From e8313a683bd748ab36b2aff42ebdd16d28bd5320 Mon Sep 17 00:00:00 2001 From: David Williams Date: Fri, 23 May 2014 15:32:28 +0200 Subject: [PATCH] Compile fixes for VS2012 --- 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 7fb5f2cb..824a6ca4 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, 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 position; //This will be the position of the vertex in model-space\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 vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n" - void main() - { - worldPosition = modelToWorldMatrix * position; - vec4 cameraPosition = worldToCameraMatrix * worldPosition; - gl_Position = cameraToClipMatrix * cameraPosition; - } - )")) + "void main()\n" + "{\n" + " worldPosition = modelToWorldMatrix * position;\n" + " vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n" + " gl_Position = cameraToClipMatrix * cameraPosition;\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 vec4 worldPosition; //Passed in from the vertex shader\n" - out vec4 outputColor; + "out vec4 outputColor;\n" - void main() - { - vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz))); + "void main()\n" + "{\n" + " vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\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); - } - )")) + " 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" + "}" + )) { 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