Example #1
0
Shader::Shader(QString vshaderName, QString fshaderName, QObject *parent)
    :QOpenGLShaderProgram(parent)
{
    QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, parent);
    {
        QFile file(":/res/Shaders/"+vshaderName+".vert");
        if (file.open(QIODevice::ReadOnly)) {
            QString vsrc = file.readAll();
            if (!vshader->compileSourceCode(vsrc)){
                printf("%s", vshader->log().data());
                exit(1);
            }
        }
    }

    QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, parent);
    {
        QFile file(":/res/Shaders/"+fshaderName+".frag");
        if (file.open(QIODevice::ReadOnly)) {
            QString fsrc = file.readAll();
            if (!fshader->compileSourceCode(fsrc)){
                printf("%s", fshader->log().data());
                exit(1);
            }
        }
    }
    this->addShader(vshader);
    this->addShader(fshader);
    this->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
    this->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
    this->bindAttributeLocation("lightPosition", PROGRAM_LIGHT_POSITION_ATTRIBUTE);
    this->bindAttributeLocation("lightColour", PROGRAM_LIGHT_COLOUR_ATTRIBUTE);
    this->bindAttributeLocation("useTexture", PROGRAM_USE_TEXTURE);
    if (!this->link())
    {
        printf("%s", this->log().data());
        exit(1);
    }
    this->bind();
    this->setUniformValue("texture", 0);
}
Example #2
0
void GLWidget::initializeGL()
{
    initializeOpenGLFunctions();
    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
    makeCurrent();
    qglClearColor(QColor::fromCmykF(0.79, 0.79, 0.79, 0.0).dark());


    glEnable(GL_DEPTH_TEST);
    glEnable(GL_MULTISAMPLE);
    glEnable(GL_DEPTH_TEST);


    qDebug() << "Loading quad (vertex shader)";
    QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
    vshader->compileSourceFile(":/resources/plane.vert");
    if (!vshader->log().isEmpty()) qDebug() << vshader->log();
    else qDebug() << "done";

    qDebug() << "Loading quad (fragment shader)";
    QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
    fshader->compileSourceFile(":/resources/plane.frag");
    if (!fshader->log().isEmpty()) qDebug() << fshader->log();
    else qDebug() << "done";

    qDebug() << "Loading quad (tessellation control shader)";
    QOpenGLShader *tcshader = new QOpenGLShader(QOpenGLShader::TessellationControl, this);
    tcshader->compileSourceFile(":/resources/plane.tcs.vert");
    if (!tcshader->log().isEmpty()) qDebug() << tcshader->log();
    else qDebug() << "done";

    qDebug() << "Loading quad (tessellation evaluation shader)";
    QOpenGLShader *teshader = new QOpenGLShader(QOpenGLShader::TessellationEvaluation, this);
    teshader->compileSourceFile(":/resources/plane.tes.vert");
    if (!teshader->log().isEmpty()) qDebug() << teshader->log();
    else qDebug() << "done";

    qDebug() << "Loading quad (geometry shader)";
    QOpenGLShader *gshader = new QOpenGLShader(QOpenGLShader::Geometry, this);
    QFile gFile(":/resources/plane.geom");
    gFile.open(QFile::ReadOnly);
    qDebug() << gFile.isOpen() << " File";

    QTextStream in(&gFile);
    QString preambule = "#version 400 core\n"
                        "layout(triangle_strip, max_vertices = 3) out;\n" ;
    QString shaderCode = in.readAll();
    gshader->compileSourceCode(preambule+shaderCode);
    //gshader->compileSourceFile(in.readAll());
    if (!gshader->log().isEmpty()) qDebug() << gshader->log();
    else qDebug() << "done";

    program = new QOpenGLShaderProgram(this);
    program->addShader(vshader);
    program->addShader(fshader);
    program->addShader(tcshader);
    program->addShader(teshader);
    program->addShader(gshader);
    program->bindAttributeLocation("FragColor",0);
    program->bindAttributeLocation("FragNormal",1);
    program->bindAttributeLocation("FragGlowColor",2);
    program->bindAttributeLocation("FragPosition",3);
    GLCHK(program->link());

    GLCHK(program->bind());
    program->setUniformValue("texDiffuse"  , 0);
    program->setUniformValue("texNormal"   , 1);
    program->setUniformValue("texSpecular" , 2);
    program->setUniformValue("texHeight"   , 3);
    program->setUniformValue("texSSAO"     , 4);
    program->setUniformValue("texRoughness", 5);
    program->setUniformValue("texMetallic",  6);
    program->setUniformValue("texMaterial",  7);

    program->setUniformValue("texDiffuseEnvMap", 8);
    program->setUniformValue("texEnvMap"       , 9);

    // lines shader
    qDebug() << "Compiling lines program...";
    preambule = QString("#version 400 core\n")+
                        "layout(line_strip, max_vertices = 3) out;\n" ;
    gshader->compileSourceCode(preambule+shaderCode);

    line_program = new QOpenGLShaderProgram(this);
    line_program->addShader(vshader);
    line_program->addShader(fshader);
    line_program->addShader(tcshader);
    line_program->addShader(teshader);
    line_program->addShader(gshader);
    line_program->bindAttributeLocation("FragColor",0);
    line_program->bindAttributeLocation("FragNormal",1);
    line_program->bindAttributeLocation("FragGlowColor",2);
    line_program->bindAttributeLocation("FragPosition",3);
    GLCHK(line_program->link());

    GLCHK(line_program->bind());
    line_program->setUniformValue("texDiffuse"  , 0);
    line_program->setUniformValue("texNormal"   , 1);
    line_program->setUniformValue("texSpecular" , 2);
    line_program->setUniformValue("texHeight"   , 3);
    line_program->setUniformValue("texSSAO"     , 4);
    line_program->setUniformValue("texRoughness", 5);
    line_program->setUniformValue("texMetallic",  6);
    line_program->setUniformValue("texMaterial",  7);

    line_program->setUniformValue("texDiffuseEnvMap", 8);
    line_program->setUniformValue("texEnvMap"       , 9);


    delete vshader;
    delete fshader;
    delete tcshader;
    delete teshader;
    delete gshader;


    // loading sky box shader
    qDebug() << "Loading skybox shader (vertex shader)";
    vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
    vshader->compileSourceFile(":/resources/skybox.vert.glsl");
    if (!vshader->log().isEmpty()) qDebug() << vshader->log();
    else qDebug() << "done";

    qDebug() << "Loading skybox shader (fragment shader)";
    fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
    fshader->compileSourceFile(":/resources/skybox.frag.glsl");
    if (!fshader->log().isEmpty()) qDebug() << fshader->log();
    else qDebug() << "done";

    skybox_program = new QOpenGLShaderProgram(this);
    skybox_program->addShader(vshader);
    skybox_program->addShader(fshader);
    skybox_program->bindAttributeLocation("FragColor",0);
    skybox_program->bindAttributeLocation("FragNormal",1);
    skybox_program->bindAttributeLocation("FragGlowColor",2);
    skybox_program->bindAttributeLocation("FragPosition",3);
    GLCHK(skybox_program->link());
    GLCHK(skybox_program->bind());
    skybox_program->setUniformValue("texEnv" , 0);


    // loading enviromental shader
    qDebug() << "Loading enviromental shader (vertex shader)";
    vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
    vshader->compileSourceFile(":/resources/env.vert");
    if (!vshader->log().isEmpty()) qDebug() << vshader->log();
    else qDebug() << "done";

    qDebug() << "Loading enviromental shader (geometry shader)";
    gshader = new QOpenGLShader(QOpenGLShader::Geometry, this);
    gshader->compileSourceFile(":/resources/env.geom");
    if (!gshader->log().isEmpty()) qDebug() << gshader->log();
    else qDebug() << "done";

    qDebug() << "Loading enviromental shader (fragment shader)";
    fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
    fshader->compileSourceFile(":/resources/env.frag");
    if (!fshader->log().isEmpty()) qDebug() << fshader->log();
    else qDebug() << "done";

    env_program = new QOpenGLShaderProgram(this);
    env_program->addShader(vshader);
    env_program->addShader(gshader);
    env_program->addShader(fshader);

    GLCHK(env_program->link());
    GLCHK(env_program->bind());
    env_program->setUniformValue("texEnv" , 0);

    delete vshader;
    delete fshader;
    delete gshader;


    // -------------------------------------------------
    // Loading post processing filters
    // -------------------------------------------------

    qDebug() << "Loading post-processing shader (vertex shader)";
    vshader = new QOpenGLShader(QOpenGLShader::Vertex, this);
    vshader->compileSourceFile(":/resources/filters_3d.vert");
    if (!vshader->log().isEmpty()) qDebug() << vshader->log();
    else qDebug() << "done";


    qDebug() << "Loading post-processing shader (fragment shader)";
    fshader = new QOpenGLShader(QOpenGLShader::Fragment, this);
    fshader->compileSourceFile(":/resources/filters_3d.frag");
    if (!fshader->log().isEmpty()) qDebug() << fshader->log();
    else qDebug() << "done";

    filters_program = new QOpenGLShaderProgram(this);
    filters_program->addShader(vshader);
    filters_program->addShader(fshader);
    filters_program->bindAttributeLocation("positionIn", 0);
    GLCHK( filters_program->link() );

    GLCHK( filters_program->bind() );
    GLCHK( filters_program->setUniformValue("layerA" , 0) );
    GLCHK( filters_program->setUniformValue("layerB" , 1) );
    GLCHK( filters_program->setUniformValue("layerC" , 2) );
    GLCHK( filters_program->setUniformValue("layerD" , 3) );
    GLCHK( filters_program->setUniformValue("layerE" , 4) );
    GLCHK( filters_program->setUniformValue("layerF" , 5) );
    GLCHK( filters_program->setUniformValue("layerG" , 6) );

    GLCHK( subroutines["mode_normal_filter"]  = glGetSubroutineIndex(filters_program->programId(),GL_FRAGMENT_SHADER,"mode_normal_filter") );
    GLCHK( subroutines["mode_gauss_filter"]   = glGetSubroutineIndex(filters_program->programId(),GL_FRAGMENT_SHADER,"mode_gauss_filter") );
    GLCHK( subroutines["mode_bloom_filter"]   = glGetSubroutineIndex(filters_program->programId(),GL_FRAGMENT_SHADER,"mode_bloom_filter") );
    GLCHK( subroutines["mode_dof_filter"]     = glGetSubroutineIndex(filters_program->programId(),GL_FRAGMENT_SHADER,"mode_dof_filter") );


    GLCHK( filters_program->release());
    delete vshader;
    delete fshader;




    camera.position.setZ( -0 );
    camera.toggleFreeCamera(false);
    newCamera.toggleFreeCamera(false);

    lightDirection.position.setZ(0);
    lightDirection.toggleFreeCamera(false);
    lightDirection.radius = 1;

    mesh        = new Mesh("Core/3D/","Cube.obj");
    skybox_mesh = new Mesh("Core/3D/","sky_cube.obj");
    env_mesh    = new Mesh("Core/3D/","sky_cube_env.obj");
    quad_mesh   = new Mesh("Core/3D/","quad.obj");

    m_prefiltered_env_map = new GLTextureCube(512);

    resizeFBOs();
    emit readyGL();
}