Removed use of 'R' raw string literals as CS 2012 doesn't support them.
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@ -90,86 +90,86 @@ int main(int argc, char *argv[])
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QSharedPointer<QGLShaderProgram> shader(new QGLShaderProgram);
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if (!shader->addShaderFromSourceCode(QGLShader::Vertex, R"(
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#version 140
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if (!shader->addShaderFromSourceCode(QGLShader::Vertex,
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"#version 140\n"
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in vec4 position; // This will be the position of the vertex in model-space
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in vec4 normal; // The normal data may not have been set
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in ivec2 material;
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"in vec4 position; // This will be the position of the vertex in model-space\n"
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"in vec4 normal; // The normal data may not have been set\n"
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"in ivec2 material;\n"
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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"uniform mat4 cameraToClipMatrix;\n"
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"uniform mat4 worldToCameraMatrix;\n"
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"uniform mat4 modelToWorldMatrix;\n"
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out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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out vec3 normalFromVS;
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flat out ivec2 materialFromVS;
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"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
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"out vec3 normalFromVS;\n"
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"flat out ivec2 materialFromVS;\n"
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void main()
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{
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// Compute the usual OpenGL transformation to clip space.
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gl_Position = cameraToClipMatrix * worldToCameraMatrix * modelToWorldMatrix * position;
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"void main()\n"
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"{\n"
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" // Compute the usual OpenGL transformation to clip space.\n"
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" gl_Position = cameraToClipMatrix * worldToCameraMatrix * modelToWorldMatrix * position;\n"
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// This example is demonstrating the marching cubes mesh, which does have per-vertex normals. We can
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// just pass them through, though real code might want to deal with transforming normals appropriatly.
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normalFromVS = normal.xyz;
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" // This example is demonstrating the marching cubes mesh, which does have per-vertex normals. We can \n"
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" // just pass them through, though real code might want to deal with transforming normals appropriatly.\n"
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" normalFromVS = normal.xyz;\n"
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// Nothing special here, we just pass the material through to the fragment shader.
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materialFromVS = material;
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}
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)"))
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" // Nothing special here, we just pass the material through to the fragment shader.\n"
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" materialFromVS = material;\n"
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"}\n"
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))
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{
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std::cerr << shader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if (!shader->addShaderFromSourceCode(QGLShader::Fragment, R"(
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#version 130
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if (!shader->addShaderFromSourceCode(QGLShader::Fragment,
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"#version 130\n"
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in vec4 worldPosition; //Passed in from the vertex shader
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in vec3 normalFromVS;
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flat in ivec2 materialFromVS;
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"in vec4 worldPosition; //Passed in from the vertex shader\n"
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"in vec3 normalFromVS;\n"
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"flat in ivec2 materialFromVS;\n"
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out vec4 outputColor;
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"out vec4 outputColor;\n"
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void main()
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{
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// The first byte of our voxel data is the material.
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// We use this to decide how to color the fragment.
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vec4 surfaceColor;
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switch(materialFromVS.x)
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{
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case 1:
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surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);
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break;
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case 2:
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surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);
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break;
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case 3:
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surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);
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break;
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case 4:
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surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);
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break;
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case 5:
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surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);
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break;
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default:
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surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);
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break;
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}
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"void main()\n"
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"{\n"
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" // The first byte of our voxel data is the material.\n"
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" // We use this to decide how to color the fragment.\n"
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" vec4 surfaceColor;\n"
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" switch(materialFromVS.x)\n"
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" {\n"
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" case 1:\n"
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" surfaceColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" break;\n"
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" case 2:\n"
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" surfaceColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" break;\n"
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" case 3:\n"
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" surfaceColor = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" break;\n"
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" case 4:\n"
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" surfaceColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
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" break;\n"
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" case 5:\n"
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" surfaceColor = vec4(1.0, 0.0, 1.0, 1.0);\n"
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" break;\n"
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" default:\n"
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" surfaceColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" break;\n"
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" }\n"
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// Quick and dirty lighting, obviously a real implementation
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// should pass light properties as shader parameters, etc.
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vec3 lightDir = vec3(0.0, 0.0, 1.0);
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float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);
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diffuse *= 0.7; // Dim the diffuse a bit
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float ambient = 0.3; // Add some ambient
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float lightIntensity = diffuse + ambient; // Compute the final light intensity
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" // Quick and dirty lighting, obviously a real implementation\n"
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" // should pass light properties as shader parameters, etc.\n"
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" vec3 lightDir = vec3(0.0, 0.0, 1.0);\n"
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" float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);\n"
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" diffuse *= 0.7; // Dim the diffuse a bit\n"
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" float ambient = 0.3; // Add some ambient\n"
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" float lightIntensity = diffuse + ambient; // Compute the final light intensity\n"
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outputColor = surfaceColor * lightIntensity; //Compute final rendered color
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}
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)"))
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" outputColor = surfaceColor * lightIntensity; //Compute final rendered color\n"
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"}\n"
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))
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{
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std::cerr << shader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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@ -91,28 +91,28 @@ void OpenGLWidget::initializeGL()
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// This is basically a simple fallback vertex shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceCode(QGLShader::Vertex, R"(
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#version 140
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if (!mShader->addShaderFromSourceCode(QGLShader::Vertex,
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"#version 140\n"
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in vec4 position; // This will be the position of the vertex in model-space
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"in vec4 position; // This will be the position of the vertex in model-space\n"
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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"// The usual matrices are provided\n"
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"uniform mat4 cameraToClipMatrix;\n"
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"uniform mat4 worldToCameraMatrix;\n"
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"uniform mat4 modelToWorldMatrix;\n"
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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"// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach\n"
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"// but we use it in this example framework because not all surface extractor generate surface normals.\n"
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"out vec4 worldPosition;\n"
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void main()
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{
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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)"))
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"void main()\n"
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"{\n"
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" // Standard sequence of OpenGL transformations.\n"
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" worldPosition = modelToWorldMatrix * position;\n"
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" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
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" gl_Position = cameraToClipMatrix * cameraPosition;\n"
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"}\n"
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))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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@ -120,27 +120,27 @@ void OpenGLWidget::initializeGL()
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// This is basically a simple fallback fragment shader which does the most basic rendering possible.
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// PolyVox examples are able to provide their own shaders to demonstrate certain effects if desired.
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if (!mShader->addShaderFromSourceCode(QGLShader::Fragment, R"(
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#version 130
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if (!mShader->addShaderFromSourceCode(QGLShader::Fragment,
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"#version 130\n"
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// Passed in from the vertex shader
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in vec4 worldPosition;
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in vec4 worldNormal;
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"// Passed in from the vertex shader\n"
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"in vec4 worldPosition;\n"
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"in vec4 worldNormal;\n"
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// the color that gets written to the display
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out vec4 outputColor;
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"// the color that gets written to the display\n"
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"out vec4 outputColor;\n"
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void main()
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{
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// Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback
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// is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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"void main()\n"
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"{\n"
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" // Again, for the purposes of these examples we cannot be sure that per-vertex normals are provided. A sensible fallback \n"
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" // is to use this little trick to compute per-fragment flat-shaded normals from the world positions using derivative operations.\n"
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" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
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// We are just using the normal as the output color, and making it lighter so it looks a bit nicer.
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// Obviously a real shader would also do texuring, lighting, or whatever is required for the application.
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outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);
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}
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)"))
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" // We are just using the normal as the output color, and making it lighter so it looks a bit nicer. \n"
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" // Obviously a real shader would also do texuring, lighting, or whatever is required for the application.\n"
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" outputColor = vec4(abs(normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0);\n"
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"}\n"
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))
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{
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std::cerr << mShader->log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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