本文整理汇总了C++中QOpenGLShaderProgram::setUniformValue方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLShaderProgram::setUniformValue方法的具体用法?C++ QOpenGLShaderProgram::setUniformValue怎么用?C++ QOpenGLShaderProgram::setUniformValue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::setUniformValue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: 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2: 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3: 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4: 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5: 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6: setUniforms
void AbstractKernel::setUniforms(QOpenGLShaderProgram& program, unsigned int pass)
{
program.setUniformValue("size", m_size);
if(pass == Pass::Second)
{
program.setUniformValue("factor", m_factor);
}
}
示例7: 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8: renderScene
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();
}
示例9: 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10: draw
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();
}
示例11: drawMesh
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();
}
示例12: 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;
}
示例13: buildPassthorughProgram
// 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;
}
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: SendUniformsToShader
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);
}