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