/**************************************************************************** * MeshLab o o * * A versatile mesh processing toolbox o o * * _ O _ * * Copyright(C) 2005 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ /**************************************************************************** History $Log$ Revision 1.8 2005/12/29 13:52:31 mariolatronico gl/glew.h -> GL/glew.h Revision 1.7 2005/12/24 04:18:46 ggangemi Added generic .gdp shaders support Revision 1.6 2005/12/19 16:22:30 davide_portelli Now "Toon Shader" plugin is checkable Revision 1.5 2005/12/05 18:11:28 ggangemi Added toon shader example Revision 1.4 2005/12/05 16:52:57 ggangemi new interfaces Revision 1.3 2005/12/03 22:50:06 cignoni Added copyright info ****************************************************************************/ #ifndef SHADERRENDERPLUGIN_H #define SHADERRENDERPLUGIN_H #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "textfile.h" struct UniformVariable { int type; float val; GLint location; vcg::Point2f val2; vcg::Point3f val3; vcg::Point4f val4; }; struct ShaderInfo { QString vpFile; QString fpFile; map uniformVars; GLhandleARB shaderProg; }; enum { SINGLE_INT = 0, SINGLE_FLOAT = 5, ARRAY_2_FLOAT = 6, ARRAY_3_FLOAT = 7, ARRAY_4_FLOAT = 8 }; class MeshShaderRenderPlugin : public QObject, public MeshRenderInterface { Q_OBJECT Q_INTERFACES(MeshRenderInterface) GLhandleARB v; GLhandleARB f; map shaders; bool supported; QList actionList; public: MeshShaderRenderPlugin() { supported = false; } QList MeshShaderRenderPlugin::actions () { QDir shadersDir = QDir(qApp->applicationDirPath()); #if defined(Q_OS_WIN) if (shadersDir.dirName() == "debug" || shadersDir.dirName() == "release") shadersDir.cdUp(); #elif defined(Q_OS_MAC) if (shadersDir.dirName() == "MacOS") { shadersDir.cdUp(); shadersDir.cdUp(); shadersDir.cdUp(); } #endif shadersDir.cd("shaders"); QDomDocument doc; foreach (QString fileName, shadersDir.entryList(QDir::Files)) { if (fileName.endsWith(".gdp")) { QFile file(shadersDir.absoluteFilePath(fileName)); if (file.open(QIODevice::ReadOnly)) { if (doc.setContent(&file)) { file.close(); QDomElement root = doc.documentElement(); if (root.nodeName() == tr("GLSLang")) { ShaderInfo si; QDomElement elem; //Vertex program filename elem = root.firstChildElement("VPCount"); if (!elem.isNull()) { //first child of VPCount is "Filenames" QDomNode child = elem.firstChild(); if (!child.isNull()) { //first child of "Filenames" is "Filename0" child = child.firstChild(); si.vpFile = (child.toElement()).attribute("VertexProgram", ""); } } //Fragment program filename elem = root.firstChildElement("FPCount"); if (!elem.isNull()) { //first child of FPCount is "Filenames" QDomNode child = elem.firstChild(); if (!child.isNull()) { //first child of "Filenames" is "Filename0" child = child.firstChild(); si.fpFile = (child.toElement()).attribute("FragmentProgram", ""); } } //Uniform Variables elem = root.firstChildElement("UniformVariables"); if (!elem.isNull()) { QDomNode unif = elem.firstChild(); while( !unif.isNull() ) { UniformVariable uv; QDomElement unifElem = unif.toElement(); QString unifVarName = unifElem.attribute("Name", ""); uv.type = (unifElem.attribute("Type", "")).toInt(); QDomNode unifElemValue = unifElem.firstChild(); if (!unifElemValue.isNull()) { switch (uv.type) { case SINGLE_INT: { uv.val = unifElemValue.toElement().attribute("Value0", 0).toFloat(); } break; case SINGLE_FLOAT: { uv.val = unifElemValue.toElement().attribute("Value0", 0).toFloat(); } break; case ARRAY_2_FLOAT: { uv.val2[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat(); uv.val2[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat(); } break; case ARRAY_3_FLOAT: { uv.val3[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat(); uv.val3[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat(); uv.val3[2] = unifElemValue.toElement().attribute("Value2", 0).toFloat(); } break; case ARRAY_4_FLOAT: { uv.val4[0] = unifElemValue.toElement().attribute("Value0", 0).toFloat(); uv.val4[1] = unifElemValue.toElement().attribute("Value1", 0).toFloat(); uv.val4[2] = unifElemValue.toElement().attribute("Value2", 0).toFloat(); uv.val4[3] = unifElemValue.toElement().attribute("Value3", 0).toFloat(); } break; default: { } break; } si.uniformVars[unifVarName] = uv; } unif = unif.nextSibling(); } } shaders[fileName] = si; QAction * qa = new QAction(fileName, this); qa->setCheckable(false); actionList << qa; } } else { file.close(); } } } } return actionList; } virtual bool isSupported() {return supported;} virtual void Init(QAction *a, MeshModel &m, GLArea *gla); virtual void Render(QAction *a, MeshModel &m, RenderMode &rm, GLArea *gla); }; #endif