예제 #1
0
	void load() {
		shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
		                               shaderWithHeader(":/shaders/mvp.vert"));
		shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
		                               shaderWithHeader(":/shaders/flat.frag"));
		shader.link();
		cube.load(shader);
	}
예제 #2
0
    void exposeEvent(QExposeEvent *)
    {
        if (!isExposed())
            return;

        if (!gl) {
            gl = new QOpenGLContext();
            gl->setFormat(requestedFormat());
            gl->create();
        }

        gl->makeCurrent(this);

        QOpenGLShaderProgram prog;
        prog.addShaderFromSourceCode(QOpenGLShader::Vertex,
                                     "attribute highp vec4 a_Pos;"
                                     "attribute lowp vec4 a_Color;"
                                     "varying lowp vec4 v_Color;"
                                     "void main() {"
                                     "    gl_Position = a_Pos;"
                                     "    v_Color = a_Color;"
                                     "}");
        prog.addShaderFromSourceCode(QOpenGLShader::Fragment,
                                     "varying lowp vec4 v_Color;"
                                     "void main() {"
                                     "    gl_FragColor = v_Color;"
                                     "}");
        prog.bind();

        glClearColor(0, 0, 0, 1);
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, width(), height());

        prog.enableAttributeArray("a_Pos");
        prog.enableAttributeArray("a_Color");

        float coords[] = { -0.7f,  0.7f,
                           0.8f,  0.8f,
                           -0.8f, -0.8f,
                           0.7f, -0.7f
                         };
        float colors[] = { 1, 0, 0, 1,
                           0, 1, 0, 1,
                           0, 0, 1, 1,
                           0, 0, 0, 0
                         };

        prog.setAttributeArray("a_Pos", GL_FLOAT, coords, 2, 0);
        prog.setAttributeArray("a_Color", GL_FLOAT, colors, 4, 0);

        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        prog.disableAttributeArray("a_Pos");
        prog.disableAttributeArray("a_Color");

        gl->swapBuffers(this);
    }
예제 #3
0
파일: main.cpp 프로젝트: RSATom/Qt
//! [4]
void TriangleWindow::initialize()
{
    m_program = new QOpenGLShaderProgram(this);
    m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
    m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
    m_program->link();
    m_posAttr = m_program->attributeLocation("posAttr");
    m_colAttr = m_program->attributeLocation("colAttr");
    m_matrixUniform = m_program->uniformLocation("matrix");
}
예제 #4
0
void OpenGLWidgetPrivate::initialize()
{
    initializeOpenGLFunctions();
    m_program = new QOpenGLShaderProgram;
    m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
    m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
    m_program->link();
    m_posAttr = m_program->attributeLocation("posAttr");
    m_colAttr = m_program->attributeLocation("colAttr");
    m_matrixUniform = m_program->uniformLocation("matrix");
}
예제 #5
0
	void load() {
		shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
		                               shaderWithHeader(":/shaders/mvp.vert"));
		shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
		                               shaderWithHeader(":/shaders/flat.frag"));
		texture = unique_ptr<QOpenGLTexture>(
		    new QOpenGLTexture(QImage("../resources/sand.jpg").mirrored()));
		texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
		texture->setMagnificationFilter(QOpenGLTexture::Linear);
		shader.link();
		sphere.load(shader);
	}
예제 #6
0
파일: Shader.cpp 프로젝트: cr8tr/omnidome
    void initShader(QOpenGLShaderProgram& _s, const char *_filename) {
      QString _vertSrc =
        ShaderCompiler::compile(":/shaders/" + QString(_filename) + ".vert");
      QString _fragmentSrc =
        ShaderCompiler::compile(":/shaders/" + QString(_filename) + ".frag");

      _s.addShaderFromSourceCode(QOpenGLShader::Vertex,
                                 _vertSrc);
      _s.addShaderFromSourceCode(QOpenGLShader::Fragment,
                                 _fragmentSrc);
      _s.link();
    }
예제 #7
0
void DVWindow::loadShader(QOpenGLShaderProgram& shader, const char* vshader, const char* fshader) {
    /* Load the shaders from the qrc. */
    shader.addShaderFromSourceFile(QOpenGLShader::Vertex, vshader);

    QFile res(fshader);
    res.open(QIODevice::ReadOnly | QIODevice::Text);
    QString fshaderSrc = res.readAll();

    if (!context()->isOpenGLES())
        fshaderSrc.prepend("#version 130\n");

    shader.addShaderFromSourceCode(QOpenGLShader::Fragment, fshaderSrc);

    /* Bind the attribute handles. */
    shader.bindAttributeLocation("vertex", vertex);
    shader.bindAttributeLocation("uv", uv);

    shader.link();

    /* Bind so we set the texture sampler uniform values. */
    shader.bind();

    /* Left image is TEXTURE0. */
    shader.setUniformValue("textureL", 0);
    /* Right image is TEXTURE1. */
    shader.setUniformValue("textureR", 1);
}