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// ************************************************************************************************
//
// BornAgain: simulate and fit reflection and scattering
//
//! @file Img3D/View/Shader.cpp
//! @brief Implements class Shader.
//!
//! @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 "Img3D/View/Shader.h"
#include "Base/Util/Assert.h"
#include "Img3D/View/Camera.h"
// The macro call has to be in the global namespace
inline void InitShaderResources()
{
Q_INIT_RESOURCE(shaders);
}
static constexpr float AMBIENT = 0.4f;
namespace Img3D {
Shader::Shader()
{
InitShaderResources(); // so that Qt will find our shaders resource files
needsInit();
}
void Shader::needsInit()
{
doInit = true;
}
void Shader::init()
{
if (!doInit)
return;
doInit = false;
bool ok = addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vertex_shader.vert");
ASSERT(ok);
ok = addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fragment_shader.frag");
ASSERT(ok);
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 Shader::setCamera(Camera const& camera)
{
setUniformValue(ambient, AMBIENT);
setUniformValue(locMatProj, camera.matProj());
setUniformValue(locMatModel, camera.matModel());
setUniformValue(locLightPos1, camera.lightPosRotated());
setUniformValue(eye, camera.getPos().eye);
}
void Shader::setColor(QColor const& color)
{
setUniformValue(locColor, color);
}
void Shader::setMatObject(QMatrix4x4 const& mat)
{
setUniformValue(locMatObject, mat);
}
void Shader::setMatModel(QMatrix4x4 const& mat)
{
setUniformValue(locMatModel, mat);
}
void Shader::setAxis(bool const& axis_)
{
setUniformValue(locAxis, axis_);
}
} // namespace Img3D
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