本文整理汇总了C++中QOpenGLShader::log方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLShader::log方法的具体用法?C++ QOpenGLShader::log怎么用?C++ QOpenGLShader::log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类QOpenGLShader
的用法示例。
在下文中一共展示了QOpenGLShader::log方法的2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: file
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);
}
示例2: 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.........