/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef GLSHADERS_H #define GLSHADERS_H //#include #include "glextensions.h" #include #include #include "vector.h" class GLShader { public: friend class GLProgram; virtual ~GLShader(); bool failed() const {return m_failed;} QString log(); protected: GLShader(const char *data, int size, GLenum shaderType); GLShader(const QString& fileName, GLenum shaderType); GLhandleARB m_shader; bool m_compileError; bool m_failed; }; class GLVertexShader : public GLShader { public: GLVertexShader(const char *data, int size); GLVertexShader(const QString& fileName); }; class GLFragmentShader : public GLShader { public: GLFragmentShader(const char *data, int size); GLFragmentShader(const QString& fileName); }; class GLProgram { public: GLProgram(); ~GLProgram(); void attach(const GLShader &shader); void detach(const GLShader &shader); void bind(); void unbind(); bool failed(); QString log(); bool hasParameter(const QString& name); // use program before setting values void setInt(const QString& name, int value); void setFloat(const QString& name, float value); void setColor(const QString& name, QRgb value); void setMatrix(const QString& name, const gfx::Matrix4x4f &mat); // TODO: add a bunch of set-functions for different types. private: GLhandleARB m_program; bool m_linked; bool m_linkError; bool m_failed; }; #endif