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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-11-05 00:25:12 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-11-05 06:46:05 (GMT) |
commit | b91f1a2f749586014e8b28c6766015ff6ba62ee7 (patch) | |
tree | b7c4eebcd52754645f463b363a425ce163f643a9 /examples/opengl/hellogl_es2 | |
parent | 23572588c4b0c759c14a6c1687e5bd86461e31e8 (diff) | |
download | Qt-b91f1a2f749586014e8b28c6766015ff6ba62ee7.zip Qt-b91f1a2f749586014e8b28c6766015ff6ba62ee7.tar.gz Qt-b91f1a2f749586014e8b28c6766015ff6ba62ee7.tar.bz2 |
Modify QGLShader and QGLShaderProgram in response to API review
Reviewed-by: Sarah Smith
Diffstat (limited to 'examples/opengl/hellogl_es2')
-rw-r--r-- | examples/opengl/hellogl_es2/glwidget.cpp | 30 |
1 files changed, 18 insertions, 12 deletions
diff --git a/examples/opengl/hellogl_es2/glwidget.cpp b/examples/opengl/hellogl_es2/glwidget.cpp index a31c34a..08e887a 100644 --- a/examples/opengl/hellogl_es2/glwidget.cpp +++ b/examples/opengl/hellogl_es2/glwidget.cpp @@ -92,6 +92,8 @@ void GLWidget::showBubbles(bool bubbles) void GLWidget::paintQtLogo() { + program1.enableAttributeArray(normalAttr1); + program1.enableAttributeArray(vertexAttr1); program1.setAttributeArray(vertexAttr1, vertices.constData()); program1.setAttributeArray(normalAttr1, normals.constData()); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); @@ -159,6 +161,10 @@ void GLWidget::paintTexturedCube() program2.setUniformValue(textureUniform2, 0); // use texture unit 0 + program2.enableAttributeArray(vertexAttr2); + program2.enableAttributeArray(normalAttr2); + program2.enableAttributeArray(texCoordAttr2); + glDrawArrays(GL_TRIANGLES, 0, 36); program2.disableAttributeArray(vertexAttr2); @@ -173,7 +179,7 @@ void GLWidget::initializeGL () glGenTextures(1, &m_uiTexture); m_uiTexture = bindTexture(QImage(":/qt.png")); - QGLShader *vshader1 = new QGLShader(QGLShader::VertexShader, this); + QGLShader *vshader1 = new QGLShader(QGLShader::Vertex, this); const char *vsrc1 = "attribute highp vec4 vertex;\n" "attribute mediump vec3 normal;\n" @@ -188,16 +194,16 @@ void GLWidget::initializeGL () " color = clamp(color, 0.0, 1.0);\n" " gl_Position = matrix * vertex;\n" "}\n"; - vshader1->compile(vsrc1); + vshader1->compileSourceCode(vsrc1); - QGLShader *fshader1 = new QGLShader(QGLShader::FragmentShader, this); + QGLShader *fshader1 = new QGLShader(QGLShader::Fragment, this); const char *fsrc1 = "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n"; - fshader1->compile(fsrc1); + fshader1->compileSourceCode(fsrc1); program1.addShader(vshader1); program1.addShader(fshader1); @@ -207,7 +213,7 @@ void GLWidget::initializeGL () normalAttr1 = program1.attributeLocation("normal"); matrixUniform1 = program1.uniformLocation("matrix"); - QGLShader *vshader2 = new QGLShader(QGLShader::VertexShader); + QGLShader *vshader2 = new QGLShader(QGLShader::Vertex); const char *vsrc2 = "attribute highp vec4 vertex;\n" "attribute highp vec4 texCoord;\n" @@ -222,9 +228,9 @@ void GLWidget::initializeGL () " gl_Position = matrix * vertex;\n" " texc = texCoord;\n" "}\n"; - vshader2->compile(vsrc2); + vshader2->compileSourceCode(vsrc2); - QGLShader *fshader2 = new QGLShader(QGLShader::FragmentShader); + QGLShader *fshader2 = new QGLShader(QGLShader::Fragment); const char *fsrc2 = "varying highp vec4 texc;\n" "uniform sampler2D tex;\n" @@ -235,7 +241,7 @@ void GLWidget::initializeGL () " color = color * 0.2 + color * 0.8 * angle;\n" " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n" "}\n"; - fshader2->compile(fsrc2); + fshader2->compileSourceCode(fsrc2); program2.addShader(vshader2); program2.addShader(fshader2); @@ -284,15 +290,15 @@ void GLWidget::paintGL() modelview.translate(0.0f, -0.2f, 0.0f); if (qtLogo) { - program1.enable(); + program1.bind(); program1.setUniformValue(matrixUniform1, modelview); paintQtLogo(); - program1.disable(); + program1.release(); } else { - program2.enable(); + program2.bind(); program1.setUniformValue(matrixUniform2, modelview); paintTexturedCube(); - program2.disable(); + program2.release(); } glDisable(GL_DEPTH_TEST); |