137 lines
4.0 KiB
C++
137 lines
4.0 KiB
C++
#include <QSurfaceFormat>
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#include <QFile>
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#include <map>
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#include "modelshaderprogram.h"
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const QString &ModelShaderProgram::loadShaderSource(const QString &name)
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{
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static std::map<QString, QString> s_shaderSources;
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auto findShader = s_shaderSources.find(name);
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if (findShader != s_shaderSources.end()) {
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return findShader->second;
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}
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QFile file(name);
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file.open(QFile::ReadOnly | QFile::Text);
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QTextStream stream(&file);
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auto insertResult = s_shaderSources.insert({name, stream.readAll()});
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return insertResult.first->second;
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}
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ModelShaderProgram::ModelShaderProgram()
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{
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if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) {
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this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
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} else {
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this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
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}
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this->bindAttributeLocation("vertex", 0);
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this->bindAttributeLocation("normal", 1);
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this->bindAttributeLocation("color", 2);
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this->bindAttributeLocation("texCoord", 3);
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this->bindAttributeLocation("metalness", 4);
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this->bindAttributeLocation("roughness", 5);
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this->bindAttributeLocation("tangent", 6);
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this->bindAttributeLocation("alpha", 7);
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this->link();
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this->bind();
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m_projectionMatrixLoc = this->uniformLocation("projectionMatrix");
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m_modelMatrixLoc = this->uniformLocation("modelMatrix");
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m_normalMatrixLoc = this->uniformLocation("normalMatrix");
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m_viewMatrixLoc = this->uniformLocation("viewMatrix");
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m_lightPosLoc = this->uniformLocation("lightPos");
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m_textureIdLoc = this->uniformLocation("textureId");
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m_textureEnabledLoc = this->uniformLocation("textureEnabled");
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m_normalMapIdLoc = this->uniformLocation("normalMapId");
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m_normalMapEnabledLoc = this->uniformLocation("normalMapEnabled");
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m_metalnessMapEnabledLoc = this->uniformLocation("metalnessMapEnabled");
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m_roughnessMapEnabledLoc = this->uniformLocation("roughnessMapEnabled");
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m_ambientOcclusionMapEnabledLoc = this->uniformLocation("ambientOcclusionMapEnabled");
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m_metalnessRoughnessAmbientOcclusionMapIdLoc = this->uniformLocation("metalnessRoughnessAmbientOcclusionMapId");
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m_mousePickEnabledLoc = this->uniformLocation("mousePickEnabled");
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m_mousePickTargetPositionLoc = this->uniformLocation("mousePickTargetPosition");
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m_mousePickRadiusLoc = this->uniformLocation("mousePickRadius");
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}
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int ModelShaderProgram::projectionMatrixLoc()
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{
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return m_projectionMatrixLoc;
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}
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int ModelShaderProgram::modelMatrixLoc()
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{
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return m_modelMatrixLoc;
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}
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int ModelShaderProgram::normalMatrixLoc()
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{
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return m_normalMatrixLoc;
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}
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int ModelShaderProgram::viewMatrixLoc()
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{
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return m_viewMatrixLoc;
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}
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int ModelShaderProgram::lightPosLoc()
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{
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return m_lightPosLoc;
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}
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int ModelShaderProgram::textureEnabledLoc()
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{
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return m_textureEnabledLoc;
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}
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int ModelShaderProgram::textureIdLoc()
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{
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return m_textureIdLoc;
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}
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int ModelShaderProgram::normalMapEnabledLoc()
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{
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return m_normalMapEnabledLoc;
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}
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int ModelShaderProgram::normalMapIdLoc()
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{
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return m_normalMapIdLoc;
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}
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int ModelShaderProgram::metalnessMapEnabledLoc()
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{
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return m_metalnessMapEnabledLoc;
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}
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int ModelShaderProgram::roughnessMapEnabledLoc()
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{
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return m_roughnessMapEnabledLoc;
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}
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int ModelShaderProgram::ambientOcclusionMapEnabledLoc()
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{
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return m_ambientOcclusionMapEnabledLoc;
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}
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int ModelShaderProgram::metalnessRoughnessAmbientOcclusionMapIdLoc()
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{
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return m_metalnessRoughnessAmbientOcclusionMapIdLoc;
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}
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int ModelShaderProgram::mousePickEnabledLoc()
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{
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return m_mousePickEnabledLoc;
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}
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int ModelShaderProgram::mousePickTargetPositionLoc()
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{
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return m_mousePickTargetPositionLoc;
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}
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int ModelShaderProgram::mousePickRadiusLoc()
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{
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return m_mousePickRadiusLoc;
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}
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