Detect GLSL vs GLSL/ES based on mime type

*.vert and *.frag are now for desktop shaders
*.vsh and *.fsh are now for ES shaders
File/New gives the user the choice which to create
This commit is contained in:
Rhys Weatherley
2010-12-01 10:04:56 +10:00
parent 1b3016c571
commit 85aa32dfca
9 changed files with 126 additions and 32 deletions

View File

@@ -67,7 +67,6 @@ Core::GeneratedFiles GLSLFileWizard::generateFiles(const QWizard *w,
const QString path = wizardDialog->path();
const QString name = wizardDialog->fileName();
const QString mimeType = QLatin1String(Constants::GLSL_MIMETYPE);
const QString fileName = Core::BaseFileWizard::buildFileName(path, name, preferredSuffix(m_shaderType));
Core::GeneratedFile file(fileName);
@@ -82,7 +81,7 @@ QString GLSLFileWizard::fileContents(const QString &, ShaderType shaderType) con
QTextStream str(&contents);
switch (shaderType) {
case GLSLFileWizard::VertexShader:
case GLSLFileWizard::VertexShaderES:
str << QLatin1String("attribute highp vec4 qgl_Vertex;\n")
<< QLatin1String("attribute highp vec4 qgl_TexCoord0;\n")
<< QLatin1String("uniform highp mat4 qgl_ModelViewProjectionMatrix;\n")
@@ -94,7 +93,7 @@ QString GLSLFileWizard::fileContents(const QString &, ShaderType shaderType) con
<< QLatin1String(" qTexCoord0 = qgl_TexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShader:
case GLSLFileWizard::FragmentShaderES:
str << QLatin1String("uniform sampler2D qgl_Texture0;\n")
<< QLatin1String("varying highp vec4 qTexCoord0;\n")
<< QLatin1String("\n")
@@ -103,6 +102,27 @@ QString GLSLFileWizard::fileContents(const QString &, ShaderType shaderType) con
<< QLatin1String(" gl_FragColor = texture2D(qgl_Texture0, qTexCoord0.st);\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::VertexShaderDesktop:
str << QLatin1String("attribute vec4 qgl_Vertex;\n")
<< QLatin1String("attribute vec4 qgl_TexCoord0;\n")
<< QLatin1String("uniform mat4 qgl_ModelViewProjectionMatrix;\n")
<< QLatin1String("varying vec4 qTexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_Position = qgl_ModelViewProjectionMatrix * qgl_Vertex;\n")
<< QLatin1String(" qTexCoord0 = qgl_TexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShaderDesktop:
str << QLatin1String("uniform sampler2D qgl_Texture0;\n")
<< QLatin1String("varying vec4 qTexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
<< QLatin1String(" gl_FragColor = texture2D(qgl_Texture0, qTexCoord0.st);\n")
<< QLatin1String("}\n");
break;
default: break;
}
@@ -124,9 +144,13 @@ QWizard *GLSLFileWizard::createWizardDialog(QWidget *parent, const QString &defa
QString GLSLFileWizard::preferredSuffix(ShaderType shaderType) const
{
switch (shaderType) {
case GLSLFileWizard::VertexShader:
case GLSLFileWizard::VertexShaderES:
return QLatin1String("vsh");
case GLSLFileWizard::FragmentShaderES:
return QLatin1String("fsh");
case GLSLFileWizard::VertexShaderDesktop:
return QLatin1String("vert");
case GLSLFileWizard::FragmentShader:
case GLSLFileWizard::FragmentShaderDesktop:
return QLatin1String("frag");
default:
return QLatin1String("glsl");