/******************************************************************************* * CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps * * version 0.1 * * Copyright (C) 2009-2012, IGG Team, LSIIT, University of Strasbourg * * * * This library is free software; you can redistribute it and/or modify it * * under the terms of the GNU Lesser General Public License as published by the * * Free Software Foundation; either version 2.1 of the License, or (at your * * option) any later version. * * * * This library is distributed in the hope that it will be useful, but WITHOUT * * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * * FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License * * for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this library; if not, write to the Free Software Foundation, * * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * * * * Web site: http://cgogn.unistra.fr/ * * Contact information: cgogn@unistra.fr * * * *******************************************************************************/ #ifdef WITH_QT #include "Utils/Shaders/shaderSimpleTexture.h" namespace CGoGN { namespace Utils { #include "shaderSimpleTexture.vert" #include "shaderSimpleTexture.frag" //std::string ShaderSimpleTexture::vertexShaderText = // "ATTRIBUTE vec3 VertexPosition;\n" // "ATTRIBUTE vec2 VertexTexCoord;\n" // "uniform mat4 ModelViewProjectionMatrix;\n" // "VARYING_VERT vec2 texCoord;\n" // "INVARIANT_POS;\n" // "void main ()\n" // "{\n" // " gl_Position = ModelViewProjectionMatrix * vec4 (VertexPosition, 1.0);\n" // " texCoord = VertexTexCoord;\n" // "}"; // // //std::string ShaderSimpleTexture::fragmentShaderText = // "PRECISON;\n" // "VARYING_FRAG vec2 texCoord;\n" // "uniform sampler2D textureUnit;\n" // "FRAG_OUT_DEF;\n" // "void main()\n" // "{\n" // " gl_FragColor=texture2D(textureUnit,texCoord);\n" // "}"; ShaderSimpleTexture::ShaderSimpleTexture() { std::string glxvert(*GLSLShader::DEFINES_GL); glxvert.append(vertexShaderText); std::string glxfrag(*GLSLShader::DEFINES_GL); glxfrag.append(fragmentShaderText); loadShadersFromMemory(glxvert.c_str(), glxfrag.c_str()); m_unif_unit = glGetUniformLocation(this->program_handler(), "textureUnit"); } void ShaderSimpleTexture::setTextureUnit(GLenum texture_unit) { this->bind(); int unit = texture_unit - GL_TEXTURE0; glUniform1iARB(*m_unif_unit,unit); m_unit = unit; } void ShaderSimpleTexture::setTexture(Utils::GTexture* tex) { m_tex_ptr = tex; } void ShaderSimpleTexture::activeTexture() { glActiveTexture(GL_TEXTURE0+m_unit); m_tex_ptr->bind(); } unsigned int ShaderSimpleTexture::setAttributePosition(VBO* vbo) { m_vboPos = vbo; return bindVA_VBO("VertexPosition", vbo); } unsigned int ShaderSimpleTexture::setAttributeTexCoord(VBO* vbo) { m_vboTexCoord = vbo; return bindVA_VBO("VertexTexCoord", vbo); } void ShaderSimpleTexture::restoreUniformsAttribs() { bindVA_VBO("VertexPosition", m_vboPos); bindVA_VBO("VertexTexCoord", m_vboTexCoord); glUniform1iARB(*m_unif_unit,m_unit); } } // namespace Utils } // namespace CGoGN #else #pragma message(__FILE__ " not compiled because of mising Qt") #endif