/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtSensors 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 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())); }