#include #include #include #include "modelshaderprogram.h" const QString &ModelShaderProgram::loadShaderSource(const QString &name) { static std::map 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() { 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")); 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"); 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; } int ModelShaderProgram::mousePickEnabledLoc() { return m_mousePickEnabledLoc; } int ModelShaderProgram::mousePickTargetPositionLoc() { return m_mousePickTargetPositionLoc; } int ModelShaderProgram::mousePickRadiusLoc() { return m_mousePickRadiusLoc; }