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libs/qglengine/glshaders.cpp

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C++

/*
QGLView
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gltypes.h"
#include "qglview.h"
#include "glshaders.h"
#include "glshaders_headers.h"
using namespace QGLEngineShaders;
bool addShader(QOpenGLShaderProgram * prog, QOpenGLShader::ShaderType type, QString & content, const QString & file) {
if (type == 0 || content.isEmpty()) {
content.clear();
return true;
}
//qDebug() << "[QGLView] Shader" << file << "found" << (QOpenGLShader::ShaderTypeBit)(int)type << "section ...";
switch (type) {
case QOpenGLShader::Fragment:
content.prepend(qgl_fragment_head);
content.prepend(qgl_uniform);
content.prepend(qgl_structs);
break;
case QOpenGLShader::Vertex :
content.prepend(qgl_vertex_head );
break;
case QOpenGLShader::Geometry:
content.prepend(qgl_geometry_head);
break;
}
content.prepend(qgl_common_head);
bool ret = prog->addShaderFromSourceCode(type, content.toLatin1());
if (!ret) qDebug() << "[QGLView] Shader" << file << "Compile error:\n" << prog->log();
content.clear();
return ret;
}
bool QGLEngineShaders::loadShadersMulti(QOpenGLShaderProgram *& prog, const QString & file) {
if (!prog)
prog = new QOpenGLShaderProgram();
prog->removeAllShaders();
QFile f(file);
if (!f.open(QIODevice::ReadOnly)) return false;
QTextStream ts(&f);
QString cur_shader, line, pl;
QOpenGLShader::ShaderType type = 0;
while (!ts.atEnd()) {
line = ts.readLine();
pl = line.trimmed().remove(' ').remove('\t').mid(2).toLower();
pl.chop(2);
if (pl == "vertex" || pl == "vert") {
if (!addShader(prog, type, cur_shader, file)) return false;
type = QOpenGLShader::Vertex;
continue;
}
if (pl == "fragment" || pl == "frag") {
if (!addShader(prog, type, cur_shader, file)) return false;
type = QOpenGLShader::Fragment;
continue;
}
if (pl == "geometry" || pl == "geom") {
if (!addShader(prog, type, cur_shader, file)) return false;
type = QOpenGLShader::Geometry;
continue;
}
if (pl == "tessellation_control") {
if (!addShader(prog, type, cur_shader, file)) return false;
type = QOpenGLShader::TessellationControl;
continue;
}
if (pl == "tessellation_evaluation") {
if (!addShader(prog, type, cur_shader, file)) return false;
type = QOpenGLShader::TessellationEvaluation;
continue;
}
cur_shader.append("\n");
cur_shader.append(line);
}
if (!addShader(prog, type, cur_shader, file)) return false;
/// WARNING
/*prog->bindAttributeLocation("qgl_Vertex" , 1 );
prog->bindAttributeLocation("qgl_Normal" , 2 );
prog->bindAttributeLocation("qgl_Tangent" , 3 );
prog->bindAttributeLocation("qgl_Bitangent" , 4 );
prog->bindAttributeLocation("qgl_Texture" , 5 );
prog->bindAttributeLocation("qgl_Material" , 6 );
prog->bindAttributeLocation("qgl_Color" , 7 );
prog->bindAttributeLocation("qgl_ModelViewMatrix" , 8 );
prog->bindAttributeLocation("qgl_ModelViewProjectionMatrix", 12);
prog->bindAttributeLocation("qgl_NormalMatrix" , 16);*/
if (!prog->link()) {
qDebug() << "[QGLView] Shader" << file << "Link error:\n" << prog->log();
return false;
}
qDebug() << "[QGLView] Shader" << file << "ok";
return true;
}
void QGLEngineShaders::setUniformMatrices(QOpenGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj, QMatrix4x4 prevview) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 mvpm = proj * view;
QMatrix4x4 pmvpm = prevproj * prevview;
QMatrix3x3 nm = view.normalMatrix();
//nm.in;
prog->setUniformValue("qgl_ModelViewMatrix", view);
prog->setUniformValue("qgl_ProjectionMatrix", proj);
prog->setUniformValue("prev_ModelViewProjectioMatrix", pmvpm);
prog->setUniformValue("prev_ModelViewMatrix", prevview);
prog->setUniformValue("qgl_ModelViewProjectionMatrix", mvpm);
prog->setUniformValue("qgl_NormalMatrix", nm);
//prog->setUniformValue("qgl_BumpMatrix", nm.);
prog->setUniformValue("qgl_ModelViewMatrixTranspose", view.transposed());
prog->setUniformValue("qgl_ProjectionMatrixTranspose", proj.transposed());
prog->setUniformValue("qgl_ModelViewProjectionMatrixTranspose", mvpm.transposed());
}
void QGLEngineShaders::setUniformLights(QOpenGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start) {
for (int i = 0; i < lights.size(); ++i)
;//setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, shadow_start + i);
}
/*
" vec3 position;\n"
" vec3 direction;\n"
" vec4 color;\n"
" float intensity;\n"
" float startAngle;\n"
" float endAngle;\n"
" float constantAttenuation;\n"
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n"
" mat4 shadowMatrix;\n"
*/
void QGLEngineShaders::setUniformLight(QOpenGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
if (!prog) return;
if (!prog->isLinked()) return;
QMatrix4x4 m = mat * light->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(light->direction, 1);//, dir0(light->dir0), dir1(light->dir1);
pos = m * pos;
dir = ((m * dir) - pos).normalized();
float ang_start = light->angle_start / 2.f, ang_end = light->angle_end / 2.f;
if (light->light_type == Light::Omni)
ang_start = ang_end = 180.;
//qDebug() << "light" << light->name() << ulightn << pos;
prog->setUniformValue((ulightn + ".position").toLatin1().constData(), pos);
prog->setUniformValue((ulightn + ".direction").toLatin1().constData(), dir);
prog->setUniformValue((ulightn + ".intensity").toLatin1().constData(), GLfloat(light->intensity));
prog->setUniformValue((ulightn + ".startAngle").toLatin1().constData(), GLfloat(ang_start));
prog->setUniformValue((ulightn + ".startAngleCos").toLatin1().constData(), GLfloat(cosf(ang_start * deg2rad)));
prog->setUniformValue((ulightn + ".endAngle").toLatin1().constData(), GLfloat(ang_end));
prog->setUniformValue((ulightn + ".endAngleCos").toLatin1().constData(), GLfloat(cosf(ang_end * deg2rad)));
//prog->setUniformValue((ulightn + ".color").toLatin1().constData(), light->color());
prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
//qDebug() << light->shadow_matrix;
//prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0));
//prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1));
//qDebug() << light->direction << light->dir0 << light->dir1;
}