qt: OpenGL ES 3.0 support
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@@ -45,6 +45,25 @@ void main() {\n\
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color = texture(texsampler, tex);\n\
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}\n";
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/* Default vertex shader (OpenGL ES 3). */
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static const GLchar *vertex_shader_es3 = "#version 300 es\n\
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in vec2 VertexCoord;\n\
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in vec2 TexCoord;\n\
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out vec2 tex;\n\
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void main(){\n\
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gl_Position = vec4(VertexCoord, 0.0, 1.0);\n\
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tex = TexCoord;\n\
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}\n";
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/* Default fragment shader (OpenGL ES 3). */
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static const GLchar *fragment_shader_es3 = "#version 300 es\n\
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in vec2 tex;\n\
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uniform sampler2D texsampler;\n\
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out vec4 color;\n\
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void main() {\n\
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color = texture(texsampler, tex);\n\
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}\n";
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OpenGLOptions::OpenGLOptions(QObject *parent, bool loadConfig)
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: QObject(parent)
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{
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@@ -149,6 +168,11 @@ OpenGLOptions::addShader(const QString &path)
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shader_text.remove(version);
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}
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if (QOpenGLContext::currentContext() && QOpenGLContext::currentContext()->isOpenGLES())
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{
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/* Force #version 300 es (the default of #version 100 es is too old and too limited) */
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version_line = "#version 300 es";
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}
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auto shader = new QOpenGLShaderProgram(this);
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auto throw_shader_error = [path, shader](const QString &what) {
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@@ -175,8 +199,8 @@ void
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OpenGLOptions::addDefaultShader()
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{
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auto shader = new QOpenGLShaderProgram(this);
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shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader);
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shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader);
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shader->addShaderFromSourceCode(QOpenGLShader::Vertex, QOpenGLContext::currentContext() && QOpenGLContext::currentContext()->isOpenGLES() ? vertex_shader_es3 : vertex_shader);
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shader->addShaderFromSourceCode(QOpenGLShader::Fragment, QOpenGLContext::currentContext() && QOpenGLContext::currentContext()->isOpenGLES() ? fragment_shader_es3 : fragment_shader);
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shader->link();
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m_shaders << OpenGLShaderPass(shader, QString());
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}
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