Merge pull request #4018 from samcake/temp0

Moving the shaders used in Model.cpp from resources folder into the built-in executable
This commit is contained in:
Clément Brisset 2014-12-30 13:36:13 -08:00
commit 860098585c
17 changed files with 304 additions and 307 deletions

View file

@ -36,7 +36,25 @@
#include "Model.h" #include "Model.h"
#include "model_vert.h" #include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "model_frag.h" #include "model_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
#define GLBATCH( call ) batch._##call #define GLBATCH( call ) batch._##call
//#define GLBATCH( call ) call //#define GLBATCH( call ) call
@ -237,106 +255,69 @@ void Model::init() {
if (!_program.isLinked()) { if (!_program.isLinked()) {
_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert); _program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag); _program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initProgram(_program, _locations); initProgram(_program, _locations);
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
PathUtils::resourcesPath() + "shaders/model_normal_map.vert"); _normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
initProgram(_normalMapProgram, _normalMapLocations); initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert); _specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment, _specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
initProgram(_specularMapProgram, _specularMapLocations); initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
PathUtils::resourcesPath() + "shaders/model_normal_map.vert"); _normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations); initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert); _translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_translucentProgram.addShaderFromSourceFile(QGLShader::Fragment, _translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
PathUtils::resourcesPath() + "shaders/model_translucent.frag");
initProgram(_translucentProgram, _translucentLocations); initProgram(_translucentProgram, _translucentLocations);
// Lightmap // Lightmap
_lightmapProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_lightmap.vert"); _lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model_lightmap.frag"); _lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
initProgram(_lightmapProgram, _lightmapLocations); initProgram(_lightmapProgram, _lightmapLocations);
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert"); _lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.frag");
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations); initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
PathUtils::resourcesPath() + "shaders/model_lightmap.vert"); _lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_specular_map.frag");
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations); initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert"); _lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_specular_map.frag");
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations); initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
// end lightmap // end lightmap
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_shadow.vert"); _shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, _shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
PathUtils::resourcesPath() + "shaders/model_shadow.frag");
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/skin_model.vert"); _skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag); _skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initSkinProgram(_skinProgram, _skinLocations); initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert"); _skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations); initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
PathUtils::resourcesPath() + "shaders/skin_model.vert"); _skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations); initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert"); _skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations); initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
PathUtils::resourcesPath() + "shaders/skin_model_shadow.vert"); _skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_shadow.frag");
initSkinProgram(_skinShadowProgram, _skinShadowLocations); initSkinProgram(_skinShadowProgram, _skinShadowLocations);
_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model.vert");
_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_translucent.frag");
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations); initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations);
} }
} }

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap.frag // model_lightmap.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap.vert // model_lightmap.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_normal_map.frag // model_lightmap_normal_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_normal_map.vert // model_lightmap_normal_map.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_normal_specular_map.frag // model_lightmap_normal_specular_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_lightmap_specular_map.frag // model_lightmap_specular_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_normal_map.frag // model_normal_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model.vert // model.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_normal_specular_map.frag // model_normal_specular_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_shadow.frag // model_shadow.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_shadow.vert // model_shadow.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_specular_map.frag // model_specular_map.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// model_translucent.frag // model_translucent.frag
// fragment shader // fragment shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// skin_model.vert // skin_model.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// skin_model_normal_map.vert // skin_model_normal_map.vert
// vertex shader // vertex shader

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@ -1,5 +1,6 @@
#version 120 <@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// //
// skin_model_shadow.vert // skin_model_shadow.vert
// vertex shader // vertex shader