIANGLES, 0, triangle_count * 3);
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program->disableAttributeArray(vertex);
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release();
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}
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void OpenGLShaderProgram::drawTriangleStrip(float* vertices, int vertex_count)
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{
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bind();
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GLuint vertex = program->attributeLocation("vertex");
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program->setAttributeArray(vertex, GL_FLOAT, vertices, 3);
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program->enableAttributeArray(vertex);
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functions->glDrawArrays(GL_TRIANGLE_STRIP, 0, vertex_count);
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program->disableAttributeArray(vertex);
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release();
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}
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