本文整理汇总了C++中QOpenGLShaderProgram::bind方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLShaderProgram::bind方法的具体用法?C++ QOpenGLShaderProgram::bind怎么用?C++ QOpenGLShaderProgram::bind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QOpenGLShaderProgram
的用法示例。
在下文中一共展示了QOpenGLShaderProgram::bind方法的15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: call
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();
}
}
}
示例2: loadShader
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);
}
示例3: col
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();
}
示例4: draw
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);
}
示例5: getShaderProgram
void
Scene_polylines_item::initializeBuffers(CGAL::Three::Viewer_interface *viewer = 0) const
{
QOpenGLShaderProgram *program;
//vao for the lines
{
program = getShaderProgram(PROGRAM_NO_SELECTION, viewer);
program->bind();
vaos[Edges]->bind();
buffers[Edges_Vertices].bind();
buffers[Edges_Vertices].allocate(positions_lines.data(),
static_cast<int>(positions_lines.size()*sizeof(float)));
program->enableAttributeArray("vertex");
program->setAttributeBuffer("vertex",GL_FLOAT,0,4);
buffers[Edges_Vertices].release();
vaos[Edges]->release();
program->release();
nb_lines = positions_lines.size();
positions_lines.clear();
positions_lines.swap(positions_lines);
}
are_buffers_filled = true;
}
示例6: glEnable
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);
}
示例7: initShaders
bool AnimeGLWidget::initShaders(QOpenGLShaderProgram &program, QString prefix)
{
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/root/Resources/shaders/" + prefix + "_v.glsl"))
{
qDebug() << "failed add shader vertex";
return false;
}
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/root/Resources/shaders/" + prefix + "_f.glsl"))
{
qDebug() << "failed add shader fragment";
return false;
}
if (!program.link())
{
qDebug() << "failed link";
return false;
}
if (!program.bind())
{
qDebug() << "failed bind";
return false;
}
return true;
}
示例8:
void
Scene_polylines_item_private::initializeBuffers(CGAL::Three::Viewer_interface *viewer = 0) const
{
float lineWidth[2];
viewer->glGetFloatv(GL_LINE_WIDTH_RANGE, lineWidth);
line_Slider->setMaximum(lineWidth[1]);
QOpenGLShaderProgram *program;
//vao for the lines
{
program = item->getShaderProgram(Scene_polylines_item::PROGRAM_NO_SELECTION, viewer);
program->bind();
item->vaos[Edges]->bind();
item->buffers[Edges_Vertices].bind();
item->buffers[Edges_Vertices].allocate(positions_lines.data(),
static_cast<int>(positions_lines.size()*sizeof(float)));
program->enableAttributeArray("vertex");
program->setAttributeBuffer("vertex",GL_FLOAT,0,4);
item->buffers[Edges_Vertices].release();
item->vaos[Edges]->release();
program->release();
nb_lines = positions_lines.size();
positions_lines.clear();
positions_lines.swap(positions_lines);
}
item->are_buffers_filled = true;
}
示例9: color
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();
}
示例10: exposeEvent
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);
}
示例11: renderWithNormals
/******************************************************************************
* 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();
}
示例12: Exception
/******************************************************************************
* 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);
}
示例13: useShader
void useShader(QOpenGLShaderProgram& _s,
std::function<void(UniformHandler&)>f) {
withCurrentContext([&](QOpenGLFunctions& _gl) {
_s.bind();
{
UniformHandler _handler(_gl, _s);
f(_handler);
// Destructor of handler is called here implicitly
// by RAII to unbind all textures
}
_s.release();
});
}
示例14: draw
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();
}
示例15: render
//! [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;
}