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C++ QOpenGLShader::compileSourceFile方法代码示例

本文整理汇总了C++中QOpenGLShader::compileSourceFile方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLShader::compileSourceFile方法的具体用法?C++ QOpenGLShader::compileSourceFile怎么用?C++ QOpenGLShader::compileSourceFile使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在QOpenGLShader的用法示例。


在下文中一共展示了QOpenGLShader::compileSourceFile方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: carregaShaders

void MyGLWidget::carregaShaders()
{
  // Creem els shaders per al fragment shader i el vertex shader
  QOpenGLShader fs (QOpenGLShader::Fragment, this);
  QOpenGLShader vs (QOpenGLShader::Vertex, this);
  // Carreguem el codi dels fitxers i els compilem
  fs.compileSourceFile("shaders/fragshad.frag");
  vs.compileSourceFile("shaders/vertshad.vert");
  // Creem el program
  program = new QOpenGLShaderProgram(this);
  // Li afegim els shaders corresponents
  program->addShader(&fs);
  program->addShader(&vs);
  // Linkem el program
  program->link();
  // Indiquem que aquest és el program que volem usar
  program->bind();

  // Obtenim identificador per a l'atribut “vertex” del vertex shader
  vertexLoc = glGetAttribLocation (program->programId(), "vertex");
  // Obtenim identificador per a l'atribut “normal” del vertex shader
  normalLoc = glGetAttribLocation (program->programId(), "normal");
  // Obtenim identificador per a l'atribut “matamb” del vertex shader
  matambLoc = glGetAttribLocation (program->programId(), "matamb");
  // Obtenim identificador per a l'atribut “matdiff” del vertex shader
  matdiffLoc = glGetAttribLocation (program->programId(), "matdiff");
  // Obtenim identificador per a l'atribut “matspec” del vertex shader
  matspecLoc = glGetAttribLocation (program->programId(), "matspec");
  // Obtenim identificador per a l'atribut “matshin” del vertex shader
  matshinLoc = glGetAttribLocation (program->programId(), "matshin");

  // Demanem identificadors per als uniforms del vertex shader
  transLoc = glGetUniformLocation (program->programId(), "TG");
  projLoc = glGetUniformLocation (program->programId(), "proj");
  viewLoc = glGetUniformLocation (program->programId(), "view");

  //COLOR
  posFocus = glGetUniformLocation (program->programId(), "posFocus");
  colFocus = glGetUniformLocation (program->programId(), "colFocus");
  llumAmbient = glGetUniformLocation (program->programId(), "llumAmbient");

  franges = glGetUniformLocation (program->programId(), "franges");

}
开发者ID:elena20ruiz,项目名称:IDILabs,代码行数:44,代码来源:MyGLWidget.cpp

示例2: carregaShaders

void MyGLWidget::carregaShaders()
{

  // Creem els shaders per al fragment shader i el vertex shader
  QOpenGLShader fs (QOpenGLShader::Fragment, this);
  QOpenGLShader vs (QOpenGLShader::Vertex, this);
  // Carreguem el codi dels fitxers i els compilem
  fs.compileSourceFile("shaders/fragshad.frag");
  vs.compileSourceFile("shaders/vertshad.vert");
  // Creem el program
  program = new QOpenGLShaderProgram(this);
  // Li afegim els shaders corresponents
  program->addShader(&fs);
  program->addShader(&vs);
  // Linkem el program
  program->link();
  // Indiquem que aquest és el program que volem usar
  program->bind();

  // Obtenim identificador per a l'atribut “vertex” del vertex shader
  vertexLoc = glGetAttribLocation (program->programId(), "vertex");

  // Obtenim identificador per a l'atribut “color” del vertex shader
  colorLoc = glGetAttribLocation (program->programId(), "color");

  // Uniform locations
  transLoc = glGetUniformLocation(program->programId(), "TG");

  //Uniform projection
  projLoc = glGetUniformLocation(program->programId(), "proj");

  //Uniform view
  viewLoc = glGetUniformLocation(program->programId(), "view");

  glEnable(GL_DEPTH_TEST);


}
开发者ID:elena20ruiz,项目名称:IDILabs,代码行数:38,代码来源:MyGLWidget.cpp

示例3: initializeGL

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);
//.........这里部分代码省略.........
开发者ID:Chrizzldi,项目名称:AwesomeBump,代码行数:101,代码来源:glwidget.cpp


注:本文中的QOpenGLShader::compileSourceFile方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。