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// ************************************************************************** //
//
// BornAgain: simulate and fit scattering at grazing incidence
//
//! @file GUI/ba3d/view/program.cpp
//! @brief Implements Program class
//!
//! @homepage http://www.bornagainproject.org
//! @license GNU General Public License v3 or higher (see COPYING)
//! @copyright Forschungszentrum Jülich GmbH 2018
//! @authors Scientific Computing Group at MLZ (see CITATION, AUTHORS)
//
// ************************************************************************** //
#include "GUI/ba3d/view/program.h"
#include "GUI/ba3d/view/camera.h"
#include <QMatrix4x4>
#include <stdexcept>
// The macro call has to be in the global namespace
inline void InitShaderResources()
{
Q_INIT_RESOURCE(shaders);
}
static constexpr float AMBIENT = 0.4f;
namespace RealSpace
{
Program::Program()
{
// make sure our resource file gets initialized
InitShaderResources();
needsInit();
}
void Program::needsInit()
{
doInit = true;
}
void Program::init()
{
if (!doInit)
return;
doInit = false;
auto shader_found =
addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vertex_shader.vert");
if (!shader_found)
throw std::runtime_error("Vertex shader not loaded");
shader_found =
addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fragment_shader.frag");
if (!shader_found)
throw std::runtime_error("Fragment shader not loaded");
bindAttributeLocation("vertex", 0);
bindAttributeLocation("normal", 1);
bindAttributeLocation("axiscolor", 2);
link();
bind();
locMatProj = uniformLocation("matProj");
locMatModel = uniformLocation("matModel");
locMatObject = uniformLocation("matObject");
locLightPos1 = uniformLocation("lightPos1");
locColor = uniformLocation("color");
ambient = uniformLocation("ambient");
eye = uniformLocation("eye");
locAxis = uniformLocation("axis");
release();
}
void Program::set(Camera const& camera)
{
setUniformValue(ambient, AMBIENT);
setUniformValue(locMatProj, camera.matProj);
setUniformValue(locMatModel, camera.matModel);
setUniformValue(locLightPos1, camera.lightPosRotated1);
setUniformValue(eye, camera.getPos().eye);
}
void Program::set(QColor const& color)
{
setUniformValue(locColor, color);
}
void Program::set(QMatrix4x4 const& mat)
{
setUniformValue(locMatObject, mat);
}
void Program::setMatModel(QMatrix4x4 const& mat)
{
setUniformValue(locMatModel, mat);
}
void Program::setAxis(bool const& axis_)
{
setUniformValue(locAxis, axis_);
}
} // namespace RealSpace
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