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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** 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 <GL/glew.h>
#include "glextensions.h"
#include <QtGui>
#include <QtOpenGL>
#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
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