qtmobility/examples/sensors/cubehouse/painter_shader.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the Qt3D module of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
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    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 #include "painter.h"
       
    43 #include "light.h"
       
    44 #include "lightmodel.h"
       
    45 #include "material.h"
       
    46 #include <QtOpenGL/qglshaderprogram.h>
       
    47 
       
    48 ShaderPainter::ShaderPainter()
       
    49 {
       
    50     materialProgram = new QGLShaderProgram();
       
    51     materialProgram->addShaderFromSourceFile
       
    52         (QGLShader::Vertex, QLatin1String(":/lighting.vsh"));
       
    53     materialProgram->addShaderFromSourceFile
       
    54         (QGLShader::Fragment, QLatin1String(":/material.fsh"));
       
    55     materialProgram->bindAttributeLocation("vertex", 0);
       
    56     materialProgram->bindAttributeLocation("normal", 1);
       
    57     materialProgram->bindAttributeLocation("texcoord", 2);
       
    58     materialProgram->link();
       
    59 
       
    60     textureProgram = new QGLShaderProgram();
       
    61     textureProgram->addShaderFromSourceFile
       
    62         (QGLShader::Vertex, QLatin1String(":/lighting.vsh"));
       
    63     textureProgram->addShaderFromSourceFile
       
    64         (QGLShader::Fragment, QLatin1String(":/texture.fsh"));
       
    65     textureProgram->bindAttributeLocation("vertex", 0);
       
    66     textureProgram->bindAttributeLocation("normal", 1);
       
    67     textureProgram->bindAttributeLocation("texcoord", 2);
       
    68     textureProgram->link();
       
    69 
       
    70     currentProgram = 0;
       
    71     matricesChanged = false;
       
    72 }
       
    73 
       
    74 ShaderPainter::~ShaderPainter()
       
    75 {
       
    76     delete materialProgram;
       
    77     delete textureProgram;
       
    78 }
       
    79 
       
    80 void ShaderPainter::setMatrices(const QMatrix4x4 &mv, const QMatrix4x4 &proj)
       
    81 {
       
    82     combinedMatrix = proj * mv;
       
    83     modelViewMatrix = mv;
       
    84     normalMatrix = mv.normalMatrix();
       
    85     matricesChanged = true;
       
    86 }
       
    87 
       
    88 void ShaderPainter::selectMaterial(Material *material)
       
    89 {
       
    90     if (currentProgram != materialProgram) {
       
    91         materialProgram->bind();
       
    92         materialProgram->enableAttributeArray(0);
       
    93         materialProgram->enableAttributeArray(1);
       
    94         materialProgram->disableAttributeArray(2);
       
    95         currentProgram = materialProgram;
       
    96         matricesChanged = true;
       
    97     }
       
    98     if (matricesChanged) {
       
    99         materialProgram->setUniformValue("matrix", combinedMatrix);
       
   100         materialProgram->setUniformValue("modelView", modelViewMatrix);
       
   101         materialProgram->setUniformValue("normalMatrix", normalMatrix);
       
   102         matricesChanged = false;
       
   103     }
       
   104     updateMaterials(materialProgram, material);
       
   105 }
       
   106 
       
   107 void ShaderPainter::selectTexturedMaterial(Material *material)
       
   108 {
       
   109     if (currentProgram != textureProgram) {
       
   110         textureProgram->bind();
       
   111         textureProgram->enableAttributeArray(0);
       
   112         textureProgram->enableAttributeArray(1);
       
   113         textureProgram->enableAttributeArray(2);
       
   114         textureProgram->setUniformValue("tex", 0);
       
   115         currentProgram = textureProgram;
       
   116         matricesChanged = true;
       
   117     }
       
   118     if (matricesChanged) {
       
   119         textureProgram->setUniformValue("matrix", combinedMatrix);
       
   120         textureProgram->setUniformValue("modelView", modelViewMatrix);
       
   121         textureProgram->setUniformValue("normalMatrix", normalMatrix);
       
   122         matricesChanged = false;
       
   123     }
       
   124     updateMaterials(textureProgram, material);
       
   125 }
       
   126 
       
   127 void ShaderPainter::setVertices(const float *array, int stride)
       
   128 {
       
   129     // Doesn't matter which program we use - they have the same locations.
       
   130     materialProgram->setAttributeArray(0, array, 3, stride * sizeof(float));
       
   131 }
       
   132 
       
   133 void ShaderPainter::setTexCoords(const float *array, int stride)
       
   134 {
       
   135     materialProgram->setAttributeArray(2, array, 2, stride * sizeof(float));
       
   136 }
       
   137 
       
   138 void ShaderPainter::setNormals(const float *array, int stride)
       
   139 {
       
   140     materialProgram->setAttributeArray(1, array, 3, stride * sizeof(float));
       
   141 }
       
   142 
       
   143 void ShaderPainter::updateMaterials
       
   144     (QGLShaderProgram *program, Material *material)
       
   145 {
       
   146     // Set the uniform variables for the light.
       
   147     QVector4D pli = light->eyePosition(QMatrix4x4());
       
   148     program->setUniformValue("pli", QVector3D(pli.x(), pli.y(), pli.z()));
       
   149     program->setUniformValue("pliw", GLfloat(pli.w()));
       
   150 
       
   151     // Set the uniform variables for the light model.
       
   152     program->setUniformValue("viewerAtInfinity", (int)(lightModel->viewerPosition() == LightModel::ViewerAtInfinity));
       
   153     program->setUniformValue("acs", lightModel->ambientSceneColor());
       
   154 
       
   155     // Set the uniform variables for the material.
       
   156     program->setUniformValue("acm", material->ambientColor());
       
   157     program->setUniformValue("dcm", material->diffuseColor());
       
   158     program->setUniformValue("scm", material->specularColor());
       
   159     program->setUniformValue("srm", (float)(material->shininess()));
       
   160 }