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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Data Visualization module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL$
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
//
// W A R N I N G
// -------------
//
// This file is not part of the QtDataVisualization API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
#ifndef SHADERHELPER_P_H
#define SHADERHELPER_P_H
#include "datavisualizationglobal_p.h"
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
QT_BEGIN_NAMESPACE_DATAVISUALIZATION
class ShaderHelper
{
public:
ShaderHelper(QObject *parent,
const QString &vertexShader = QString(),
const QString &fragmentShader = QString(),
const QString &texture = QString(),
const QString &depthTexture = QString());
~ShaderHelper();
void setShaders(const QString &vertexShader, const QString &fragmentShader);
void setTextures(const QString &texture, const QString &depthTexture);
void initialize();
bool testCompile();
void bind();
void release();
void setUniformValue(GLint uniform, const QVector2D &value);
void setUniformValue(GLint uniform, const QVector3D &value);
void setUniformValue(GLint uniform, const QVector4D &value);
void setUniformValue(GLint uniform, const QMatrix4x4 &value);
void setUniformValue(GLint uniform, GLfloat value);
void setUniformValue(GLint uniform, GLint value);
void setUniformValueArray(GLint uniform, const QVector4D *values, int count);
GLint MVP();
GLint view();
GLint model();
GLint nModel();
GLint depth();
GLint lightP();
GLint lightS();
GLint ambientS();
GLint shadowQ();
GLint color();
GLint texture();
GLint shadow();
GLint gradientMin();
GLint gradientHeight();
GLint lightColor();
GLint volumeSliceIndices();
GLint colorIndex();
GLint cameraPositionRelativeToModel();
GLint color8Bit();
GLint textureDimensions();
GLint sampleCount();
GLint alphaMultiplier();
GLint preserveOpacity();
GLint maxBounds();
GLint minBounds();
GLint sliceFrameWidth();
GLint posAtt();
GLint uvAtt();
GLint normalAtt();
private:
QObject *m_caller;
QOpenGLShaderProgram *m_program;
QString m_vertexShaderFile;
QString m_fragmentShaderFile;
QString m_textureFile;
QString m_depthTextureFile;
GLint m_positionAttr;
GLint m_uvAttr;
GLint m_normalAttr;
GLint m_colorUniform;
GLint m_viewMatrixUniform;
GLint m_modelMatrixUniform;
GLint m_invTransModelMatrixUniform;
GLint m_depthMatrixUniform;
GLint m_mvpMatrixUniform;
GLint m_lightPositionUniform;
GLint m_lightStrengthUniform;
GLint m_ambientStrengthUniform;
GLint m_shadowQualityUniform;
GLint m_textureUniform;
GLint m_shadowUniform;
GLint m_gradientMinUniform;
GLint m_gradientHeightUniform;
GLint m_lightColorUniform;
GLint m_volumeSliceIndicesUniform;
GLint m_colorIndexUniform;
GLint m_cameraPositionRelativeToModelUniform;
GLint m_color8BitUniform;
GLint m_textureDimensionsUniform;
GLint m_sampleCountUniform;
GLint m_alphaMultiplierUniform;
GLint m_preserveOpacityUniform;
GLint m_minBoundsUniform;
GLint m_maxBoundsUniform;
GLint m_sliceFrameWidthUniform;
GLboolean m_initialized;
};
QT_END_NAMESPACE_DATAVISUALIZATION
#endif