mirror of
https://github.com/OPM/ResInsight.git
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ce9a65ee41
Housekeeping in VizFwk in preparation for introducing support for QOpenGLWidget and Qt6 * Adjusted unit tests to changes in source code * Use Qt5 as default and removed copying of Qt DLLs * Removed support for Qt4 * Removed the CVF_OPENGL_ES define. If we ever want to re-introduce support fro OpenGLES/Angle it should be handled differently. *Added include of <locale.h> * Added target for running Glsl2Include in order to build cvfShaderSourceStrings.h * Removed all usage of CVF_USING_CMAKE * Removed visual studio project files
221 lines
8.3 KiB
C++
221 lines
8.3 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfString.h"
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#include "cvfShaderSourceRepository.h"
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#include "cvfShaderSourceStrings.h"
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#include <fstream>
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::ShaderSourceRepository
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/// \ingroup Render
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///
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///
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ShaderSourceRepository::ShaderSourceRepository()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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ShaderSourceRepository::~ShaderSourceRepository()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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String ShaderSourceRepository::shaderSource(ShaderIdent shaderIdent)
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{
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String shaderProg;
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CharArray rawSource;
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if (rawShaderSource(shaderIdent, &rawSource))
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{
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if (rawSource.size() > 0)
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{
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// Default on desktop is GLSL 1.2 (OpenGL 2.1) unless the shader explicitly specifies a version
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if (rawSource[0] != '#')
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{
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shaderProg = "#version 120\n";
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}
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shaderProg += rawSource.ptr();
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}
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}
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return shaderProg;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const char* ShaderSourceRepository::shaderIdentString(ShaderIdent shaderIdent)
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{
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#define CVF_IDENT_HANDLE_CASE(THE_ENUM) case THE_ENUM: return #THE_ENUM;
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switch (shaderIdent)
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{
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CVF_IDENT_HANDLE_CASE(calcClipDistances);
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CVF_IDENT_HANDLE_CASE(calcShadowCoord);
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CVF_IDENT_HANDLE_CASE(src_Color);
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CVF_IDENT_HANDLE_CASE(src_TwoSidedColor);
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CVF_IDENT_HANDLE_CASE(src_Texture);
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CVF_IDENT_HANDLE_CASE(src_TextureGlobalAlpha);
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CVF_IDENT_HANDLE_CASE(src_TextureFromPointCoord);
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CVF_IDENT_HANDLE_CASE(src_TextureRectFromFragCoord_v33);
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CVF_IDENT_HANDLE_CASE(src_VaryingColorGlobalAlpha);
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CVF_IDENT_HANDLE_CASE(light_Phong);
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CVF_IDENT_HANDLE_CASE(light_PhongDual);
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CVF_IDENT_HANDLE_CASE(light_SimpleHeadlight);
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CVF_IDENT_HANDLE_CASE(light_Headlight);
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CVF_IDENT_HANDLE_CASE(checkDiscard_ClipDistances);
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CVF_IDENT_HANDLE_CASE(vs_Standard);
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CVF_IDENT_HANDLE_CASE(vs_EnvironmentMapping);
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CVF_IDENT_HANDLE_CASE(vs_FullScreenQuad);
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CVF_IDENT_HANDLE_CASE(vs_Minimal);
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CVF_IDENT_HANDLE_CASE(vs_MinimalTexture);
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CVF_IDENT_HANDLE_CASE(vs_VectorDrawer);
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CVF_IDENT_HANDLE_CASE(vs_DistanceScaledPoints);
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CVF_IDENT_HANDLE_CASE(vs_ParticleTraceComets);
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CVF_IDENT_HANDLE_CASE(fs_Standard);
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CVF_IDENT_HANDLE_CASE(fs_Shadow_v33);
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CVF_IDENT_HANDLE_CASE(fs_Unlit);
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CVF_IDENT_HANDLE_CASE(fs_Void);
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CVF_IDENT_HANDLE_CASE(fs_FixedColorMagenta);
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CVF_IDENT_HANDLE_CASE(fs_Text);
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CVF_IDENT_HANDLE_CASE(fs_VectorDrawer);
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CVF_IDENT_HANDLE_CASE(fs_CenterLitSpherePoints);
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CVF_IDENT_HANDLE_CASE(fs_ParticleTraceComets);
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CVF_IDENT_HANDLE_CASE(fs_GradientTopBottom);
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CVF_IDENT_HANDLE_CASE(fs_GradientTopMiddleBottom);
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CVF_IDENT_HANDLE_CASE(fs_HighlightStencilBlur_v33);
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CVF_IDENT_HANDLE_CASE(fs_HighlightStencilDraw);
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CVF_IDENT_HANDLE_CASE(fs_HighlightStencilMix_v33);
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CVF_IDENT_HANDLE_CASE(fs_GaussianBlur);
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CVF_IDENT_HANDLE_CASE(fs_HighlightMix);
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CVF_IDENT_HANDLE_CASE(gs_PassThroughTriangle_v33);
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}
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CVF_FAIL_MSG("Unhandled shader ident");
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return NULL;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool ShaderSourceRepository::rawShaderSource(ShaderIdent shaderIdent, CharArray* rawSource)
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{
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#define CVF_SOURCE_HANDLE_CASE(THE_ENUM) case THE_ENUM: *rawSource = CharArray(THE_ENUM##_inl); return true;
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switch (shaderIdent)
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{
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CVF_SOURCE_HANDLE_CASE(calcClipDistances);
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CVF_SOURCE_HANDLE_CASE(calcShadowCoord);
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CVF_SOURCE_HANDLE_CASE(src_Color);
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CVF_SOURCE_HANDLE_CASE(src_TwoSidedColor);
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CVF_SOURCE_HANDLE_CASE(src_Texture);
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CVF_SOURCE_HANDLE_CASE(src_TextureGlobalAlpha);
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CVF_SOURCE_HANDLE_CASE(src_TextureFromPointCoord);
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CVF_SOURCE_HANDLE_CASE(src_TextureRectFromFragCoord_v33);
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CVF_SOURCE_HANDLE_CASE(src_VaryingColorGlobalAlpha);
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CVF_SOURCE_HANDLE_CASE(light_Phong);
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CVF_SOURCE_HANDLE_CASE(light_PhongDual);
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CVF_SOURCE_HANDLE_CASE(light_SimpleHeadlight);
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CVF_SOURCE_HANDLE_CASE(light_Headlight);
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CVF_SOURCE_HANDLE_CASE(checkDiscard_ClipDistances);
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CVF_SOURCE_HANDLE_CASE(vs_Standard);
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CVF_SOURCE_HANDLE_CASE(vs_EnvironmentMapping);
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CVF_SOURCE_HANDLE_CASE(vs_FullScreenQuad);
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CVF_SOURCE_HANDLE_CASE(vs_Minimal);
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CVF_SOURCE_HANDLE_CASE(vs_MinimalTexture);
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CVF_SOURCE_HANDLE_CASE(vs_VectorDrawer);
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CVF_SOURCE_HANDLE_CASE(vs_DistanceScaledPoints);
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CVF_SOURCE_HANDLE_CASE(vs_ParticleTraceComets);
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CVF_SOURCE_HANDLE_CASE(fs_Standard);
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CVF_SOURCE_HANDLE_CASE(fs_Shadow_v33);
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CVF_SOURCE_HANDLE_CASE(fs_Unlit);
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CVF_SOURCE_HANDLE_CASE(fs_Void);
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CVF_SOURCE_HANDLE_CASE(fs_FixedColorMagenta);
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CVF_SOURCE_HANDLE_CASE(fs_Text);
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CVF_SOURCE_HANDLE_CASE(fs_VectorDrawer);
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CVF_SOURCE_HANDLE_CASE(fs_CenterLitSpherePoints);
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CVF_SOURCE_HANDLE_CASE(fs_ParticleTraceComets);
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CVF_SOURCE_HANDLE_CASE(fs_GradientTopBottom);
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CVF_SOURCE_HANDLE_CASE(fs_GradientTopMiddleBottom);
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CVF_SOURCE_HANDLE_CASE(fs_HighlightStencilBlur_v33);
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CVF_SOURCE_HANDLE_CASE(fs_HighlightStencilDraw);
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CVF_SOURCE_HANDLE_CASE(fs_HighlightStencilMix_v33);
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CVF_SOURCE_HANDLE_CASE(fs_GaussianBlur);
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CVF_SOURCE_HANDLE_CASE(fs_HighlightMix);
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CVF_SOURCE_HANDLE_CASE(gs_PassThroughTriangle_v33);
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}
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CVF_FAIL_MSG("Unhandled shader source ident");
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return false;
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}
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} // namespace cvf
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