2011-04-27 12:13:26 +00:00
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/****************************************************************************
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**
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2016-01-19 09:38:36 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2011-04-27 12:13:26 +00:00
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**
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2013-09-30 05:28:31 +00:00
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** This file is part of the QtQuick module of the Qt Toolkit.
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2011-04-27 12:13:26 +00:00
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**
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2016-01-19 09:38:36 +00:00
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** $QT_BEGIN_LICENSE:LGPL$
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2012-09-20 05:21:40 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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2015-01-28 11:55:39 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
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2016-01-19 09:38:36 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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2012-09-20 05:21:40 +00:00
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**
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2011-04-27 12:13:26 +00:00
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** GNU Lesser General Public License Usage
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2012-09-20 05:21:40 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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2016-01-19 09:38:36 +00:00
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 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 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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2012-09-20 05:21:40 +00:00
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**
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2016-01-19 09:38:36 +00:00
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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2011-04-27 12:13:26 +00:00
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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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2014-07-03 10:15:46 +00:00
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#include "qsgtexture_p.h"
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2016-03-15 12:39:41 +00:00
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# include <QtGui/qopenglshaderprogram.h>
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# include <QtGui/qopenglfunctions.h>
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#endif
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2011-04-27 12:13:26 +00:00
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QT_BEGIN_NAMESPACE
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-05-11 13:12:08 +00:00
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inline static bool isPowerOfTwo(int x)
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{
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// Assumption: x >= 1
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return x == (x & -x);
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}
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2016-06-28 12:12:30 +00:00
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#endif
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2011-05-11 13:12:08 +00:00
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2013-10-26 17:48:56 +00:00
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QSGMaterialType QSGOpaqueTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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2013-10-26 17:48:56 +00:00
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QSGOpaqueTextureMaterialShader::QSGOpaqueTextureMaterialShader()
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: QSGMaterialShader()
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2011-04-27 12:13:26 +00:00
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{
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2016-03-29 19:56:46 +00:00
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setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.vert"));
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setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.frag"));
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2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
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2011-04-27 12:13:26 +00:00
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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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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterialShader::initialize()
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2011-04-27 12:13:26 +00:00
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{
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-05-11 10:56:51 +00:00
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m_matrix_id = program()->uniformLocation("qt_Matrix");
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2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newEffect);
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QSGOpaqueTextureMaterial *oldTx = static_cast<QSGOpaqueTextureMaterial *>(oldEffect);
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2011-04-27 12:13:26 +00:00
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QSGTexture *t = tx->texture();
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2014-07-03 10:15:46 +00:00
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#ifndef QT_NO_DEBUG
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if (!qsg_safeguard_texture(t))
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return;
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#endif
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2011-04-27 12:13:26 +00:00
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t->setFiltering(tx->filtering());
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2014-02-03 16:36:55 +00:00
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t->setHorizontalWrapMode(tx->horizontalWrapMode());
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t->setVerticalWrapMode(tx->verticalWrapMode());
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2014-02-03 16:36:55 +00:00
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bool npotSupported = const_cast<QOpenGLContext *>(state.context())
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->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
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if (!npotSupported) {
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QSize size = t->textureSize();
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const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
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if (isNpot) {
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t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
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t->setVerticalWrapMode(QSGTexture::ClampToEdge);
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}
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2011-05-11 13:12:08 +00:00
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}
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2016-05-08 18:17:35 +00:00
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#else
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Q_UNUSED(state)
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2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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t->setMipmapFiltering(tx->mipmapFiltering());
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2017-01-22 19:22:14 +00:00
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t->setAnisotropyLevel(tx->anisotropyLevel());
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2011-04-27 12:13:26 +00:00
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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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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-04-27 12:13:26 +00:00
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if (state.isMatrixDirty())
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2011-05-11 10:56:51 +00:00
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program()->setUniformValue(m_matrix_id, state.combinedMatrix());
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2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\class QSGOpaqueTextureMaterial
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\brief The QSGOpaqueTextureMaterial class provides a convenient way of
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rendering textured geometry in the scene graph.
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2013-01-07 15:20:39 +00:00
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\inmodule QtQuick
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\ingroup qtquick-scenegraph-materials
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2011-05-09 11:51:12 +00:00
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2016-06-03 10:52:24 +00:00
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\warning This utility class is only functional when running with the OpenGL
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backend of the Qt Quick scenegraph.
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2011-05-09 11:51:12 +00:00
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The opaque textured material will fill every pixel in a geometry with
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the supplied texture. The material does not respect the opacity of the
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QSGMaterialShader::RenderState, so opacity nodes in the parent chain
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of nodes using this material, have no effect.
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The geometry to be rendered with an opaque texture material requires
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vertices in attribute location 0 and texture coordinates in attribute
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location 1. The texture coordinate is a 2-dimensional floating-point
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tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
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attribute set compatible with this material.
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2013-05-08 05:14:25 +00:00
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The texture to be rendered can be set using setTexture(). How the
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2012-09-06 21:44:08 +00:00
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texture should be rendered can be specified using setMipmapFiltering(),
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2011-05-09 11:51:12 +00:00
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setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
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The rendering state is set on the texture instance just before it
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is bound.
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The opaque textured material respects the current matrix and the alpha
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channel of the texture. It will disregard the accumulated opacity in
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the scenegraph.
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A texture material must have a texture set before it is used as
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a material in the scene graph.
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*/
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/*!
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Creates a new QSGOpaqueTextureMaterial.
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The default mipmap filtering and filtering mode is set to
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QSGTexture::Nearest. The default wrap modes is set to
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2012-06-04 14:56:17 +00:00
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\c QSGTexture::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial()
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2011-04-27 12:13:26 +00:00
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: m_texture(0)
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, m_filtering(QSGTexture::Nearest)
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2014-04-15 05:23:57 +00:00
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, m_mipmap_filtering(QSGTexture::None)
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2011-04-27 12:13:26 +00:00
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, m_horizontal_wrap(QSGTexture::ClampToEdge)
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, m_vertical_wrap(QSGTexture::ClampToEdge)
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2017-01-22 19:22:14 +00:00
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, m_anisotropy_level(QSGTexture::AnisotropyNone)
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2011-04-27 12:13:26 +00:00
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{
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialType *QSGOpaqueTextureMaterial::type() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return &QSGOpaqueTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return new QSGOpaqueTextureMaterialShader;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\fn QSGTexture *QSGOpaqueTextureMaterial::texture() const
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Returns this texture material's texture.
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*/
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/*!
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Sets the texture of this material to \a texture.
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2013-05-08 05:14:25 +00:00
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The material does not take ownership of the texture.
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2011-05-09 11:51:12 +00:00
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*/
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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture)
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2011-04-27 12:13:26 +00:00
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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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2011-05-09 11:51:12 +00:00
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/*!
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\fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering)
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Sets the mipmap mode to \a filtering.
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The mipmap filtering mode is set on the texture instance just before the
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texture is bound for rendering.
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If the texture does not have mipmapping support, enabling mipmapping has no
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effect.
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*/
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/*!
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\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const
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Returns this material's mipmap filtering mode.
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2012-06-04 14:56:17 +00:00
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The default mipmap mode is \c QSGTexture::Nearest.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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\fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering)
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Sets the filtering to \a filtering.
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The filtering mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::filtering() const
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2011-05-09 11:51:12 +00:00
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Returns this material's filtering mode.
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2012-06-04 14:56:17 +00:00
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The default filtering is \c QSGTexture::Nearest.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn void QSGOpaqueTextureMaterial::setHorizontalWrapMode(QSGTexture::WrapMode mode)
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2011-05-09 11:51:12 +00:00
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Sets the horizontal wrap mode to \a mode.
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The horizontal wrap mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::horizontalWrapMode() const
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2011-05-09 11:51:12 +00:00
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Returns this material's horizontal wrap mode.
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Add QQuickPathItem and its backend infra
The generic backend uses the triangulator from QtGui, but is in
fact OpenGL-only for now due to materials.
The NVPR backend uses GL_NV_path_rendering on NVIDIA hardware with
OpenGL 4.3+ or OpenGL ES 3.1+.
The software backend simply uses QPainter.
With the generic backend each PathItem is backed by a non-visual root node
and 0, 1 or 2 child geometry nodes, depending on the presence of visible
stroking and filling. The potentially expensive triangulation happens on
updatePolish(), on the gui thread. This is proven to provide much smoother
results when compared to doing the geometry generation on the render thread
in updatePaintNode(), in particular on power-limited embedded devices.
The NVPR backend uses a QSGRenderNode in DepthAware mode so that the batch
renderer can continue to rely on the depth buffer and use opaque batches.
Due to not relying on slow CPU-side triangulation, this backend uses 5-10
times less CPU, even when properties of the path or its elements are
animated.
The path itself is specified with the PathView's Path, PathLine, PathArc,
PathQuad, etc. types. This allows for consistency with PathView and the
2D Canvas and avoids a naming mess in the API. However, there won't be a
100% symmetry: backends like NVPR will not rely on QPainterPath but process
the path elements on their own (as QPainterPath is essentially useless with
these APIs), which can lead to differences in the supported path elements.
The supported common set is currently Move, Line, Quad, Cubic, Arc.
The patch introduces PathMove, which is essentially PathLine but maps to
moveTo instead of lineTo. More types may get added later (e.g. NVPR can do
a wide variety of optimized rounded rects, but this requires directly
specifying a GL_ROUNDED_RECTx_NV command, thus neededing a dedicated Path
type on our side too)
For filling with gradients only linear gradients are supported at the
moment.
In addition to the declarative API, a more lightweight, QObject-less
JS-callable API should be considered as well for the future.
Change-Id: I335ad64b425ee279505d60e3e57ac6841e1cbd24
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2016-12-03 20:30:12 +00:00
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The default horizontal wrap mode is \c QSGTexture::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn void QSGOpaqueTextureMaterial::setVerticalWrapMode(QSGTexture::WrapMode mode)
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2011-05-09 11:51:12 +00:00
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Sets the vertical wrap mode to \a mode.
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The vertical wrap mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::verticalWrapMode() const
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2011-05-09 11:51:12 +00:00
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Returns this material's vertical wrap mode.
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Add QQuickPathItem and its backend infra
The generic backend uses the triangulator from QtGui, but is in
fact OpenGL-only for now due to materials.
The NVPR backend uses GL_NV_path_rendering on NVIDIA hardware with
OpenGL 4.3+ or OpenGL ES 3.1+.
The software backend simply uses QPainter.
With the generic backend each PathItem is backed by a non-visual root node
and 0, 1 or 2 child geometry nodes, depending on the presence of visible
stroking and filling. The potentially expensive triangulation happens on
updatePolish(), on the gui thread. This is proven to provide much smoother
results when compared to doing the geometry generation on the render thread
in updatePaintNode(), in particular on power-limited embedded devices.
The NVPR backend uses a QSGRenderNode in DepthAware mode so that the batch
renderer can continue to rely on the depth buffer and use opaque batches.
Due to not relying on slow CPU-side triangulation, this backend uses 5-10
times less CPU, even when properties of the path or its elements are
animated.
The path itself is specified with the PathView's Path, PathLine, PathArc,
PathQuad, etc. types. This allows for consistency with PathView and the
2D Canvas and avoids a naming mess in the API. However, there won't be a
100% symmetry: backends like NVPR will not rely on QPainterPath but process
the path elements on their own (as QPainterPath is essentially useless with
these APIs), which can lead to differences in the supported path elements.
The supported common set is currently Move, Line, Quad, Cubic, Arc.
The patch introduces PathMove, which is essentially PathLine but maps to
moveTo instead of lineTo. More types may get added later (e.g. NVPR can do
a wide variety of optimized rounded rects, but this requires directly
specifying a GL_ROUNDED_RECTx_NV command, thus neededing a dedicated Path
type on our side too)
For filling with gradients only linear gradients are supported at the
moment.
In addition to the declarative API, a more lightweight, QObject-less
JS-callable API should be considered as well for the future.
Change-Id: I335ad64b425ee279505d60e3e57ac6841e1cbd24
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2016-12-03 20:30:12 +00:00
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The default vertical wrap mode is \c QSGTexture::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(o && type() == o->type());
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2011-05-09 10:56:50 +00:00
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const QSGOpaqueTextureMaterial *other = static_cast<const QSGOpaqueTextureMaterial *>(o);
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2011-04-27 12:13:26 +00:00
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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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2011-05-09 11:51:12 +00:00
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/*!
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\class QSGTextureMaterial
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\brief The QSGTextureMaterial class provides a convenient way of
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rendering textured geometry in the scene graph.
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2013-01-07 15:20:39 +00:00
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\inmodule QtQuick
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\ingroup qtquick-scenegraph-materials
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2011-05-09 11:51:12 +00:00
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2016-06-03 10:52:24 +00:00
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\warning This utility class is only functional when running with the OpenGL
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backend of the Qt Quick scenegraph.
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2011-05-09 11:51:12 +00:00
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The textured material will fill every pixel in a geometry with
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the supplied texture.
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2011-11-15 15:17:50 +00:00
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The geometry to be rendered with a texture material requires
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2011-05-09 11:51:12 +00:00
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vertices in attribute location 0 and texture coordinates in attribute
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location 1. The texture coordinate is a 2-dimensional floating-point
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tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
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attribute set compatible with this material.
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2013-05-08 05:14:25 +00:00
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The texture to be rendered can be set using setTexture(). How the
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2012-09-06 21:44:08 +00:00
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texture should be rendered can be specified using setMipmapFiltering(),
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2011-05-09 11:51:12 +00:00
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setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
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The rendering state is set on the texture instance just before it
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is bound.
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2011-11-15 15:17:50 +00:00
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The textured material respects the current matrix and the alpha
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channel of the texture. It will also respect the accumulated opacity
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in the scenegraph.
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2011-05-09 11:51:12 +00:00
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A texture material must have a texture set before it is used as
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a material in the scene graph.
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*/
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2011-04-27 12:13:26 +00:00
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2011-05-09 10:56:50 +00:00
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QSGMaterialType QSGTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialType *QSGTextureMaterial::type() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return &QSGTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialShader *QSGTextureMaterial::createShader() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return new QSGTextureMaterialShader;
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2011-04-27 12:13:26 +00:00
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}
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2013-10-26 17:48:56 +00:00
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QSGTextureMaterialShader::QSGTextureMaterialShader()
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: QSGOpaqueTextureMaterialShader()
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{
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2016-03-29 19:56:46 +00:00
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setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/texture.frag"));
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2016-03-15 12:39:41 +00:00
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#endif
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2013-10-26 17:48:56 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-04-27 12:13:26 +00:00
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if (state.isOpacityDirty())
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2011-05-11 10:56:51 +00:00
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program()->setUniformValue(m_opacity_id, state.opacity());
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2016-03-15 12:39:41 +00:00
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#endif
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect);
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGTextureMaterialShader::initialize()
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::initialize();
|
2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-05-11 10:56:51 +00:00
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m_opacity_id = program()->uniformLocation("opacity");
|
2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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}
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QT_END_NAMESPACE
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