qtdeclarative/src/declarative/scenegraph/util/qsgtexturematerial.cpp

201 lines
6.3 KiB
C++
Raw Normal View History

/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsgtexturematerial_p.h"
#include <qglshaderprogram.h>
QT_BEGIN_NAMESPACE
const char qt_scenegraph_texture_material_vertex_code[] =
"uniform highp mat4 qt_Matrix; \n"
"attribute highp vec4 qt_VertexPosition; \n"
"attribute highp vec2 qt_VertexTexCoord; \n"
"varying highp vec2 qt_TexCoord; \n"
"void main() { \n"
" qt_TexCoord = qt_VertexTexCoord; \n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
const char qt_scenegraph_texture_material_fragment[] =
"varying highp vec2 qt_TexCoord; \n"
"uniform sampler2D qt_Texture; \n"
"void main() { \n"
" gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n"
"}";
const char *QSGTextureMaterialShader::vertexShader() const
{
return qt_scenegraph_texture_material_vertex_code;
}
const char *QSGTextureMaterialShader::fragmentShader() const
{
return qt_scenegraph_texture_material_fragment;
}
QSGMaterialType QSGTextureMaterialShader::type;
char const *const *QSGTextureMaterialShader::attributeNames() const
{
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
return attr;
}
void QSGTextureMaterialShader::initialize()
{
m_matrix_id = m_program.uniformLocation("qt_Matrix");
}
void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
QSGTextureMaterial *tx = static_cast<QSGTextureMaterial *>(newEffect);
QSGTextureMaterial *oldTx = static_cast<QSGTextureMaterial *>(oldEffect);
QSGTexture *t = tx->texture();
t->setFiltering(tx->filtering());
t->setHorizontalWrapMode(tx->horizontalWrapMode());
t->setVerticalWrapMode(tx->verticalWrapMode());
t->setMipmapFiltering(tx->mipmapFiltering());
if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId())
t->bind();
else
t->updateBindOptions();
if (state.isMatrixDirty())
m_program.setUniformValue(m_matrix_id, state.combinedMatrix());
}
QSGTextureMaterial::QSGTextureMaterial()
: m_texture(0)
, m_filtering(QSGTexture::Nearest)
, m_mipmap_filtering(QSGTexture::Nearest)
, m_horizontal_wrap(QSGTexture::ClampToEdge)
, m_vertical_wrap(QSGTexture::ClampToEdge)
{
}
QSGMaterialType *QSGTextureMaterial::type() const
{
return &QSGTextureMaterialShader::type;
}
QSGMaterialShader *QSGTextureMaterial::createShader() const
{
return new QSGTextureMaterialShader;
}
void QSGTextureMaterial::setTexture(QSGTexture *texture)
{
m_texture = texture;
setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
}
int QSGTextureMaterial::compare(const QSGMaterial *o) const
{
Q_ASSERT(o && type() == o->type());
const QSGTextureMaterial *other = static_cast<const QSGTextureMaterial *>(o);
if (int diff = m_texture->textureId() - other->texture()->textureId())
return diff;
return int(m_filtering) - int(other->m_filtering);
}
// QSGTextureMaterialWithOpacity
static const char qt_scenegraph_texture_material_opacity_fragment[] =
"varying highp vec2 qt_TexCoord; \n"
"uniform sampler2D qt_Texture; \n"
"uniform lowp float opacity; \n"
"void main() { \n"
" gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n"
"}";
class TextureMaterialWithOpacityShader : public QSGTextureMaterialShader
{
public:
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual void initialize();
static QSGMaterialType type;
protected:
virtual const char *fragmentShader() const { return qt_scenegraph_texture_material_opacity_fragment; }
int m_opacity_id;
};
QSGMaterialType TextureMaterialWithOpacityShader::type;
QSGMaterialType *QSGTextureMaterialWithOpacity::type() const
{
return &TextureMaterialWithOpacityShader::type;
}
QSGMaterialShader *QSGTextureMaterialWithOpacity::createShader() const
{
return new TextureMaterialWithOpacityShader;
}
void TextureMaterialWithOpacityShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
if (state.isOpacityDirty())
m_program.setUniformValue(m_opacity_id, state.opacity());
QSGTextureMaterialShader::updateState(state, newEffect, oldEffect);
}
void TextureMaterialWithOpacityShader::initialize()
{
QSGTextureMaterialShader::initialize();
m_opacity_id = m_program.uniformLocation("opacity");
}
QT_END_NAMESPACE