qtmobility/examples/sensors/cubehouse/painter_shader.cpp
changeset 4 90517678cc4f
child 5 453da2cfceef
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/qtmobility/examples/sensors/cubehouse/painter_shader.cpp	Mon May 03 13:18:40 2010 +0300
@@ -0,0 +1,160 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** 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, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "painter.h"
+#include "light.h"
+#include "lightmodel.h"
+#include "material.h"
+#include <QtOpenGL/qglshaderprogram.h>
+
+ShaderPainter::ShaderPainter()
+{
+    materialProgram = new QGLShaderProgram();
+    materialProgram->addShaderFromSourceFile
+        (QGLShader::Vertex, QLatin1String(":/lighting.vsh"));
+    materialProgram->addShaderFromSourceFile
+        (QGLShader::Fragment, QLatin1String(":/material.fsh"));
+    materialProgram->bindAttributeLocation("vertex", 0);
+    materialProgram->bindAttributeLocation("normal", 1);
+    materialProgram->bindAttributeLocation("texcoord", 2);
+    materialProgram->link();
+
+    textureProgram = new QGLShaderProgram();
+    textureProgram->addShaderFromSourceFile
+        (QGLShader::Vertex, QLatin1String(":/lighting.vsh"));
+    textureProgram->addShaderFromSourceFile
+        (QGLShader::Fragment, QLatin1String(":/texture.fsh"));
+    textureProgram->bindAttributeLocation("vertex", 0);
+    textureProgram->bindAttributeLocation("normal", 1);
+    textureProgram->bindAttributeLocation("texcoord", 2);
+    textureProgram->link();
+
+    currentProgram = 0;
+    matricesChanged = false;
+}
+
+ShaderPainter::~ShaderPainter()
+{
+    delete materialProgram;
+    delete textureProgram;
+}
+
+void ShaderPainter::setMatrices(const QMatrix4x4 &mv, const QMatrix4x4 &proj)
+{
+    combinedMatrix = proj * mv;
+    modelViewMatrix = mv;
+    normalMatrix = mv.normalMatrix();
+    matricesChanged = true;
+}
+
+void ShaderPainter::selectMaterial(Material *material)
+{
+    if (currentProgram != materialProgram) {
+        materialProgram->bind();
+        materialProgram->enableAttributeArray(0);
+        materialProgram->enableAttributeArray(1);
+        materialProgram->disableAttributeArray(2);
+        currentProgram = materialProgram;
+        matricesChanged = true;
+    }
+    if (matricesChanged) {
+        materialProgram->setUniformValue("matrix", combinedMatrix);
+        materialProgram->setUniformValue("modelView", modelViewMatrix);
+        materialProgram->setUniformValue("normalMatrix", normalMatrix);
+        matricesChanged = false;
+    }
+    updateMaterials(materialProgram, material);
+}
+
+void ShaderPainter::selectTexturedMaterial(Material *material)
+{
+    if (currentProgram != textureProgram) {
+        textureProgram->bind();
+        textureProgram->enableAttributeArray(0);
+        textureProgram->enableAttributeArray(1);
+        textureProgram->enableAttributeArray(2);
+        textureProgram->setUniformValue("tex", 0);
+        currentProgram = textureProgram;
+        matricesChanged = true;
+    }
+    if (matricesChanged) {
+        textureProgram->setUniformValue("matrix", combinedMatrix);
+        textureProgram->setUniformValue("modelView", modelViewMatrix);
+        textureProgram->setUniformValue("normalMatrix", normalMatrix);
+        matricesChanged = false;
+    }
+    updateMaterials(textureProgram, material);
+}
+
+void ShaderPainter::setVertices(const float *array, int stride)
+{
+    // Doesn't matter which program we use - they have the same locations.
+    materialProgram->setAttributeArray(0, array, 3, stride * sizeof(float));
+}
+
+void ShaderPainter::setTexCoords(const float *array, int stride)
+{
+    materialProgram->setAttributeArray(2, array, 2, stride * sizeof(float));
+}
+
+void ShaderPainter::setNormals(const float *array, int stride)
+{
+    materialProgram->setAttributeArray(1, array, 3, stride * sizeof(float));
+}
+
+void ShaderPainter::updateMaterials
+    (QGLShaderProgram *program, Material *material)
+{
+    // Set the uniform variables for the light.
+    QVector4D pli = light->eyePosition(QMatrix4x4());
+    program->setUniformValue("pli", QVector3D(pli.x(), pli.y(), pli.z()));
+    program->setUniformValue("pliw", GLfloat(pli.w()));
+
+    // Set the uniform variables for the light model.
+    program->setUniformValue("viewerAtInfinity", (int)(lightModel->viewerPosition() == LightModel::ViewerAtInfinity));
+    program->setUniformValue("acs", lightModel->ambientSceneColor());
+
+    // Set the uniform variables for the material.
+    program->setUniformValue("acm", material->ambientColor());
+    program->setUniformValue("dcm", material->diffuseColor());
+    program->setUniformValue("scm", material->specularColor());
+    program->setUniformValue("srm", (float)(material->shininess()));
+}