Files
oak-editor/app/render/backend/opengl/openglshader.cpp
T

121 lines
4.5 KiB
C++

#include "openglshader.h"
OpenGLShader::OpenGLShader()
{
}
OpenGLShaderPtr OpenGLShader::CreateDefault(const QString &function_name, const QString &shader_code)
{
OpenGLShaderPtr program = std::make_shared<OpenGLShader>();
// Add shaders to program
program->addShaderFromSourceCode(QOpenGLShader::Vertex, CodeDefaultVertex());
program->addShaderFromSourceCode(QOpenGLShader::Fragment, CodeDefaultFragment(function_name, shader_code));
program->link();
return program;
}
QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QString &shader_code)
{
QString frag_code = QStringLiteral("#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
"precision highp float;\n"
"#endif\n"
"\n"
"uniform sampler2D texture;\n"
"uniform bool color_only;\n"
"uniform vec4 color_only_color;\n"
"varying vec2 v_texcoord;\n"
"\n");
// Finish the function with the main function
// Check if additional code was passed to this function, add it here
if (shader_code.isEmpty()) {
// If not, just add a pure main() function
frag_code.append(QStringLiteral("\n"
"void main() {\n"
" if (color_only) {\n"
" gl_FragColor = color_only_color;"
" } else {\n"
" vec4 color = texture2D(texture, v_texcoord);\n"
" gl_FragColor = color;\n"
" }\n"
"}\n"));
} else {
// If additional code was passed, add it and reference it in main().
//
// The function in the additional code is expected to be `vec4 function_name(vec4 color)`. The texture coordinate
// can be acquired through `v_texcoord`.
frag_code.append(shader_code);
frag_code.append(QString(QStringLiteral("\n"
"void main() {\n"
" vec4 color = %1(texture2D(texture, v_texcoord));\n"
" gl_FragColor = color;\n"
"}\n")).arg(function_name));
}
return frag_code;
}
QString OpenGLShader::CodeDefaultVertex()
{
// Generate vertex shader
return QStringLiteral("#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
"precision highp float;\n"
"#endif\n"
"\n"
"uniform mat4 mvp_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = mvp_matrix * a_position;\n"
" v_texcoord = a_texcoord;\n"
"}\n");
}
QString OpenGLShader::CodeAlphaDisassociate(const QString &function_name)
{
return QString(QStringLiteral("vec4 %1(vec4 col) {\n"
" if (col.a > 0.0) {\n"
" return vec4(col.rgb / col.a, col.a);"
" }\n"
" return col;\n"
"}\n")).arg(function_name);
}
QString OpenGLShader::CodeAlphaReassociate(const QString &function_name)
{
return QString(QStringLiteral("vec4 %1(vec4 col) {\n"
" if (col.a > 0.0) {\n"
" return vec4(col.rgb * col.a, col.a);"
" }\n"
" return col;\n"
"}\n")).arg(function_name);
}
QString OpenGLShader::CodeAlphaAssociate(const QString &function_name)
{
return QString(QStringLiteral("vec4 %1(vec4 col) {\n"
" return vec4(col.rgb * col.a, col.a);\n"
"}\n")).arg(function_name);
}