Removed use of 'R' raw string literals as CS 2012 doesn't support them.

This commit is contained in:
David Williams 2014-05-26 22:51:09 +02:00
parent 5a23299634
commit ba58cff815
2 changed files with 99 additions and 99 deletions

View File

@ -90,86 +90,86 @@ int main(int argc, char *argv[])
QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
if (!shader->addShaderFromSourceCode(QGLShader::Vertex, R"(
#version 140
if (!shader->addShaderFromSourceCode(QGLShader::Vertex,
"#version 140\n"
in vec4 position; // This will be the position of the vertex in model-space
in vec4 normal; // The normal data may not have been set
in ivec2 material;
"in vec4 position; // This will be the position of the vertex in model-space\n"
"in vec4 normal; // The normal data may not have been set\n"
"in ivec2 material;\n"
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
"uniform mat4 cameraToClipMatrix;\n"
"uniform mat4 worldToCameraMatrix;\n"
"uniform mat4 modelToWorldMatrix;\n"
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
out vec3 normalFromVS;
flat out ivec2 materialFromVS;
"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
"out vec3 normalFromVS;\n"
"flat out ivec2 materialFromVS;\n"
void main()
{
// Compute the usual OpenGL transformation to clip space.
gl_Position = cameraToClipMatrix * worldToCameraMatrix * modelToWorldMatrix * position;
"void main()\n"
"{\n"
" // Compute the usual OpenGL transformation to clip space.\n"
" gl_Position = cameraToClipMatrix * worldToCameraMatrix * modelToWorldMatrix * position;\n"
// This example is demonstrating the marching cubes mesh, which does have per-vertex normals. We can
// just pass them through, though real code might want to deal with transforming normals appropriatly.
normalFromVS = normal.xyz;
" // This example is demonstrating the marching cubes mesh, which does have per-vertex normals. We can \n"
" // just pass them through, though real code might want to deal with transforming normals appropriatly.\n"
" normalFromVS = normal.xyz;\n"
// Nothing special here, we just pass the material through to the fragment shader.
materialFromVS = material;
}
)"))
" // Nothing special here, we just pass the material through to the fragment shader.\n"
" materialFromVS = material;\n"
"}\n"
))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
}
if (!shader->addShaderFromSourceCode(QGLShader::Fragment, R"(
#version 130
if (!shader->addShaderFromSourceCode(QGLShader::Fragment,
"#version 130\n"
in vec4 worldPosition; //Passed in from the vertex shader
in vec3 normalFromVS;
flat in ivec2 materialFromVS;
"in vec4 worldPosition; //Passed in from the vertex shader\n"
"in vec3 normalFromVS;\n"
"flat in ivec2 materialFromVS;\n"
out vec4 outputColor;
"out vec4 outputColor;\n"
void main()
{
// The first byte of our voxel data is the material.
// We use this to decide how to color the fragment.
vec4 surfaceColor;
switch(materialFromVS.x)
{
case 1:
surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);
break;
case 2:
surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);
break;
case 3:
surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);
break;
case 4:
surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);
break;
case 5:
surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);
break;
default:
surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);
break;
}
"void main()\n"
"{\n"
" // The first byte of our voxel data is the material.\n"
" // We use this to decide how to color the fragment.\n"
" vec4 surfaceColor;\n"
" switch(materialFromVS.x)\n"
" {\n"
" case 1:\n"
" surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
" break;\n"
" case 2:\n"
" surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" break;\n"
" case 3:\n"
" surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);\n"
" break;\n"
" case 4:\n"
" surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
" break;\n"
" case 5:\n"
" surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);\n"
" break;\n"
" default:\n"
" surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
" break;\n"
" }\n"
// Quick and dirty lighting, obviously a real implementation
// should pass light properties as shader parameters, etc.
vec3 lightDir = vec3(0.0, 0.0, 1.0);
float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);
diffuse *= 0.7; // Dim the diffuse a bit
float ambient = 0.3; // Add some ambient
float lightIntensity = diffuse + ambient; // Compute the final light intensity
" // Quick and dirty lighting, obviously a real implementation\n"
" // should pass light properties as shader parameters, etc.\n"
" vec3 lightDir = vec3(0.0, 0.0, 1.0);\n"
" float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);\n"
" diffuse *= 0.7; // Dim the diffuse a bit\n"
" float ambient = 0.3; // Add some ambient\n"
" float lightIntensity = diffuse + ambient; // Compute the final light intensity\n"
outputColor = surfaceColor * lightIntensity; //Compute final rendered color
}
)"))
" outputColor = surfaceColor * lightIntensity; //Compute final rendered color\n"
"}\n"
))
{
std::cerr << shader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);

View File

@ -91,28 +91,28 @@ void OpenGLWidget::initializeGL()
// This is basically a simple fallback vertex shader which does the most basic rendering possible.
// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
if (!mShader->addShaderFromSourceCode(QGLShader::Vertex, R"(
#version 140
if (!mShader->addShaderFromSourceCode(QGLShader::Vertex,
"#version 140\n"
in vec4 position; // This will be the position of the vertex in model-space
"in vec4 position; // This will be the position of the vertex in model-space\n"
// The usual matrices are provided
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
"// The usual matrices are provided\n"
"uniform mat4 cameraToClipMatrix;\n"
"uniform mat4 worldToCameraMatrix;\n"
"uniform mat4 modelToWorldMatrix;\n"
// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
// but we use it in this example framework because not all surface extractor generate surface normals.
out vec4 worldPosition;
"// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach\n"
"// but we use it in this example framework because not all surface extractor generate surface normals.\n"
"out vec4 worldPosition;\n"
void main()
{
// Standard sequence of OpenGL transformations.
worldPosition = modelToWorldMatrix * position;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}
)"))
"void main()\n"
"{\n"
" // Standard sequence of OpenGL transformations.\n"
" worldPosition = modelToWorldMatrix * position;\n"
" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
" gl_Position = cameraToClipMatrix * cameraPosition;\n"
"}\n"
))
{
std::cerr << mShader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);
@ -120,27 +120,27 @@ void OpenGLWidget::initializeGL()
// This is basically a simple fallback fragment shader which does the most basic rendering possible.
// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
if (!mShader->addShaderFromSourceCode(QGLShader::Fragment, R"(
#version 130
if (!mShader->addShaderFromSourceCode(QGLShader::Fragment,
"#version 130\n"
// Passed in from the vertex shader
in vec4 worldPosition;
in vec4 worldNormal;
"// Passed in from the vertex shader\n"
"in vec4 worldPosition;\n"
"in vec4 worldNormal;\n"
// the color that gets written to the display
out vec4 outputColor;
"// the color that gets written to the display\n"
"out vec4 outputColor;\n"
void main()
{
// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
"void main()\n"
"{\n"
" // Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback \n"
" // is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.\n"
" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
}
)"))
" // We are just using the normal as the output color, and making it lighter so it looks a bit nicer. \n"
" // Obviously a real shader would also do texuring, lighting, or whatever is required for the application.\n"
" outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);\n"
"}\n"
))
{
std::cerr << mShader->log().toStdString() << std::endl;
exit(EXIT_FAILURE);