예제 #1
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);
}
예제 #2
0
void Painter::paint_3_2_label(
    const QMatrix4x4 & viewProjection
,   float timef)
{
    QOpenGLShaderProgram * program;

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glActiveTexture(GL_TEXTURE0);

    program = m_programs[LabelDistanceMapProgram];
    program->bind();

    glBindTexture(GL_TEXTURE_2D, m_hpicgsLabelDM);
    program->setUniformValue("mvp", viewProjection * m_transforms[0]);
    m_hpicgsLabel->draw(*this);

    glBindTexture(GL_TEXTURE_2D, m_portccLabelDM);
    program->setUniformValue("mvp", viewProjection * m_transforms[1]);
    m_portccLabel->draw(*this);

    program->release();

    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_BLEND);
}
예제 #3
0
void Refraction::draw()
{
    _arrayBuf.bind();

    QOpenGLShaderProgram *program = GL::refraction();
    program->bind();
    int vertexLocation = program->attributeLocation("a_position");
    program->enableAttributeArray(vertexLocation);
    program->setAttributeBuffer(vertexLocation, GL_FLOAT, 0, 3, sizeof(VertexData));
    int fragmentLocation = program->attributeLocation("a_texcoord");
    program->enableAttributeArray(fragmentLocation);
    program->setAttributeBuffer(fragmentLocation, GL_FLOAT, sizeof(QVector3D), 2, sizeof(VertexData));

    prepareMatrix();
    program->setUniformValue("mvp_matrix", GL::projection() * model);
    program->setUniformValue("refraction", 0);
    _texture->bind(0);



    program->setUniformValue("background", 1);
    GameObjects::background()->bind(1);
    program->setUniformValue("position", _position);
    program->setUniformValue("radius", _radius);

    glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, 0);
}
예제 #4
0
	template <typename R> void call(R *r) {
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		for (auto &con : r->getScenario().getWorld().cellCellConnections) {
			auto &cc = *(con.second.get());
			if (cc.adhCoef > 0) {
				shader.bind();
				cube.vao.bind();
				QColor color = QColor::fromHsvF(cc.adhCoef * 0.45, 0.7, 0.7);
				shader.setUniformValue(shader.uniformLocation("color"), color);
				shader.setUniformValue(shader.uniformLocation("projection"), projection);
				shader.setUniformValue(shader.uniformLocation("view"), view);
				QMatrix4x4 model;
				auto ab = toQV3D(cc.cells.second->getPosition() - cc.cells.first->getPosition());
				model.translate(toQV3D(cc.cells.second->getPosition()) - ab * 0.5);
				auto dp = ab.normalized().x();
				if (dp != 1 && dp != -1) {
					model.rotate(acos(dp) * 180.0 / M_PI,
					             QVector3D::crossProduct(QVector3D(1, 0, 0), ab));
					model.scale(ab.length() * 0.5, 1.0, 1.0);
					QMatrix4x4 nmatrix = (model).inverted().transposed();
					shader.setUniformValue(shader.uniformLocation("model"), model);
					shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
					GL->glDrawElements(GL_TRIANGLES, cube.indices.size(), GL_UNSIGNED_INT, 0);
				}
				cube.vao.release();
				shader.release();
			}
		}
	}
예제 #5
0
	template <typename R> void call(R *r) {
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		shader.bind();
		sphere.vao.bind();
		texture->bind(0);
		shader.setUniformValue(shader.uniformLocation("projection"), projection);
		shader.setUniformValue(shader.uniformLocation("view"), view);
		for (auto &n : r->getScenario().nutrientSources) {
			QMatrix4x4 model;
			model.translate(n.pos.x(), n.pos.y(), n.pos.z());
			double c = n.content / n.initialcontent;
			double l = 15.0 + sqrt(n.sqradius * c) * 0.05;
			model.scale(l, l, l);
			QMatrix4x4 nmatrix = (model).inverted().transposed();
			shader.setUniformValue(shader.uniformLocation("model"), model);
			shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
			auto hsv = QColor::fromHsvF(c * 0.35, 0.9, 0.9);
			QVector4D col(hsv.redF(), hsv.greenF(), hsv.blueF(), 0.5);
			std::cerr << "c = " << c << ", r = " << col.x() << std::endl;
			shader.setUniformValue(shader.uniformLocation("color"), col);
			GL->glDrawElements(GL_TRIANGLES, sphere.indices.size(), GL_UNSIGNED_INT, 0);
		}
		sphere.vao.release();
		shader.release();
	}
예제 #6
0
void AbstractKernel::setUniforms(QOpenGLShaderProgram& program, unsigned int pass)
{
	program.setUniformValue("size", m_size);
	if(pass == Pass::Second)
	{
		program.setUniformValue("factor", m_factor);
	}
}
예제 #7
0
/******************************************************************************
* Renders the geometry as triangle mesh with normals.
******************************************************************************/
void OpenGLArrowPrimitive::renderWithNormals(ViewportSceneRenderer* renderer)
{
	QOpenGLShaderProgram* shader = renderer->isPicking() ? _pickingShader : _shader;
	if(!shader->bind())
		throw Exception(QStringLiteral("Failed to bind OpenGL shader."));

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);

	shader->setUniformValue("modelview_projection_matrix", (QMatrix4x4)(renderer->projParams().projectionMatrix * renderer->modelViewTM()));
	if(!renderer->isPicking())
		shader->setUniformValue("normal_matrix", (QMatrix3x3)(renderer->modelViewTM().linear().inverse().transposed()));

	GLint pickingBaseID;
	if(renderer->isPicking()) {
		pickingBaseID = renderer->registerSubObjectIDs(elementCount());
		renderer->activateVertexIDs(shader, _chunkSize * _verticesPerElement, true);
	}

	for(int chunkIndex = 0; chunkIndex < _verticesWithNormals.size(); chunkIndex++, pickingBaseID += _chunkSize) {
		int chunkStart = chunkIndex * _chunkSize;
		int chunkSize = std::min(_elementCount - chunkStart, _chunkSize);

		if(renderer->isPicking())
			shader->setUniformValue("pickingBaseID", pickingBaseID);

		_verticesWithNormals[chunkIndex].bindPositions(renderer, shader, offsetof(VertexWithNormal, pos));
		if(!renderer->isPicking()) {
			_verticesWithNormals[chunkIndex].bindNormals(renderer, shader, offsetof(VertexWithNormal, normal));
			_verticesWithNormals[chunkIndex].bindColors(renderer, shader, 4, offsetof(VertexWithNormal, color));
		}

		int stripPrimitivesPerElement = _stripPrimitiveVertexCounts.size() / _chunkSize;
		int stripVerticesPerElement = std::accumulate(_stripPrimitiveVertexCounts.begin(), _stripPrimitiveVertexCounts.begin() + stripPrimitivesPerElement, 0);
		OVITO_CHECK_OPENGL(shader->setUniformValue("verticesPerElement", (GLint)stripVerticesPerElement));
		OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_STRIP, _stripPrimitiveVertexStarts.data(), _stripPrimitiveVertexCounts.data(), stripPrimitivesPerElement * chunkSize));

		int fanPrimitivesPerElement = _fanPrimitiveVertexCounts.size() / _chunkSize;
		int fanVerticesPerElement = std::accumulate(_fanPrimitiveVertexCounts.begin(), _fanPrimitiveVertexCounts.begin() + fanPrimitivesPerElement, 0);
		OVITO_CHECK_OPENGL(shader->setUniformValue("verticesPerElement", (GLint)fanVerticesPerElement));
		OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_FAN, _fanPrimitiveVertexStarts.data(), _fanPrimitiveVertexCounts.data(), fanPrimitivesPerElement * chunkSize));

		_verticesWithNormals[chunkIndex].detachPositions(renderer, shader);
		if(!renderer->isPicking()) {
			_verticesWithNormals[chunkIndex].detachNormals(renderer, shader);
			_verticesWithNormals[chunkIndex].detachColors(renderer, shader);
		}
	}
	if(renderer->isPicking())
		renderer->deactivateVertexIDs(shader, true);

	shader->release();
}
예제 #8
0
GraphicsLayer21::GraphicsLayer21(QOpenGLVertexArrayObject* vertex_array) :
	m_program(nullptr),
	m_vertex_array(vertex_array)
{
	initializeOpenGLFunctions();

	AppearanceDialog::setBevelsEnabled(true);

	glDisable(GL_BLEND);

	// Enable OpenGL features
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);

	// Set OpenGL parameters
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CCW);

	// Create vertex buffer object
	m_vertex_buffer = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
	m_vertex_buffer->setUsagePattern(QOpenGLBuffer::DynamicDraw);
	m_vertex_buffer->create();
	m_vertex_buffer->bind();

	// Load shaders
	QOpenGLShaderProgram* program = loadProgram(0);
	program->setAttributeBuffer(Position, GL_FLOAT, offsetof(Vertex, x), 3, sizeof(Vertex));
	program->enableAttributeArray(Position);

	program = loadProgram(1);
	program->setAttributeBuffer(TexCoord0, GL_FLOAT, offsetof(Vertex, s), 2, sizeof(Vertex));
	program->setAttributeBuffer(Position, GL_FLOAT, offsetof(Vertex, x), 3, sizeof(Vertex));
	program->enableAttributeArray(Position);
	program->setUniformValue("texture0", GLuint(0));

	program = loadProgram(2);
	program->setAttributeBuffer(TexCoord1, GL_FLOAT, offsetof(Vertex, s2), 2, sizeof(Vertex));
	program->setAttributeBuffer(TexCoord0, GL_FLOAT, offsetof(Vertex, s), 2, sizeof(Vertex));
	program->setAttributeBuffer(Position, GL_FLOAT, offsetof(Vertex, x), 3, sizeof(Vertex));
	program->enableAttributeArray(Position);
	program->setUniformValue("texture0", GLuint(0));
	program->setUniformValue("texture1", GLuint(1));
}
예제 #9
0
void Painter::renderScene(const Camera &camera)
{
    m_envMap->paint(camera);

    /* Paint gems */
    QOpenGLShaderProgram *gemProgram = (*m_shaderPrograms)[ShaderPrograms::GemProgram];
    gemProgram->bind();

    gemProgram->enableAttributeArray(0);
    gemProgram->enableAttributeArray(1);

    gemProgram->setUniformValue("envmap", 0);
    gemProgram->setUniformValue("gemStructureMap", 1);
    gemProgram->setUniformValue("rainbowMap", 2);
    gemProgram->setUniformValue("eye", camera.eye());
    gemProgram->setUniformValue("viewProjection", camera.viewProjection());
    m_gl->glActiveTexture(GL_TEXTURE0);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_envMap->cubeMapTexture());
    m_gl->glActiveTexture(GL_TEXTURE1);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_gemStructureMap->cubeMapTexture());
    m_gl->glActiveTexture(GL_TEXTURE2);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_rainbowMap->cubeMapTexture());

    QHash<ShaderPrograms, QOpenGLShaderProgram*> shaderPrograms;
    shaderPrograms.insert(ShaderPrograms::GemProgram, m_shaderPrograms->value(ShaderPrograms::GemProgram));
    shaderPrograms.insert(ShaderPrograms::LighRayProgram, m_shaderPrograms->value(ShaderPrograms::LighRayProgram));

    m_sceneRenderer->paint(*m_gl, camera.viewProjection(), shaderPrograms);

    m_gl->glActiveTexture(GL_TEXTURE0);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glActiveTexture(GL_TEXTURE1);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glActiveTexture(GL_TEXTURE2);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glBindTexture(GL_TEXTURE_2D, 0);

    gemProgram->disableAttributeArray(0);
    gemProgram->disableAttributeArray(1);

    gemProgram->release();
}
예제 #10
0
/******************************************************************************
* Renders a 2d polyline in the viewport.
******************************************************************************/
void ViewportSceneRenderer::render2DPolyline(const Point2* points, int count, const ColorA& color, bool closed)
{
	OVITO_STATIC_ASSERT(sizeof(points[0]) == 2*sizeof(GLfloat));

	// Load OpenGL shader.
	QOpenGLShaderProgram* shader = loadShaderProgram("line", ":/core/glsl/lines/line.vs", ":/core/glsl/lines/line.fs");
	if(!shader->bind())
		throw Exception(tr("Failed to bind OpenGL shader."));

	bool wasDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST);
	glDisable(GL_DEPTH_TEST);

	GLint vc[4];
	glGetIntegerv(GL_VIEWPORT, vc);
	QMatrix4x4 tm;
	tm.ortho(vc[0], vc[0] + vc[2], vc[1] + vc[3], vc[1], -1, 1);
	OVITO_CHECK_OPENGL(shader->setUniformValue("modelview_projection_matrix", tm));

	QOpenGLBuffer vertexBuffer;
	if(glformat().majorVersion() >= 3) {
		if(!vertexBuffer.create())
			throw Exception(tr("Failed to create OpenGL vertex buffer."));
		if(!vertexBuffer.bind())
				throw Exception(tr("Failed to bind OpenGL vertex buffer."));
		vertexBuffer.allocate(points, 2 * sizeof(GLfloat) * count);
		OVITO_CHECK_OPENGL(shader->enableAttributeArray("position"));
		OVITO_CHECK_OPENGL(shader->setAttributeBuffer("position", GL_FLOAT, 0, 2));
		vertexBuffer.release();
	}
	else {
		OVITO_CHECK_OPENGL(glEnableClientState(GL_VERTEX_ARRAY));
		OVITO_CHECK_OPENGL(glVertexPointer(2, GL_FLOAT, 0, points));
	}

	if(glformat().majorVersion() >= 3) {
		OVITO_CHECK_OPENGL(shader->disableAttributeArray("color"));
		OVITO_CHECK_OPENGL(shader->setAttributeValue("color", color.r(), color.g(), color.b(), color.a()));
	}
	else {
		OVITO_CHECK_OPENGL(glColor4(color));
	}

	OVITO_CHECK_OPENGL(glDrawArrays(closed ? GL_LINE_LOOP : GL_LINE_STRIP, 0, count));

	if(glformat().majorVersion() >= 3) {
		shader->disableAttributeArray("position");
	}
	else {
		OVITO_CHECK_OPENGL(glDisableClientState(GL_VERTEX_ARRAY));
	}
	shader->release();
	if(wasDepthTestEnabled) glEnable(GL_DEPTH_TEST);
}
예제 #11
0
void csSurface::draw(QOpenGLShaderProgram& program)
{
  if( _initRequired ) {
    initialize();
  }

  if( _meshInfo.isEmpty() ) {
    return;
  }

  glDisable(GL_CULL_FACE);

  program.setUniformValue("cs_Model", _model);
  program.setUniformValue("cs_zMin", _meshInfo.zMin());
  program.setUniformValue("cs_zInterval", _meshInfo.zInterval());
  program.setUniformValue("cs_ColorMap", TMU_COLORMAP);

  _surface->bind();
  const int vertexLoc = program.attributeLocation("cs_Vertex");
  program.enableAttributeArray(vertexLoc);
  program.setAttributeBuffer(vertexLoc, GL_FLOAT, 0, 3);

  _colorTexture->bind(TMU_COLORMAP, QOpenGLTexture::ResetTextureUnit);

  _strip->bind();
  const int numStrips       =   _meshInfo.rowCount()   -1;
  const int numVertPerStrip = 2*_meshInfo.columnCount();
  for(int y = 0; y < numStrips; y++) {
    const GLuint  offset  = sizeof(GLuint)*y*numVertPerStrip;
    const GLvoid *indices = (GLvoid*)offset;
    glDrawElements(GL_TRIANGLE_STRIP, numVertPerStrip, GL_UNSIGNED_INT, indices);
  }
  _strip->release();

  _colorTexture->release();

  program.disableAttributeArray(vertexLoc);
  _surface->release();
}
예제 #12
0
void csSurface::drawMesh(QOpenGLShaderProgram& program)
{
  if( _initRequired ) {
    initialize();
  }

  if( _meshInfo.isEmpty() ) {
    return;
  }

  program.setUniformValue("cs_DepthOffset", csCoordinateBox::DepthOffset);
  program.setUniformValue("cs_Model", _model);

  _surface->bind();
  const int vertexLoc = program.attributeLocation("cs_Vertex");
  program.enableAttributeArray(vertexLoc);
  program.setAttributeBuffer(vertexLoc, GL_FLOAT, 0, 3);

  const int colorLoc = program.attributeLocation("cs_Color");
  program.setAttributeValue(colorLoc, QColor(Qt::black));

  // Along x-Axis
  for(int y = 0; y < _meshInfo.rowCount(); y++) {
    glDrawArrays(GL_LINE_STRIP,
                 y*_meshInfo.columnCount(), _meshInfo.columnCount());
  }

  // Along y-Axis
  _meshY->bind();
  for(int x = 0; x < _meshInfo.columnCount(); x++) {
    const GLuint  offset  = sizeof(GLuint)*x*_meshInfo.rowCount();
    const GLvoid *indices = (GLvoid*)offset;
    glDrawElements(GL_LINE_STRIP, _meshInfo.rowCount(), GL_UNSIGNED_INT, indices);
  }
  _meshY->release();

  program.disableAttributeArray(vertexLoc);
  _surface->release();
}
예제 #13
0
void OpenGLWidgetPrivate::render()
{
    const qreal retinaScale = q->devicePixelRatio();
    glViewport(0, 0, width() * retinaScale, height() * retinaScale);

    glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    m_program->bind();

    QMatrix4x4 matrix;
    matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
    matrix.translate(0, 0, -2);
    const qreal angle = 100.0f * m_frame / 30;
    matrix.rotate(angle, m_rotAxis);

    m_program->setUniformValue(m_matrixUniform, matrix);

    GLfloat vertices[] = {
        0.0f, 0.707f,
        -0.5f, -0.5f,
        0.5f, -0.5f
    };

    GLfloat colors[] = {
        1.0f, 0.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 0.0f, 1.0f
    };

    glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);

    m_program->release();

    ++m_frame;

    if (m_interval <= 0)
        q->update();
}
예제 #14
0
파일: main.cpp 프로젝트: RSATom/Qt
//! [5]
void TriangleWindow::render()
{
    const qreal retinaScale = devicePixelRatio();
    glViewport(0, 0, width() * retinaScale, height() * retinaScale);

    glClear(GL_COLOR_BUFFER_BIT);

    m_program->bind();

    QMatrix4x4 matrix;
    matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
    matrix.translate(0, 0, -2);
    matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);

    m_program->setUniformValue(m_matrixUniform, matrix);

    GLfloat vertices[] = {
        0.0f, 0.707f,
        -0.5f, -0.5f,
        0.5f, -0.5f
    };

    GLfloat colors[] = {
        1.0f, 0.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 0.0f, 1.0f
    };

    glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);

    m_program->release();

    ++m_frame;
}
예제 #15
0
// Build a passthrough glsl program
QOpenGLShaderProgram* GLImageProcessor::buildPassthorughProgram() const
{
	QOpenGLShaderProgram* prog = new QOpenGLShaderProgram();

	QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, prog);
	const char *vsrc =
		"attribute highp vec4 in_Vertex;\n"
		"attribute mediump vec4 in_TexCoord;\n"
		"varying mediump vec4 texCoord;\n"
		"void main(void)\n"
		"{\n"
		"    gl_Position = in_Vertex;\n"
		"    texCoord = in_TexCoord;\n"
		"}\n";
	vshader->compileSourceCode(vsrc);


	QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, prog);
	const char *fsrc =
		"uniform sampler2D in_Texture;\n"
		"varying mediump vec4 texCoord;\n"
		"void main(void)\n"
		"{\n"
		"    gl_FragColor = texture2D(in_Texture, texCoord.st);\n"
		"}\n";
	fshader->compileSourceCode(fsrc);

	prog->addShader(vshader);
	prog->addShader(fshader);
	prog->bindAttributeLocation("in_Vertex", 0);
	prog->bindAttributeLocation("in_TexCoord", 1);
	prog->link();
	prog->bind();
	prog->setUniformValue("in_Texture", 0);
	prog->release();

	return prog;
}
예제 #16
0
void AssimpScene::draw(
    OpenGLFunctions & gl
,   QOpenGLShaderProgram & program
,   const GLenum mode)
{
    if (!m_valid)
        return;

    if (!program.isLinked())
        return;

    std::vector<AssimpMesh *>::const_iterator i = m_meshes.begin();
    const std::vector<AssimpMesh *>::const_iterator iEnd = m_meshes.end();

    program.bind();
    program.setUniformValue("model", m_transform * m_normalize);

    for (; i != iEnd; ++i)
    {
        AssimpMesh * mesh(*i);

        program.setUniformValue("diffuse", mesh->material.diffuse);
        program.setUniformValue("ambient", mesh->material.ambient);
        program.setUniformValue("specular", mesh->material.specular);
        program.setUniformValue("emissive", mesh->material.emissive);
        program.setUniformValue("shininess", mesh->material.shininess);
        program.setUniformValue("texCount", mesh->material.texCount);

        if (mesh->material.texCount > 0)
        {
            program.setUniformValue("difftex", 0);
            gl.glActiveTexture(GL_TEXTURE0);            
            gl.glBindTexture(GL_TEXTURE_2D, mesh->material.texture);
        }

        mesh->vao.bind();
        gl.glDrawElements(mode, mesh->faces * 3, GL_UNSIGNED_INT, nullptr);
        mesh->vao.release();

        if (mesh->material.texCount > 0)
            gl.glBindTexture(GL_TEXTURE_2D, 0);
    }
    program.release();
}
예제 #17
0
void Material::SendUniformsToShader(QOpenGLShaderProgram &shader)
{


    /**
    *Diffuse component
    */
    shader.setUniformValue("diffuse_color", m_diffuse_color);
    shader.setUniformValue("diffuse_intensity", m_diffuse_intensity);
    shader.setUniformValue("use_diffuse_texture", m_textures.contains(diffuse));


    /**
    *Specular component
    */
    shader.setUniformValue("specular_color", m_specular_color);
    shader.setUniformValue("specular_intensity", m_specular_intensity);
    shader.setUniformValue("specular_hardness", m_specular_hardness);


}
예제 #18
0
	template <typename R> void call(R *r) {
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		const float l = 100000.0f;
		shader.bind();
		quad.vao.bind();
		texture->bind(0);
		GL->glActiveTexture(GL_TEXTURE0);
		GL->glBindTexture(GL_TEXTURE_2D, texture->textureId());
		shader.setUniformValue(shader.uniformLocation("tex"), 0);
		shader.setUniformValue(shader.uniformLocation("projection"), projection);
		shader.setUniformValue(shader.uniformLocation("view"), view);
		shader.setUniformValue(shader.uniformLocation("texrepeat"), 300.0f);
		shader.setUniformValue(shader.uniformLocation("alpha"), 0.8f);
		QMatrix4x4 model;
		model.rotate(90.0f, QVector3D(1, 0, 0));
		model.translate(QVector3D(0, 0, 0));
		model.scale(l, l, l);
		shader.setUniformValue(shader.uniformLocation("model"), model);
		GL->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
		quad.vao.release();
		shader.release();
	}
예제 #19
0
파일: Viewer.cpp 프로젝트: myluoxz/cgal
void Viewer::drawVisualHints()
{

    CGAL::QGLViewer::drawVisualHints();

    if(d->distance_is_displayed)
    {
        glDisable(GL_DEPTH_TEST);
        QMatrix4x4 mvpMatrix;
        double mat[16];
        camera()->getModelViewProjectionMatrix(mat);
        for(int i=0; i < 16; i++)
        {
          mvpMatrix.data()[i] = (float)mat[i];
        }
        if(!isOpenGL_4_3())
        {
          //draws the distance
          //nullifies the translation
          d->rendering_program_dist.bind();
          d->rendering_program_dist.setUniformValue("mvp_matrix", mvpMatrix);
          d->rendering_program_dist.setUniformValue("point_size", GLfloat(6.0f));
          d->vao.bind();
          glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(2));
          glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(2));
          d->vao.release();
          d->rendering_program_dist.release();
          glEnable(GL_DEPTH_TEST);
        }
        else
        {          
          QOpenGLShaderProgram* program = getShaderProgram(PROGRAM_SOLID_WIREFRAME);
          program->bind();
          QVector2D vp(width(), height());
          program->setUniformValue("viewport", vp);
          program->setUniformValue("near",(GLfloat)camera()->zNear());
          program->setUniformValue("far",(GLfloat)camera()->zFar());
          program->setUniformValue("width", GLfloat(3.0f));
          program->setAttributeValue("colors", QColor(Qt::black));
          program->setUniformValue("mvp_matrix", mvpMatrix);
          QMatrix4x4 f_mat;
          f_mat.setToIdentity();
          program->setUniformValue("f_matrix", f_mat);
          d->vao.bind();
          glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(2));
          d->vao.release();
          program->release();
          
          program = getShaderProgram(PROGRAM_NO_SELECTION);
          program->bind();
          program->setAttributeValue("colors", QColor(Qt::black));
          program->setAttributeValue("point_size", 6.0f);
          program->setUniformValue("mvp_matrix", mvpMatrix);
          program->setUniformValue("f_matrix", f_mat);
          d->vao.bind();
          glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(2));
          d->vao.release();
          program->release();
        }

    }
    if (!d->painter->isActive())
      d->painter->begin(this);
    //So that the text is drawn in front of everything
    d->painter->beginNativePainting();
    glDisable(GL_DEPTH_TEST);
    d->painter->endNativePainting();
    //Prints the displayMessage
    QFont font = QFont();
    QFontMetrics fm(font);
    TextItem *message_text = new TextItem(float(10 + fm.width(d->message)/2),
                                          float(height()-20),
                                          0, d->message, false,
                                          QFont(), Qt::gray );
    if (d->_displayMessage)
    {
      d->textRenderer->addText(message_text);
    }
    d->textRenderer->draw(this);
    
    if (d->_displayMessage)
      d->textRenderer->removeText(message_text);
}
예제 #20
0
파일: Viewer.cpp 프로젝트: myluoxz/cgal
void Viewer::attribBuffers(int program_name) const {
    //ModelViewMatrix used for the transformation of the camera.
    QMatrix4x4 mvp_mat;
    // ModelView Matrix used for the lighting system
    QMatrix4x4 mv_mat;
    // transformation of the manipulated frame
    QMatrix4x4 f_mat;

    f_mat.setToIdentity();
    //fills the MVP and MV matrices.
    GLdouble d_mat[16];

    this->camera()->getModelViewMatrix(d_mat);
    for (int i=0; i<16; ++i)
        mv_mat.data()[i] = GLfloat(d_mat[i]);
    this->camera()->getModelViewProjectionMatrix(d_mat);
    for (int i=0; i<16; ++i)
        mvp_mat.data()[i] = GLfloat(d_mat[i]);
   
    QVector4D position(0.0f,0.0f,1.0f, 1.0f );
    QVector4D ambient(0.4f, 0.4f, 0.4f, 0.4f);
    // Diffuse
    QVector4D diffuse(1.0f, 1.0f, 1.0f, 1.0f);
    // Specular
    QVector4D specular(0.0f, 0.0f, 0.0f, 1.0f);
    QOpenGLShaderProgram* program = getShaderProgram(program_name);
    program->bind();
    program->setUniformValue("point_size", getGlPointSize());
    program->setUniformValue("mvp_matrix", mvp_mat);
    program->setUniformValue("is_clipbox_on", d->clipping);
    if(d->clipping)
    {
      QMatrix4x4 clipbox1;
      QMatrix4x4 clipbox2;
      for(int i=0;i<12;++i)
      {
        clipbox1.data()[i]=d->clipbox[i/4][i%4];
        clipbox2.data()[i]=d->clipbox[(i+12)/4][(i+12)%4];
      }
      program->setUniformValue("clipbox1", clipbox1);
      program->setUniformValue("clipbox2", clipbox2);
    }
    switch(program_name)
    {
    case PROGRAM_WITH_LIGHT:
    case PROGRAM_SPHERES:
    case PROGRAM_CUTPLANE_SPHERES:
      
      program->setUniformValue("alpha", 1.0f); //overriden in item draw() if necessary
    }
    switch(program_name)
    {
    case PROGRAM_WITH_LIGHT:
    case PROGRAM_C3T3:
    case PROGRAM_PLANE_TWO_FACES:
    case PROGRAM_INSTANCED:
    case PROGRAM_WITH_TEXTURE:
    case PROGRAM_CUTPLANE_SPHERES:
    case PROGRAM_SPHERES:
    case PROGRAM_OLD_FLAT:
    case PROGRAM_FLAT:
        program->setUniformValue("light_pos", position);
        program->setUniformValue("light_diff",diffuse);
        program->setUniformValue("light_spec", specular);
        program->setUniformValue("light_amb", ambient);
        program->setUniformValue("spec_power", 51.8f);
        program->setUniformValue("is_two_side", d->twosides);
        break;
    }
    switch(program_name)
    {
    case PROGRAM_WITH_LIGHT:
    case PROGRAM_C3T3:
    case PROGRAM_PLANE_TWO_FACES:
    case PROGRAM_INSTANCED:
    case PROGRAM_CUTPLANE_SPHERES:
    case PROGRAM_SPHERES:
    case PROGRAM_OLD_FLAT:
    case PROGRAM_FLAT:
      program->setUniformValue("mv_matrix", mv_mat);
      break;
    case PROGRAM_WITHOUT_LIGHT:
    case PROGRAM_SOLID_WIREFRAME:
      program->setUniformValue("f_matrix",f_mat);
      break;
    case PROGRAM_WITH_TEXTURE:
      program->setUniformValue("mv_matrix", mv_mat);
      program->setUniformValue("s_texture",0);
      program->setUniformValue("f_matrix",f_mat);
      break;
    case PROGRAM_WITH_TEXTURED_EDGES:
        program->setUniformValue("s_texture",0);
        break;
    case PROGRAM_NO_SELECTION:
        program->setUniformValue("f_matrix",f_mat);
        break;
    }
    program->release();
}
예제 #21
0
void Painter::paint()
{
    if (m_active && m_sceneRenderer) {
        if (!m_initialized) {
            initialize();
            m_time->start();
        }

        m_counter++;
        if (m_counter % 60 == 0) {
            auto timeForPaint = (m_time->elapsed() - m_oldElapsed) / 1000;
            qDebug() << "time for 60 frames " << QString::number(timeForPaint);
            m_oldElapsed = m_time->elapsed();
        }

        float clearColor[4] = {0.9f, 1.f, 1.f, 1.f};
        m_gl->glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        m_gl->glEnable(GL_CULL_FACE);

        m_gl->glEnable(GL_DEPTH_TEST);
        m_gl->glDepthFunc(GL_LEQUAL);
        m_gl->glDepthMask(GL_TRUE);

        // Render to texture
        int viewportHeight = m_camera->viewport().height();
        int viewportWidth = m_camera->viewport().width();

        int previewViewportHeight = m_previewCamera->viewport().height();
        int previewViewportWidth = m_previewCamera->viewport().width();
        float previewSize = 1.f / (static_cast<float>(viewportWidth) / previewViewportWidth);

        int glowSceneViewportHeight = viewportHeight / m_blurViewportRatioScene;
        int glowSceneViewportWidth = viewportWidth / m_blurViewportRatioScene;


        bool viewportChanged = false;
        if (m_usedViewport->height() != viewportHeight
                || m_usedViewport->width() != viewportWidth) {
            *m_usedViewport = m_camera->viewport();
            viewportChanged = true;
        }

        // Render lightrays to glowSceneTexture for glow
        m_gl->glBindFramebuffer(GL_FRAMEBUFFER, m_glowSceneFBO);

        m_gl->glBindTexture(GL_TEXTURE_2D, m_glowSceneTexture);
        if (viewportChanged) {
            m_gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glowSceneViewportWidth, glowSceneViewportHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
        }

        m_gl->glBindRenderbuffer(GL_RENDERBUFFER, m_glowSceneDepthRB);
        if (viewportChanged) {
            m_gl->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, glowSceneViewportWidth, glowSceneViewportHeight);
        }
        m_gl->glViewport(0, 0, glowSceneViewportWidth, glowSceneViewportHeight);

        m_gl->glClearColor(1.0, 0.0, 0.0, 0.0);
        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderLightRays(*m_camera);

        if (m_blurEffectScene) {
            m_blurEffectScene->blur(QSize(glowSceneViewportWidth, glowSceneViewportHeight));
        }

        // Render preview lightrays to glowPreviewSceneTexture for glow
        m_gl->glBindFramebuffer(GL_FRAMEBUFFER, m_glowPreviewSceneFBO);

        m_gl->glBindTexture(GL_TEXTURE_2D, m_glowPreviewSceneTexture);
        if (viewportChanged) {
            m_gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, previewViewportWidth, previewViewportHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
        }

        m_gl->glBindRenderbuffer(GL_RENDERBUFFER, m_glowPreviewSceneDepthRB);
        if (viewportChanged) {
            m_gl->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, previewViewportWidth, previewViewportHeight);
        }
        m_gl->glViewport(0, 0, previewViewportWidth, previewViewportHeight);

        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderLightRays(*m_previewCamera);

        if (m_blurEffectPreviewScene) {
            m_blurEffectPreviewScene->blur(m_previewCamera->viewport());
        }

        // scene
        m_gl->glBindFramebuffer(GL_FRAMEBUFFER, m_sceneFBO);

        m_gl->glBindTexture(GL_TEXTURE_2D, m_sceneTexture);
        if (viewportChanged) {
            m_gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, viewportWidth, viewportHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
        }

        m_gl->glBindRenderbuffer(GL_RENDERBUFFER, m_sceneDepthRB);
        if (viewportChanged) {
            m_gl->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, viewportWidth, viewportHeight);
        }
        m_gl->glViewport(0, 0, viewportWidth, viewportHeight);

        m_gl->glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderScene(*m_camera);

        // preview scene
        m_gl->glBindFramebuffer(GL_FRAMEBUFFER, m_previewSceneFBO);

        m_gl->glBindTexture(GL_TEXTURE_2D, m_previewSceneTexture);
        if (viewportChanged) {
            m_gl->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, previewViewportWidth, previewViewportHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
        }

        m_gl->glBindRenderbuffer(GL_RENDERBUFFER, m_previewSceneDepthRB);
        if (viewportChanged) {
            m_gl->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, previewViewportWidth, previewViewportHeight);
        }

        m_gl->glViewport(0, 0, previewViewportWidth, previewViewportHeight);

        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderScene(*m_previewCamera);

        // Render to the screen
        m_gl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
        m_gl->glViewport(0, 0, viewportWidth, viewportHeight);

        m_gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        m_gl->glActiveTexture(GL_TEXTURE0);
        m_gl->glBindTexture(GL_TEXTURE_2D, m_sceneTexture);
        m_gl->glActiveTexture(GL_TEXTURE1);
        m_gl->glBindTexture(GL_TEXTURE_2D, m_previewSceneTexture);
        m_gl->glActiveTexture(GL_TEXTURE2);
        m_gl->glBindTexture(GL_TEXTURE_2D, m_glowSceneTexture);
        m_gl->glActiveTexture(GL_TEXTURE3);
        m_gl->glBindTexture(GL_TEXTURE_2D, m_glowPreviewSceneTexture);

        QOpenGLShaderProgram *sceneProgram = (*m_shaderPrograms)[ShaderPrograms::SceneProgram];
        sceneProgram->bind();
        sceneProgram->setUniformValue("u_sceneTexture", 0);
        sceneProgram->setUniformValue("u_previewSceneTexture", 1);
        sceneProgram->setUniformValue("u_glowSceneTexture", 2);
        sceneProgram->setUniformValue("u_glowPreviewSceneTexture", 3);
        sceneProgram->setUniformValue("u_previewSize", previewSize);
        m_quad->draw(*m_gl);
        sceneProgram->release();

        // Reset OpenGL state for qml
        // According to https://qt.gitorious.org/qt/qtdeclarative/source/fa0eea53f73c9b03b259f075e4cd5b83bfefccd3:src/quick/items/qquickwindow.cpp
        m_gl->glEnable(GL_TEXTURE_2D);
        m_gl->glActiveTexture(GL_TEXTURE3);
        m_gl->glBindTexture(GL_TEXTURE_2D, 0);
        m_gl->glActiveTexture(GL_TEXTURE2);
        m_gl->glBindTexture(GL_TEXTURE_2D, 0);
        m_gl->glActiveTexture(GL_TEXTURE1);
        m_gl->glBindTexture(GL_TEXTURE_2D, 0);
        m_gl->glActiveTexture(GL_TEXTURE0);
        m_gl->glBindTexture(GL_TEXTURE_2D, 0);
        m_gl->glDisable(GL_TEXTURE_2D);
        m_gl->glDisable(GL_DEPTH_TEST);
        m_gl->glClearColor(0, 0, 0, 0);
        m_gl->glDepthMask(GL_TRUE);
        m_gl->glDepthFunc(GL_LESS);

        QCoreApplication::postEvent(m_painterQML, new QEvent(m_painterQML->paintingDoneEventType()), Qt::HighEventPriority);
    }
}
예제 #22
0
	template <typename R> void call(R *r) {
		using V = decltype(declval<typename R::Cell>().getPosition());
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		shader.bind();
		disk.vao.bind();
		QVector4D color(0.9f, 0.9f, 0.05f, 1.0f);
		shader.setUniformValue(shader.uniformLocation("color"), color);
		shader.setUniformValue(shader.uniformLocation("projection"), projection);
		shader.setUniformValue(shader.uniformLocation("view"), view);
		for (auto &con : r->getScenario().getWorld().cellCellConnections) {
			auto &cc = con.second;
			QMatrix4x4 model;
			model.translate(
			    toQV3D(cc.cells.first->getPosition() + cc.normal * cc.midpoint.first));
			auto rot = V::getRotation(V(0, 0, 1), cc.normal);
			model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
			float rad = static_cast<float>(sqrt(cc.sqradius));
			model.scale(rad, rad, rad);
			QMatrix4x4 nmatrix = (model).inverted().transposed();
			shader.setUniformValue(shader.uniformLocation("model"), model);
			shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
			GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
		}
		color = QVector4D(0.1f, 0.7f, 0.f, 1.0f);
		shader.setUniformValue(shader.uniformLocation("color"), color);
		for (auto &con : r->getScenario().getWorld().cellCellConnections) {
			auto &cc = con.second;
			QMatrix4x4 model;
			model.translate(toQV3D(cc.cells.first->getPosition() +
			                       cc.icb.first.currentBasis.X * cc.midpoint.first));
			auto rot = V::getRotation(V(0, 0, 1), cc.icb.first.currentBasis.X);
			model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
			float rad = static_cast<float>(sqrt(cc.sqradius));
			model.scale(rad, rad, rad);
			QMatrix4x4 nmatrix = (model).inverted().transposed();
			shader.setUniformValue(shader.uniformLocation("model"), model);
			shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
			GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
		}
		color = QVector4D(0.f, 0.1f, 0.7f, 1.0f);
		shader.setUniformValue(shader.uniformLocation("color"), color);
		for (auto &con : r->getScenario().getWorld().cellCellConnections) {
			auto &cc = con.second;
			QMatrix4x4 model;
			model.translate(toQV3D(cc.cells.second->getPosition() +
			                       cc.icb.second.currentBasis.X * cc.midpoint.second));
			auto rot = V::getRotation(V(0, 0, 1), cc.icb.second.currentBasis.X);
			model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
			float rad = static_cast<float>(sqrt(cc.sqradius));
			model.scale(rad, rad, rad);
			QMatrix4x4 nmatrix = (model).inverted().transposed();
			shader.setUniformValue(shader.uniformLocation("model"), model);
			shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
			GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
		}
		disk.vao.release();
		shader.release();
	}
예제 #23
0
/******************************************************************************
* Renders the geometry as with extra information passed to the vertex shader.
******************************************************************************/
void OpenGLArrowPrimitive::renderWithElementInfo(ViewportSceneRenderer* renderer)
{
	QOpenGLShaderProgram* shader = renderer->isPicking() ? _pickingShader : _shader;
	if(!shader)
		return;
	if(!shader->bind())
		throw Exception(QStringLiteral("Failed to bind OpenGL shader."));

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);

	shader->setUniformValue("modelview_matrix",
			(QMatrix4x4)renderer->modelViewTM());
	shader->setUniformValue("modelview_uniform_scale", (float)pow(std::abs(renderer->modelViewTM().determinant()), (FloatType(1.0/3.0))));
	shader->setUniformValue("modelview_projection_matrix",
			(QMatrix4x4)(renderer->projParams().projectionMatrix * renderer->modelViewTM()));
	shader->setUniformValue("projection_matrix", (QMatrix4x4)renderer->projParams().projectionMatrix);
	shader->setUniformValue("inverse_projection_matrix", (QMatrix4x4)renderer->projParams().inverseProjectionMatrix);
	shader->setUniformValue("is_perspective", renderer->projParams().isPerspective);

	AffineTransformation viewModelTM = renderer->modelViewTM().inverse();
	Vector3 eye_pos = viewModelTM.translation();
	shader->setUniformValue("eye_pos", eye_pos.x(), eye_pos.y(), eye_pos.z());
	Vector3 viewDir = viewModelTM * Vector3(0,0,1);
	shader->setUniformValue("parallel_view_dir", viewDir.x(), viewDir.y(), viewDir.z());

	GLint viewportCoords[4];
	glGetIntegerv(GL_VIEWPORT, viewportCoords);
	shader->setUniformValue("viewport_origin", (float)viewportCoords[0], (float)viewportCoords[1]);
	shader->setUniformValue("inverse_viewport_size", 2.0f / (float)viewportCoords[2], 2.0f / (float)viewportCoords[3]);

	GLint pickingBaseID;
	if(renderer->isPicking()) {
		pickingBaseID = renderer->registerSubObjectIDs(elementCount());
		renderer->activateVertexIDs(shader, _chunkSize * _verticesPerElement, true);
		OVITO_CHECK_OPENGL(shader->setUniformValue("verticesPerElement", (GLint)_verticesPerElement));
	}

	for(int chunkIndex = 0; chunkIndex < _verticesWithElementInfo.size(); chunkIndex++, pickingBaseID += _chunkSize) {
		int chunkStart = chunkIndex * _chunkSize;
		int chunkSize = std::min(_elementCount - chunkStart, _chunkSize);

		if(renderer->isPicking())
			shader->setUniformValue("pickingBaseID", pickingBaseID);

		_verticesWithElementInfo[chunkIndex].bindPositions(renderer, shader, offsetof(VertexWithElementInfo, pos));
		_verticesWithElementInfo[chunkIndex].bind(renderer, shader, "cylinder_base", GL_FLOAT, offsetof(VertexWithElementInfo, base), 3, sizeof(VertexWithElementInfo));
		_verticesWithElementInfo[chunkIndex].bind(renderer, shader, "cylinder_axis", GL_FLOAT, offsetof(VertexWithElementInfo, dir), 3, sizeof(VertexWithElementInfo));
		_verticesWithElementInfo[chunkIndex].bind(renderer, shader, "cylinder_radius", GL_FLOAT, offsetof(VertexWithElementInfo, radius), 1, sizeof(VertexWithElementInfo));
		if(!renderer->isPicking())
			_verticesWithElementInfo[chunkIndex].bindColors(renderer, shader, 4, offsetof(VertexWithElementInfo, color));

		if(_usingGeometryShader && (shadingMode() == FlatShading || renderingQuality() == HighQuality)) {
			OVITO_CHECK_OPENGL(glDrawArrays(GL_POINTS, 0, chunkSize));
		}
		else {
			int stripPrimitivesPerElement = _stripPrimitiveVertexCounts.size() / _chunkSize;
			OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_STRIP, _stripPrimitiveVertexStarts.data(), _stripPrimitiveVertexCounts.data(), stripPrimitivesPerElement * chunkSize));

			int fanPrimitivesPerElement = _fanPrimitiveVertexCounts.size() / _chunkSize;
			OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_FAN, _fanPrimitiveVertexStarts.data(), _fanPrimitiveVertexCounts.data(), fanPrimitivesPerElement * chunkSize));
		}

		_verticesWithElementInfo[chunkIndex].detachPositions(renderer, shader);
		_verticesWithElementInfo[chunkIndex].detach(renderer, shader, "cylinder_base");
		_verticesWithElementInfo[chunkIndex].detach(renderer, shader, "cylinder_axis");
		_verticesWithElementInfo[chunkIndex].detach(renderer, shader, "cylinder_radius");
		if(!renderer->isPicking())
			_verticesWithElementInfo[chunkIndex].detachColors(renderer, shader);
	}
	shader->enableAttributeArray("cylinder_base");
	shader->enableAttributeArray("cylinder_axis");
	shader->enableAttributeArray("cylinder_radius");

	if(renderer->isPicking())
		renderer->deactivateVertexIDs(shader, true);

	shader->release();
}
void QOpenGLTextureGlyphCache::resizeTextureData(int width, int height)
{
    QOpenGLContext *ctx = QOpenGLContext::currentContext();
    if (ctx == 0) {
        qWarning("QOpenGLTextureGlyphCache::resizeTextureData: Called with no context");
        return;
    }

    int oldWidth = m_textureResource->m_width;
    int oldHeight = m_textureResource->m_height;

    // Make the lower glyph texture size 16 x 16.
    if (width < 16)
        width = 16;
    if (height < 16)
        height = 16;

    GLuint oldTexture = m_textureResource->m_texture;
    createTextureData(width, height);

    if (ctx->d_func()->workaround_brokenFBOReadBack) {
        QImageTextureGlyphCache::resizeTextureData(width, height);
        Q_ASSERT(image().depth() == 8);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, oldHeight, GL_ALPHA, GL_UNSIGNED_BYTE, image().constBits());
        glDeleteTextures(1, &oldTexture);
        return;
    }

    // ### the QTextureGlyphCache API needs to be reworked to allow
    // ### resizeTextureData to fail

    QOpenGLFunctions funcs(ctx);

    funcs.glBindFramebuffer(GL_FRAMEBUFFER, m_textureResource->m_fbo);

    GLuint tmp_texture;
    glGenTextures(1, &tmp_texture);
    glBindTexture(GL_TEXTURE_2D, tmp_texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    m_filterMode = Nearest;
    glBindTexture(GL_TEXTURE_2D, 0);
    funcs.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                           GL_TEXTURE_2D, tmp_texture, 0);

    funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
    glBindTexture(GL_TEXTURE_2D, oldTexture);

    if (pex != 0)
        pex->transferMode(BrushDrawingMode);

    glDisable(GL_STENCIL_TEST);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_SCISSOR_TEST);
    glDisable(GL_BLEND);

    glViewport(0, 0, oldWidth, oldHeight);

    QOpenGLShaderProgram *blitProgram = 0;
    if (pex == 0) {
        if (m_blitProgram == 0) {
            m_blitProgram = new QOpenGLShaderProgram(ctx);

            {
                QString source;
                source.append(QLatin1String(qopenglslMainWithTexCoordsVertexShader));
                source.append(QLatin1String(qopenglslUntransformedPositionVertexShader));

                QOpenGLShader *vertexShader = new QOpenGLShader(QOpenGLShader::Vertex, m_blitProgram);
                vertexShader->compileSourceCode(source);

                m_blitProgram->addShader(vertexShader);
            }

            {
                QString source;
                source.append(QLatin1String(qopenglslMainFragmentShader));
                source.append(QLatin1String(qopenglslImageSrcFragmentShader));

                QOpenGLShader *fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment, m_blitProgram);
                fragmentShader->compileSourceCode(source);

                m_blitProgram->addShader(fragmentShader);
            }

            m_blitProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
            m_blitProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);

            m_blitProgram->link();
        }

        funcs.glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, m_vertexCoordinateArray);
        funcs.glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, m_textureCoordinateArray);

        m_blitProgram->bind();
        m_blitProgram->enableAttributeArray(int(QT_VERTEX_COORDS_ATTR));
        m_blitProgram->enableAttributeArray(int(QT_TEXTURE_COORDS_ATTR));
        m_blitProgram->disableAttributeArray(int(QT_OPACITY_ATTR));

        blitProgram = m_blitProgram;

    } else {
        pex->setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, m_vertexCoordinateArray);
        pex->setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, m_textureCoordinateArray);

        pex->shaderManager->useBlitProgram();
        blitProgram = pex->shaderManager->blitProgram();
    }

    blitProgram->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);

    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);

    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);

    funcs.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                    GL_RENDERBUFFER, 0);
    glDeleteTextures(1, &tmp_texture);
    glDeleteTextures(1, &oldTexture);

    funcs.glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_func()->current_fbo);

    if (pex != 0) {
        glViewport(0, 0, pex->width, pex->height);
        pex->updateClipScissorTest();
    } else {
        m_blitProgram->disableAttributeArray(int(QT_VERTEX_COORDS_ATTR));
        m_blitProgram->disableAttributeArray(int(QT_TEXTURE_COORDS_ATTR));
    }
}