dust3d/src/modelshaderprogram.cpp

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#include <QSurfaceFormat>
#include <QFile>
#include <map>
#include "modelshaderprogram.h"
const QString &ModelShaderProgram::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;
}
ModelShaderProgram::ModelShaderProgram(bool usePBR)
{
if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) {
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
} else {
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
if (usePBR) {
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr-qt.frag"));
} else {
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
}
}
this->bindAttributeLocation("vertex", 0);
this->bindAttributeLocation("normal", 1);
this->bindAttributeLocation("color", 2);
this->bindAttributeLocation("texCoord", 3);
this->bindAttributeLocation("metalness", 4);
this->bindAttributeLocation("roughness", 5);
this->bindAttributeLocation("tangent", 6);
this->bindAttributeLocation("alpha", 7);
this->link();
this->bind();
m_projectionMatrixLoc = this->uniformLocation("projectionMatrix");
m_modelMatrixLoc = this->uniformLocation("modelMatrix");
m_normalMatrixLoc = this->uniformLocation("normalMatrix");
m_viewMatrixLoc = this->uniformLocation("viewMatrix");
m_lightPosLoc = this->uniformLocation("lightPos");
m_textureIdLoc = this->uniformLocation("textureId");
m_textureEnabledLoc = this->uniformLocation("textureEnabled");
m_normalMapIdLoc = this->uniformLocation("normalMapId");
m_normalMapEnabledLoc = this->uniformLocation("normalMapEnabled");
m_metalnessMapEnabledLoc = this->uniformLocation("metalnessMapEnabled");
m_roughnessMapEnabledLoc = this->uniformLocation("roughnessMapEnabled");
m_ambientOcclusionMapEnabledLoc = this->uniformLocation("ambientOcclusionMapEnabled");
m_metalnessRoughnessAmbientOcclusionMapIdLoc = this->uniformLocation("metalnessRoughnessAmbientOcclusionMapId");
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m_mousePickEnabledLoc = this->uniformLocation("mousePickEnabled");
m_mousePickTargetPositionLoc = this->uniformLocation("mousePickTargetPosition");
m_mousePickRadiusLoc = this->uniformLocation("mousePickRadius");
}
int ModelShaderProgram::projectionMatrixLoc()
{
return m_projectionMatrixLoc;
}
int ModelShaderProgram::modelMatrixLoc()
{
return m_modelMatrixLoc;
}
int ModelShaderProgram::normalMatrixLoc()
{
return m_normalMatrixLoc;
}
int ModelShaderProgram::viewMatrixLoc()
{
return m_viewMatrixLoc;
}
int ModelShaderProgram::lightPosLoc()
{
return m_lightPosLoc;
}
int ModelShaderProgram::textureEnabledLoc()
{
return m_textureEnabledLoc;
}
int ModelShaderProgram::textureIdLoc()
{
return m_textureIdLoc;
}
int ModelShaderProgram::normalMapEnabledLoc()
{
return m_normalMapEnabledLoc;
}
int ModelShaderProgram::normalMapIdLoc()
{
return m_normalMapIdLoc;
}
int ModelShaderProgram::metalnessMapEnabledLoc()
{
return m_metalnessMapEnabledLoc;
}
int ModelShaderProgram::roughnessMapEnabledLoc()
{
return m_roughnessMapEnabledLoc;
}
int ModelShaderProgram::ambientOcclusionMapEnabledLoc()
{
return m_ambientOcclusionMapEnabledLoc;
}
int ModelShaderProgram::metalnessRoughnessAmbientOcclusionMapIdLoc()
{
return m_metalnessRoughnessAmbientOcclusionMapIdLoc;
}
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int ModelShaderProgram::mousePickEnabledLoc()
{
return m_mousePickEnabledLoc;
}
int ModelShaderProgram::mousePickTargetPositionLoc()
{
return m_mousePickTargetPositionLoc;
}
int ModelShaderProgram::mousePickRadiusLoc()
{
return m_mousePickRadiusLoc;
}