/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
** $QT_END_LICENSE$
**
****************************************************************************/
#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()));
}