dust3d/application/sources/model_opengl_program.cc

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2022-09-19 13:30:03 +00:00
#include <QOpenGLFunctions>
#include <QFile>
#include "model_opengl_program.h"
static const QString &loadShaderSource(const QString &name)
{
static std::map<QString, QString> s_shaderSources;
auto findShader = s_shaderSources.find(name);
if (findShader != s_shaderSources.end()) {
return findShader->second;
}
QFile file(name);
file.open(QFile::ReadOnly | QFile::Text);
QTextStream stream(&file);
auto insertResult = s_shaderSources.insert({name, stream.readAll()});
return insertResult.first->second;
}
void ModelOpenGLProgram::load(bool isCoreProfile)
{
if (m_isLoaded)
return;
m_isCoreProfile = isCoreProfile;
if (m_isCoreProfile) {
addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/model_core.vert"));
addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/model_core.frag"));
} else {
addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/model.vert"));
addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/model.frag"));
}
bindAttributeLocation("vertex", 0);
bindAttributeLocation("normal", 1);
bindAttributeLocation("color", 2);
bindAttributeLocation("texCoord", 3);
bindAttributeLocation("metalness", 4);
bindAttributeLocation("roughness", 5);
bindAttributeLocation("tangent", 6);
bindAttributeLocation("alpha", 7);
link();
bind();
m_isLoaded = true;
}