From 79acf814dbd25f1be87223665e4fcbbef114ab95 Mon Sep 17 00:00:00 2001 From: David Williams Date: Fri, 23 May 2014 16:11:53 +0200 Subject: [PATCH] Revert "Compile fixes for VS2012" This reverts commit e8313a683bd748ab36b2aff42ebdd16d28bd5320. --- examples/Basic/OpenGLWidget.cpp | 56 ++++++++++++++++----------------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/examples/Basic/OpenGLWidget.cpp b/examples/Basic/OpenGLWidget.cpp index 824a6ca4..7fb5f2cb 100644 --- a/examples/Basic/OpenGLWidget.cpp +++ b/examples/Basic/OpenGLWidget.cpp @@ -86,44 +86,44 @@ void OpenGLWidget::initializeGL() glDepthFunc(GL_LEQUAL); glDepthRange(0.0, 1.0); - if (!shader.addShaderFromSourceCode(QGLShader::Vertex, - "#version 140\n" + if (!shader.addShaderFromSourceCode(QGLShader::Vertex, R"( + #version 140 - "in vec4 position; //This will be the position of the vertex in model-space\n" + in vec4 position; //This will be the position of the vertex in model-space - "uniform mat4 cameraToClipMatrix;\n" - "uniform mat4 worldToCameraMatrix;\n" - "uniform mat4 modelToWorldMatrix;\n" + uniform mat4 cameraToClipMatrix; + uniform mat4 worldToCameraMatrix; + uniform mat4 modelToWorldMatrix; - "out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n" + out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals - "void main()\n" - "{\n" - " worldPosition = modelToWorldMatrix * position;\n" - " vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n" - " gl_Position = cameraToClipMatrix * cameraPosition;\n" - "}\n" - )) + void main() + { + worldPosition = modelToWorldMatrix * position; + vec4 cameraPosition = worldToCameraMatrix * worldPosition; + gl_Position = cameraToClipMatrix * cameraPosition; + } + )")) { std::cerr << shader.log().toStdString() << std::endl; exit(EXIT_FAILURE); } - if (!shader.addShaderFromSourceCode(QGLShader::Fragment, - "#version 130\n" + if (!shader.addShaderFromSourceCode(QGLShader::Fragment, R"( + #version 130 - "in vec4 worldPosition; //Passed in from the vertex shader\n" + in vec4 worldPosition; //Passed in from the vertex shader - "out vec4 outputColor;\n" + out vec4 outputColor; - "void main()\n" - "{\n" - " vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n" + void main() + { + vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz))); - " float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n" - " outputColor = vec4(1.0, 0.5, color, 1.0);\n" - "}" - )) + float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1); + outputColor = vec4(1.0, 0.5, color, 1.0); + } + )")) { std::cerr << shader.log().toStdString() << std::endl; exit(EXIT_FAILURE); @@ -149,7 +149,7 @@ void OpenGLWidget::resizeGL(int w, int h) float zNear = 1.0; float zFar = 1000.0; - QMatrix4x4 cameraToClipMatrix; + QMatrix4x4 cameraToClipMatrix{}; cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar); shader.bind(); @@ -162,7 +162,7 @@ void OpenGLWidget::paintGL() //Clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - QMatrix4x4 modelToWorldMatrix; + QMatrix4x4 modelToWorldMatrix{}; //modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis //modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis //modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin @@ -220,7 +220,7 @@ void OpenGLWidget::setupWorldToCameraMatrix() QVector3D centerPoint = (lowerCorner + upperCorner) * 0.5; float fDiagonalLength = (upperCorner - lowerCorner).length(); - QMatrix4x4 worldToCameraMatrix; + QMatrix4x4 worldToCameraMatrix{}; worldToCameraMatrix.translate(0, 0, -fDiagonalLength / 2.0f); //Move the camera back by the required amount worldToCameraMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis worldToCameraMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis