Documentation for scene graph examples.

Change-Id: Idb39fc0b6d5e538b90ae8a0b98d9f4d77e1fb617
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
This commit is contained in:
Gunnar Sletta 2012-12-12 20:11:12 +01:00 committed by The Qt Project
parent b58eb52394
commit 077ad5f304
13 changed files with 485 additions and 69 deletions

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@ -28,7 +28,8 @@
/*!
\example quick/scenegraph/customgeometry
\title Custom Geometry Example
\ingroup examples
\ingroup qtquickexamples
\brief Shows how to implement a custom geometry in the Qt Quick Scene Graph.
\brief The custom geometry example shows how to create a QQuickItem which
uses the scene graph API to build a custom geometry for the scene
@ -58,11 +59,11 @@
QQuickItem::updatePaintNode() which all items with custom scene
graph logic must implement.
\e { The scene graph will on many hardware configurations be
\note The scene graph will on many hardware configurations be
rendering on a separate thread. It is therefore crucial that
interaction with the scene graph happens in a controlled
manner, first and foremost through the \l
QQuickItem::updatePaintNode() function. }
interaction with the scene graph happens in a controlled manner,
first and foremost through the \l QQuickItem::updatePaintNode()
function.
\section1 BezierCurve Implementation
@ -122,17 +123,17 @@
set which has two floats, one for x coordinates and one for y
coordinates. The second argument is the vertex count.
\e {Custom attribute sets can also created, but that is not
covered in this example}.
Custom attribute sets can also created, but that is not
covered in this example.
Since we do not have any special needs for memory managing the
geometry, we specify that the QSGGeometryNode should own the
geometry.
\e {To minimize allocations, reduce memory fragmentation and
To minimize allocations, reduce memory fragmentation and
improve performance, it would also be possible to make the
geometry a member of a QSGGeometryNode subclass, in which case, we
would not have set the QSGGeometryNode::OwnsGeometry flag}.
would not have set the QSGGeometryNode::OwnsGeometry flag.
\snippet quick/scenegraph/customgeometry/beziercurve.cpp 6
@ -174,26 +175,32 @@
BezierCurve and make it part of the \c {CustomGeometry 1.0}
module.
As the bezier curve is drawn using GL_LINE_STRIP, we specify that
the view should be multisampled to get antialiasing. This is not
required, but it will make the item look a bit nicer on hardware
that supports it. Multisampling is not enabled by default because
it often results in higher memory usage.
\section1 Using the Item
\snippet quick/scenegraph/customgeometry/LineTester.qml 1
\snippet quick/scenegraph/customgeometry/main.qml 1
Our .qml file imports the \c {QtQuick 2.0} module to get the
standard elements and also our own \c {CustomGeometry 1.0} module
which contains our newly created BezierCurve element.
\snippet quick/scenegraph/customgeometry/LineTester.qml 2
\snippet quick/scenegraph/customgeometry/main.qml 2
Then we create the our root item and an instance of the
BezierCurve which we anchor to fill the root.
\snippet quick/scenegraph/customgeometry/LineTester.qml 3
\snippet quick/scenegraph/customgeometry/main.qml 3
To make the example a bit more interesting we add an animation to
change the two control points in the curve. The end points stay
unchanged.
\snippet quick/scenegraph/customgeometry/LineTester.qml 4
\snippet quick/scenegraph/customgeometry/main.qml 4
Finally we overlay a short text outlining what the example shows.

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@ -52,6 +52,9 @@ int main(int argc, char **argv)
qmlRegisterType<BezierCurve>("CustomGeometry", 1, 0, "BezierCurve");
QQuickView view;
QSurfaceFormat format;
format.setSamples(16);
view.setFormat(format);
view.setSource(QUrl("qrc:///scenegraph/customgeometry/main.qml"));
view.show();

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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: http://www.gnu.org/copyleft/fdl.html.
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\example quick/scenegraph/openglunderqml
\title OpenGL Under QML
\ingroup qtquickexamples
\brief Shows how to render OpenGL under a Qt Quick scene.
\image openglunderqml-example.jpg
The OpenGL under QML example shows how an application can make use
of the \l QQuickWindow::beforeRendering() signal to draw custom
OpenGL content under a Qt Quick scene. This signal is emitted at
the start of every frame, before the scene graph starts its
rendering, thus any OpenGL draw calls that are made as a response
to this signal, will stack under the Qt Quick items.
As an alternative, applications that wish to render OpenGL content
on top of the Qt Quick scene, can do so by connecting to the \l
QQuickWindow::afterRendering() signal.
In this example, we will also see how it is possible to have
values that are exposed to QML which affect the OpenGL
rendering. We animate the threshold value using a NumberAnimation
in the QML file and this value is used by the OpenGL shader
program that draws the squircles.
\snippet quick/scenegraph/openglunderqml/squircle.h 1
First of all, we need a QObject with a slot to connect the signals
to. We subclass QQuickItem in order to use the \l
QQuickItem::window() which holds the window instance we want to
connect to.
We use two values of \c t. The variable \c m_t is the property
value as it exists in the GUI thread. The \c m_thread_t value is a
copy of \c m_t for use in the rendering thread. We need an
explicit copy because the scene graph can render in one thread
while updating properties on the GUI thread in preparation for the
next frame. If we had used only one value, the animation could
have updated the value to that of the next frame before we got a
chance to render it.
\note In this example, a wrong value for \c t will have minimal
consequences, but we emphasize that rendering and GUI thread
objects and values must stay separate to avoid race conditions,
undesired behavior and in the worst case, crashes.
Lets move on to the implementation.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 7
The constructor of the \c Squircle class simply initializes the
values. The shader program will be initialized during rendering
later.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 8
The property setter checks that the value has indeed changed
before updating its internal variable. It then calls \l
QQuickWindow::update() which will trigger another frame to be
rendered. Note that the setter might be called during
initialization, before the object has been entered into the scene
and before it has a window.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 1
\snippet quick/scenegraph/openglunderqml/squircle.cpp 2
For our paint function to be called, we need to connect to the
window's signals. When Squircle object is populated into the
scene, the itemChange function is called with the change type \c
ItemSceneChange. We connect \l QQuickWindow::beforeRendering() to
\c paint() to do the rendering, and \l
QQuickWindow::beforeSynchronizing() to \c sync() to copy the state
of the \c t property for the upcoming frame.
\note Since the Squircle object has affinity to the GUI thread and
the signals are emitted from the rendering thread, it is crucial
that the connections are made with \l
Qt::DirectConnection. Failing to do so, will result in that the
slots are invoked on the wrong thread with no OpenGL context
present.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 3
The default behavior of the scene graph is to clear the
framebuffer before rendering. Since we render before the scene
graph, we need to turn this clearing off. This means that we need
to clear ourselves in the \c paint() function.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 4
The first thing we do in the \c paint() function is to
initialize the shader program. By initializing the shader program
here, we make sure that the OpenGL context is bound and that we
are on the correct thread.
We also connect to the QOpenGLContext::aboutToBeDestroyed()
signal, so that we can clean up the shader program when the
context is destroyed. Again, this is a \l Qt::DirectConnection as
all rendering related operations must happen on the rendering
thread.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 5
We use the shader program to draw the squircle. At the end of the
\c paint function we release the program and disable the
attributes we used so that the OpenGL context is in a "clean"
state for the scene graph to pick it up.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 6
In the \c cleanup() function we delete the program.
\snippet quick/scenegraph/openglunderqml/squircle.cpp 9
We use the \c sync() function to copy the state of the
object in the GUI thread into the rendering thread.
The signal is emitted on the rendering thread while the GUI
thread is blocked, so it is safe to simply copy the value without
any additional protection.
\snippet quick/scenegraph/openglunderqml/main.cpp 1
The application's \c main() function instantiates a QQuickView and
launches the \c main.qml file. The only thing worth noting is that
we export the \c Squircle class to QML using the \l
qmlRegisterType() macro.
\snippet quick/scenegraph/openglunderqml/main.qml 1
We import the Squircle QML type with the name we registered in the
\c main() function. We then instantiate it and create a running
NumberAnimation on the its \c t property.
\snippet quick/scenegraph/openglunderqml/main.qml 2
Then we overlay a short descriptive text, so that it is clearly
visible that we are in fact rendering OpenGL under our Qt Quick
scene.
*/

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@ -48,6 +48,8 @@
//! [7]
Squircle::Squircle()
: m_program(0)
, m_t(0)
, m_thread_t(0)
{
}
//! [7]
@ -70,8 +72,8 @@ void Squircle::itemChange(ItemChange change, const ItemChangeData &)
{
// The ItemSceneChange event is sent when we are first attached to a window.
if (change == ItemSceneChange) {
QQuickWindow *c = window();
if (!c)
QQuickWindow *win = window();
if (!win)
return;
//! [1]
@ -79,15 +81,17 @@ void Squircle::itemChange(ItemChange change, const ItemChangeData &)
// Since this call is executed on the rendering thread it must be
// a Qt::DirectConnection
//! [2]
connect(c, SIGNAL(beforeRendering()), this, SLOT(paint()), Qt::DirectConnection);
connect(win, SIGNAL(beforeRendering()), this, SLOT(paint()), Qt::DirectConnection);
connect(win, SIGNAL(beforeSynchronizing()), this, SLOT(sync()), Qt::DirectConnection);
//! [2]
// If we allow QML to do the clearing, they would clear what we paint
// and nothing would show.
//! [3]
c->setClearBeforeRendering(false);
win->setClearBeforeRendering(false);
}
}
//! [3] //! [4]
void Squircle::paint()
{
@ -128,7 +132,7 @@ void Squircle::paint()
1, 1
};
m_program->setAttributeArray(0, GL_FLOAT, values, 2);
m_program->setUniformValue("t", (float) m_t);
m_program->setUniformValue("t", (float) m_thread_t);
glViewport(0, 0, window()->width(), window()->height());
@ -157,4 +161,10 @@ void Squircle::cleanup()
}
//! [6]
//! [9]
void Squircle::sync()
{
m_thread_t = m_t;
}
//! [9]

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@ -67,11 +67,13 @@ protected:
public slots:
void paint();
void cleanup();
void sync();
private:
QOpenGLShaderProgram *m_program;
qreal m_t;
qreal m_thread_t;
};
//! [1]

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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: http://www.gnu.org/copyleft/fdl.html.
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\example quick/scenegraph/simplematerial
\title Simple Material Example
\ingroup qtquickexamples
\brief Shows how to define a scene graph material to fill a shape.
\image simplematerial-example.jpg
In this example, we will make use of the \l
QSGSimpleMaterialShader class to fill a shape in the scene
graph. This is a convenience class intended to avoid a lot of the
boilerplate code required when creating materials with the \l
QSGMaterial, \l QSGMaterialShader and \l QSGMaterialType classes
directly.
A simple material consists of two parts, the material state and
the material shader. The material shader has one instance per
scene graph and contains the actual OpenGL shader program and
information about which attributes and uniforms it uses. The
material state is what we assign to each individual node, in this
case to give them different colors.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 1
The first thing we do when creating custom materials with the
simplified scheme is to create a state class. In this case the
state class contains only one member, a QColor. It also defines a
compare function which the scene graph can use to reorder the node
rendering.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 2
Next we define the material shader, by subclassing a template
instantiation of \l QSGSimpleMaterialShader with our \c State.
Then we use the macro \l QSG_DECLARE_SIMPLE_COMPARABLE_SHADER()
which will generate some boilerplate code for us. Since our \c
State class has a compare function, we declare that the states can
be compared. It would have been possible to remove the \c
State::compare() function and instead declare the shader with \l
QSG_DECLARE_SIMPLE_SHADER(), but this could then reduce performance
in certain usecases.
The state struct is used as a template parameter to
automatically generate a \l QSGMaterialType for us, so it is
crucial that the pair of shader and state are made up of unique
classes. Using the same \c State class in multiple shaders will
will lead to undefined behavior.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 3
Next comes the declaration of the shader source code, where we
define a vertex and fragment shader. The simple material assumes
the presence of \c qt_Matrix in the vertex shader and \c
qt_Opacity in the fragment shader.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 4
We reimplement the \c attributes function to return the name of
the \c aVertex and \c aTexCoord attribute names. These attributes
will be mapped to attribute indices 0 and 1 in the node's
geometry.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 6
Uniforms can be accessed either by name or by index, where index
is faster than name, so we reimplement the \c resolveUniforms()
function to find the index of the \c color uniform. We do not have
to worry about resolving \c qt_Opacity or \c qt_Matrix as these
are handled by the baseclass.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 5
The \c updateState() function is called once for every unique
state and we use it to update the shader program with the current
color. The previous state is passed in as a second parameter so
that the user can update only that which has changed. In our
usecase, where all the colors are different, the updateState will
be called once for every node.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 7
The \c ColorNode class is supposed to draw something, so it needs
to be a subclass of \l QSGGeometryNode.
Since our shader expects both a position and a texture coordinate,
we use the default attribute set \l
QSGGeometry::defaultAttributes_TexturedPoint2D() and define that
the geometry consists of a total of four vertices. To avoid the
allocation, we make the QSGGeometry a member of the
QSGGeometryNode.
When used the macro \l QSG_DECLARE_SIMPLE_COMPARABLE_SHADER() above,
it defined the \c createMaterial() function which we use to
instantiate materials for our \c State struct.
As we will be making use of opacity in our custom material, we
need to set the \l QSGMaterial::Blending flag. The scene graph may
use this flag to either disable or enable \c GL_BLEND when drawing
the node or to reorder the drawing of the node.
Finally, we tell the node to take ownership of the material, so we
do not have to explicitly memorymanage it.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 8
Since the Item is providing its own graphics to the scene graph,
we set the flag \l QQuickItem::ItemHasContents.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 9
Whenever the Item has changed graphically, the \l
QQuickItem::updatePaintNode() function is called.
\note The scene graph may be rendered in a different thread than the
GUI thread and \l QQuickItem::updatePaintNode() is one of the few
places where it is safe to access properties of the QML
object. Any interaction with the scene graph from a custom \l
QQuickItem should be contained to this function. The function is
called on the rendering thread while the GUI thread is blocked.
The first time this function is called for an \c Item instance,
the node will be 0 and we create a new one. For every consecutive
call, the node will be what we returned previously. There are
scenarios where the scene graph will be removed and rebuilt from
scratch however, so one should always check the node and recreate
it if required.
Once we have a \c ColorNode, we update its geometry and material
state. Finally, we notify the scene graph that the node has
undergone changes to its geometry and material.
\snippet quick/scenegraph/simplematerial/simplematerial.cpp 11
The \c main() function of the application adds the custom QML type
using \l qmlRegisterType() and opens up a \l QQuickView with our
QML file.
\snippet quick/scenegraph/simplematerial/main.qml 1
In the QML file, we import our custom type so we can instantiate
it.
\snippet quick/scenegraph/simplematerial/main.qml 2
Then we create a column of three instances of our custom item,
each with a different color.
\snippet quick/scenegraph/simplematerial/main.qml 3
And finally we overlay a short descriptive text.
*/

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@ -44,30 +44,40 @@ import QtQuick 2.0
import SimpleMaterial 1.0
Rectangle {
width: 640
height: 360
gradient: Gradient {
GradientStop { position: 0; color: "#00ffff" }
GradientStop { position: 1; color: "#00ff00" }
}
width: 320
height: 480
color: "black"
//! [1] //! [2]
SimpleMaterialItem {
Column {
anchors.fill: parent
SequentialAnimation on scale {
NumberAnimation { to: 100; duration: 60000; easing.type: Easing.InCubic }
NumberAnimation { to: 1; duration: 60000; easing.type: Easing.OutCubic }
loops: Animation.Infinite
SimpleMaterialItem {
width: parent.width;
height: parent.height / 3;
color: "steelblue"
}
rotation: scale * 10 - 10
SimpleMaterialItem {
width: parent.width;
height: parent.height / 3;
color: "darkorchid"
}
SimpleMaterialItem {
width: parent.width;
height: parent.height / 3;
color: "springgreen"
}
}
//! [2] //! [3]
Rectangle {
color: Qt.rgba(0, 0, 0, 0.8)
radius: 10
antialiasing: true
border.width: 1
border.color: "black"
anchors.fill: label
@ -78,7 +88,7 @@ Rectangle {
id: label
color: "white"
wrapMode: Text.WordWrap
text: "The background here is implemented as one QSGGeometryNode node which uses QSGSimpleMaterial to implement a mandlebrot fractal fill"
text: "These three gradient boxes are colorized using a custom material."
anchors.right: parent.right
anchors.left: parent.left
anchors.bottom: parent.bottom

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@ -52,11 +52,11 @@
#include <qsgsimplematerial.h>
//! [1]
struct Color
struct State
{
QColor color;
int compare(const Color *other) const {
int compare(const State *other) const {
uint rgb = color.rgba();
uint otherRgb = other->color.rgba();
@ -72,9 +72,9 @@ struct Color
//! [1]
//! [2]
class Shader : public QSGSimpleMaterialShader<Color>
class Shader : public QSGSimpleMaterialShader<State>
{
QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, Color);
QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State);
//! [2] //! [3]
public:
@ -97,18 +97,8 @@ public:
"varying highp vec2 texCoord; \n"
"void main () \n"
"{ \n"
" highp vec2 z = texCoord; \n"
" gl_FragColor = vec4(0); \n"
" const highp float maxIterations = 100.; \n"
" for (float i = 0.; i < maxIterations; i += 1.0) { \n"
" z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + texCoord; \n"
" if (dot(z, z) > 4.0) { \n"
" float col = pow(1. - i / maxIterations, sqrt(maxIterations / 10.)); \n"
" gl_FragColor = color * col * qt_Opacity; \n"
" break; \n"
" } \n"
" } \n"
"} \n";
" gl_FragColor = texCoord.y * texCoord.x * color * qt_Opacity; \n"
"}";
}
//! [3] //! [4]
QList<QByteArray> attributes() const
@ -116,9 +106,9 @@ public:
return QList<QByteArray>() << "aVertex" << "aTexCoord";
}
//! [4] //! [5]
void updateState(const Color *color, const Color *)
void updateState(const State *state, const State *)
{
program()->setUniformValue(id_color, color->color);
program()->setUniformValue(id_color, state->color);
}
//! [5] //! [6]
void resolveUniforms()
@ -128,38 +118,37 @@ public:
private:
int id_color;
};
//! [6]
};
//! [7]
class TestNode : public QSGGeometryNode
class ColorNode : public QSGGeometryNode
{
public:
TestNode(const QRectF &bounds)
ColorNode()
: m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
{
QSGGeometry::updateTexturedRectGeometry(&m_geometry, bounds, QRectF(-0.60, -0.66, 0.08, 0.04));
setGeometry(&m_geometry);
//! [7] //! [8]
QSGSimpleMaterial<Color> *material = Shader::createMaterial();
material->state()->color = Qt::blue;
QSGSimpleMaterial<State> *material = Shader::createMaterial();
material->setFlag(QSGMaterial::Blending);
setMaterial(material);
setFlag(OwnsMaterial);
}
//! [8] //! [9]
QSGGeometry m_geometry;
};
//! [9]
//! [7]
//! [10]
//! [8]
class Item : public QQuickItem
{
Q_OBJECT
Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
public:
Item()
@ -167,17 +156,40 @@ public:
setFlag(ItemHasContents, true);
}
void setColor(const QColor &color) {
if (m_color != color) {
m_color = color;
emit colorChanged();
update();
}
}
QColor color() const {
return m_color;
}
signals:
void colorChanged();
private:
QColor m_color;
//! [8] //! [9]
public:
QSGNode *updatePaintNode(QSGNode *node, UpdatePaintNodeData *)
{
delete node;
return new TestNode(boundingRect());
ColorNode *n = static_cast<ColorNode *>(node);
if (!node)
n = new ColorNode();
QSGGeometry::updateTexturedRectGeometry(n->geometry(), boundingRect(), QRectF(0, 0, 1, 1));
static_cast<QSGSimpleMaterial<State>*>(n->material())->state()->color = m_color;
n->markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
return n;
}
};
//! [10]
//! [11]
//! [9] //! [11]
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
@ -185,11 +197,12 @@ int main(int argc, char **argv)
qmlRegisterType<Item>("SimpleMaterial", 1, 0, "SimpleMaterialItem");
QQuickView view;
view.setResizeMode(QQuickView::SizeRootObjectToView);
view.setSource(QUrl("qrc:///scenegraph/simplematerial/main.qml"));
view.show();
return app.exec();
}
//! [11]
#include "simplematerial.moc"
//! [11]

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@ -144,6 +144,29 @@
\sa {Simple Material Example}
*/
/*!
\macro QSG_DECLARE_SIMPLE_SHADER(Shader, State)
\relates QSGSimpleMaterialShader
This macro is used to declare a QSGMaterialType and a \c
createMaterial() function for \a Shader with the given \a State.
*/
/*!
\macro QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State)
\relates QSGSimpleMaterialShader
This macro is used to declare a QSGMaterialType and a \c
createMaterial() function for \a Shader with the given \a State,
where the \a State class must define a compare function on the
form:
\code
int compare(const State *other) const;
\endcode
*/
/*!
\fn char const *const *QSGSimpleMaterialShader::attributeNames() const
\internal