void AxisRenderer::render(const AxisCamera &camera, QGLShaderProgram &program, QGLBuffer &vertBuffer, QGLBuffer &indexBuffer, bool selected) { qDebug()<<"[AxisRender] start of render"; initializeGLFunctions(); //bind the program for use if(!program.bind()){ QMessageBox::critical(0, "Error", "Could not bind program for use"); qFatal("Could not bind program for use"); } qDebug()<<"[AxisRender] Drawing"; //set up shader locations program.bind(); GLint vertLoc = program.attributeLocation("vertex"); Q_ASSERT(vertLoc != -1); GLint colorLoc = program.uniformLocation("color"); Q_ASSERT(colorLoc != -1); GLint mvpLoc = program.uniformLocation("modelToCamera"); Q_ASSERT(mvpLoc != -1); //set default color to a cyan QVector4D color(0.0f, .5f, 1.0f, 1.0f); //modify the color for selected geometry if(selected){ qDebug()<<"[AxisRender] adding selection color"; color = color + QVector4D(1.0f, 0.0f, 0.0f, 0.0f); } //set the uniform values program.setUniformValueArray(colorLoc, &color, 1); program.setUniformValueArray(mvpLoc, &camera.getProjMatrix(), 1); //bind and set the vertex buffer for attribute vertBuffer.bind(); program.enableAttributeArray(vertLoc); program.setAttributeBuffer(vertLoc, GL_FLOAT, 0, 4); //bind the index buffer for the draw call indexBuffer.bind(); qDebug()<<"[AxisRender] Drawing"; //draw the index buffer NOTE: Hard set to 24 values for a box! glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, NULL); }
void AxisRenderer::drawCamLine(QVector3D from, QVector3D to, QGLShaderProgram &program, const AxisCamera &camera) { const GLfloat color[] ={1.0f, 0.0f, 0.0f, 1.0f}; //default red color //temp vector to hold line verticies std::vector<GLfloat> bufferData; //from verticies bufferData.push_back(from.x()); bufferData.push_back(from.y()); bufferData.push_back(from.z()); bufferData.push_back(1.0f); //to verticies bufferData.push_back(to.x()); bufferData.push_back(to.y()); bufferData.push_back(to.z()); bufferData.push_back(1.0f); program.bind(); //create and fill line buffer with verticies QGLBuffer line(QGLBuffer::VertexBuffer); line.create(); line.bind(); line.allocate(bufferData.data(), sizeof(GLfloat) * 8); //get locations GLuint colorLoc = program.uniformLocation("color"); Q_ASSERT(colorLoc != -1); GLuint mvpLoc = program.uniformLocation("modelToCamera"); Q_ASSERT(mvpLoc != -1); //setup line for drawing line.bind(); program.enableAttributeArray("vertex"); program.setAttributeBuffer("vertex", GL_FLOAT, 0, 4); program.setUniformValueArray(colorLoc, color, 1, 4); program.setUniformValueArray(mvpLoc, &(camera.getProjMatrix()), 1); glDrawArrays(GL_LINES, 0, 2); }
/*! Draw the particle, if effect was given in the constructor, we set the diffuse value for the shader in order to color the particle as same as the ball that hit the particle. */ void ExplosionParticle::draw(QGLPainter *painter) { if (userEffect()) { QGLShaderProgram *program = static_cast<QGLShaderProgramEffect*>(userEffect())->program(); if (m_DiffuseLoc == -1) { m_DiffuseLoc = program->uniformLocation("diffuse"); } program->setUniformValue(m_DiffuseLoc, material()->diffuseColor()); QGLSceneNode::draw(painter); program->setUniformValue(m_DiffuseLoc, QVector4D(1.0f, 1.0f, 1.0f, 1.0f)); } else { QGLSceneNode::draw(painter); } }
bool GLWidgetRendererPrivate::prepareShaderProgram(const VideoFormat &fmt, ColorTransform::ColorSpace cs) { // isSupported(pixfmt) if (!fmt.isValid()) return false; releaseShaderProgram(); video_format.setPixelFormatFFmpeg(fmt.pixelFormatFFmpeg()); colorTransform.setInputColorSpace(cs); // TODO: only to kinds, packed.glsl, planar.glsl QString frag; if (fmt.isPlanar()) { frag = getShaderFromFile("shaders/planar.f.glsl"); } else { frag = getShaderFromFile("shaders/rgb.f.glsl"); } if (frag.isEmpty()) return false; if (fmt.isRGB()) { frag.prepend("#define INPUT_RGB\n"); } else { frag.prepend(QString("#define YUV%1P\n").arg(fmt.bitsPerPixel(0))); } if (fmt.isPlanar() && fmt.bytesPerPixel(0) == 2) { if (fmt.isBigEndian()) frag.prepend("#define LA_16BITS_BE\n"); else frag.prepend("#define LA_16BITS_LE\n"); } if (cs == ColorTransform::BT601) { frag.prepend("#define CS_BT601\n"); } else if (cs == ColorTransform::BT709) { frag.prepend("#define CS_BT709\n"); } #if NO_QGL_SHADER program = createProgram(kVertexShader, frag.toUtf8().constData()); if (!program) { qWarning("Could not create shader program."); return false; } // vertex shader. we can set attribute locations calling glBindAttribLocation a_Position = glGetAttribLocation(program, "a_Position"); a_TexCoords = glGetAttribLocation(program, "a_TexCoords"); u_matrix = glGetUniformLocation(program, "u_MVP_matrix"); u_bpp = glGetUniformLocation(program, "u_bpp"); u_opacity = glGetUniformLocation(program, "u_opacity"); // fragment shader u_colorMatrix = glGetUniformLocation(program, "u_colorMatrix"); #else if (!shader_program->addShaderFromSourceCode(QGLShader::Vertex, kVertexShader)) { qWarning("Failed to add vertex shader: %s", shader_program->log().toUtf8().constData()); return false; } if (!shader_program->addShaderFromSourceCode(QGLShader::Fragment, frag)) { qWarning("Failed to add fragment shader: %s", shader_program->log().toUtf8().constData()); return false; } if (!shader_program->link()) { qWarning("Failed to link shader program...%s", shader_program->log().toUtf8().constData()); return false; } // vertex shader a_Position = shader_program->attributeLocation("a_Position"); a_TexCoords = shader_program->attributeLocation("a_TexCoords"); u_matrix = shader_program->uniformLocation("u_MVP_matrix"); u_bpp = shader_program->uniformLocation("u_bpp"); u_opacity = shader_program->uniformLocation("u_opacity"); // fragment shader u_colorMatrix = shader_program->uniformLocation("u_colorMatrix"); #endif //NO_QGL_SHADER qDebug("glGetAttribLocation(\"a_Position\") = %d\n", a_Position); qDebug("glGetAttribLocation(\"a_TexCoords\") = %d\n", a_TexCoords); qDebug("glGetUniformLocation(\"u_MVP_matrix\") = %d\n", u_matrix); qDebug("glGetUniformLocation(\"u_bpp\") = %d\n", u_bpp); qDebug("glGetUniformLocation(\"u_opacity\") = %d\n", u_opacity); qDebug("glGetUniformLocation(\"u_colorMatrix\") = %d\n", u_colorMatrix); if (fmt.isRGB()) u_Texture.resize(1); else u_Texture.resize(fmt.channels()); for (int i = 0; i < u_Texture.size(); ++i) { QString tex_var = QString("u_Texture%1").arg(i); #if NO_QGL_SHADER u_Texture[i] = glGetUniformLocation(program, tex_var.toUtf8().constData()); #else u_Texture[i] = shader_program->uniformLocation(tex_var); #endif qDebug("glGetUniformLocation(\"%s\") = %d\n", tex_var.toUtf8().constData(), u_Texture[i]); } return true; }
/*! \reimp */ void QGLPerVertexColorEffect::setActive(QGLPainter *painter, bool flag) { #if defined(QGL_FIXED_FUNCTION_ONLY) Q_UNUSED(painter); if (flag) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); } else { glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } #else Q_UNUSED(painter); Q_D(QGLPerVertexColorEffect); #if !defined(QGL_SHADERS_ONLY) if (painter->isFixedFunction()) { d->isFixedFunction = true; if (flag) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); } else { glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } return; } #endif static char const pvColorVertexShader[] = "attribute highp vec4 vertex;\n" "attribute mediump vec4 color;\n" "uniform highp mat4 matrix;\n" "varying mediump vec4 qColor;\n" "void main(void)\n" "{\n" " gl_Position = matrix * vertex;\n" " qColor = color;\n" "}\n"; static char const pvColorFragmentShader[] = "varying mediump vec4 qColor;\n" "void main(void)\n" "{\n" " gl_FragColor = qColor;\n" "}\n"; QGLShaderProgram *program = painter->cachedProgram(QLatin1String("qt.color.pervertex")); d->program = program; if (!program) { if (!flag) return; program = new QGLShaderProgram(); program->addShaderFromSourceCode(QGLShader::Vertex, pvColorVertexShader); program->addShaderFromSourceCode(QGLShader::Fragment, pvColorFragmentShader); program->bindAttributeLocation("vertex", QGL::Position); program->bindAttributeLocation("color", QGL::Color); if (!program->link()) { qWarning("QGLPerVertexColorEffect::setActive(): could not link shader program"); delete program; program = 0; return; } painter->setCachedProgram(QLatin1String("qt.color.pervertex"), program); d->program = program; d->matrixUniform = program->uniformLocation("matrix"); program->bind(); program->enableAttributeArray(QGL::Position); program->enableAttributeArray(QGL::Color); } else if (flag) { d->matrixUniform = program->uniformLocation("matrix"); program->bind(); program->enableAttributeArray(QGL::Position); program->enableAttributeArray(QGL::Color); } else { program->disableAttributeArray(QGL::Position); program->disableAttributeArray(QGL::Color); program->release(); } #endif }
void AxisRenderer::renderOrigin(QGLShaderProgram &program, const AxisCamera &camera) { qDebug()<<"[AxisRender] drawing origin lines"; initializeGLFunctions(); //data for the xline const GLfloat xline[] = { 0.0f, 0.0f, 0.0f, 1.0f, 5.0f, 0.0f, 0.0f, 1.0f }; //data for the yline const GLfloat yline[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f, 1.0f }; //data for the zline const GLfloat zline[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f, 1.0f }; //data for each line color const GLfloat xcolor[] = { 1.0f, 0.0f, 0.0f, 1.0f}; const GLfloat ycolor[] = { 0.0f, 1.0f, 0.0f, 1.0f}; const GLfloat zcolor[] = { 1.0f, 0.0f, 1.0f, 1.0f}; //fill buffer for xline QGLBuffer xbuff(QGLBuffer::VertexBuffer); xbuff.create(); xbuff.bind(); xbuff.setUsagePattern(QGLBuffer::StaticDraw); xbuff.allocate(xline, sizeof(xline)); //fill buffer for yline QGLBuffer ybuff(QGLBuffer::VertexBuffer); ybuff.create(); ybuff.bind(); ybuff.setUsagePattern(QGLBuffer::StaticDraw); ybuff.allocate(yline, sizeof(yline)); //fill buffer for zline QGLBuffer zbuff(QGLBuffer::VertexBuffer); zbuff.create(); zbuff.bind(); zbuff.setUsagePattern(QGLBuffer::StaticDraw); zbuff.allocate(zline, sizeof(zline)); program.bind(); //set the uniforms GLuint colorLoc = program.uniformLocation("color"); Q_ASSERT(colorLoc != -1); GLuint mvpLoc = program.uniformLocation("modelToCamera"); Q_ASSERT(mvpLoc != -1); program.setUniformValueArray(mvpLoc, &(camera.getProjMatrix()), 1); //bind then draw xline xbuff.bind(); program.enableAttributeArray("vertex"); program.setAttributeBuffer("vertex", GL_FLOAT, 0, 4); program.setUniformValueArray(colorLoc, xcolor, 1, 4); glDrawArrays(GL_LINES, 0, 2); //bind then draw yline ybuff.bind(); program.setAttributeBuffer("vertex", GL_FLOAT, 0, 4); program.setUniformValueArray(colorLoc, ycolor, 1, 4); glDrawArrays(GL_LINES, 0, 2); //bind then draw zline zbuff.bind(); program.setAttributeBuffer("vertex", GL_FLOAT, 0, 4); program.setUniformValueArray(colorLoc, zcolor, 1, 4); glDrawArrays(GL_LINES, 0, 2); //destroy the buffers(Probably should be created and stored for longer than one call but context issue) xbuff.bind(); xbuff.destroy(); ybuff.bind(); ybuff.destroy(); zbuff.bind(); zbuff.destroy(); }