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| |
| #pragma once |
| #ifndef QSSG_RENDER_EXAMPLE_TOOLS_H |
| #define QSSG_RENDER_EXAMPLE_TOOLS_H |
| #include "renderexample.h" |
| |
| class QSSGRenderExampleTools |
| { |
| public: |
| static const char *getSimpleVertShader() |
| { |
| return "#version 120\n" |
| "uniform mat4 mat_mvp;\n" |
| "attribute vec3 attr_pos; // Vertex pos\n" |
| "attribute vec3 attr_norm; // Vertex pos\n" |
| "attribute vec2 attr_uv; // UV coords\n" |
| "varying vec4 color_to_add;\n" |
| "varying vec2 uv_coords;\n" |
| "void main()\n" |
| "{\n" |
| "gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n" |
| "color_to_add.xyz = attr_norm * attr_norm;\n" |
| "color_to_add.a = 1.0;\n" |
| "uv_coords = attr_uv;\n" |
| "}\n"; |
| } |
| |
| static const char *getSimpleFragShader() |
| { |
| return "#version 120\n" |
| "varying vec4 color_to_add;\n" |
| "void main()\n" |
| "{\n" |
| "gl_FragColor=color_to_add;\n" |
| "}\n"; |
| } |
| |
| static const char *getSimpleFragShaderTex() |
| { |
| return "#version 120\n" |
| "uniform sampler2D image0;\n" |
| "varying vec2 uv_coords;\n" |
| "void main()\n" |
| "{\n" |
| "gl_FragColor=vec4(texture2D( image0, uv_coords ).xyz, 1.0 );\n" |
| "}\n"; |
| } |
| |
| static QSSGRef<QSSGRenderInputAssembler> createBox(QSSGRef<QSSGRenderContext> context, |
| QSSGRef<QSSGRenderVertexBuffer> &outVertexBuffer, |
| QSSGRef<QSSGRenderIndexBuffer> &outIndexBuffer); |
| static QSSGRef<QSSGRenderShaderProgram> createSimpleShader(QSSGRef<QSSGRenderContext> context); |
| static QSSGRef<QSSGRenderShaderProgram> createSimpleShaderTex(QSSGRef<QSSGRenderContext> context); |
| }; |
| |
| #endif |