Refactor shaders into seprate GLSL source files

The default implementation of QSGShaderMaterial::vertexShader() and
fragmentShader() now loads the GLSL source from a list of source files
that can be specified via the setShaderSourceFile() or
setShaderSourceFiles() functions.

Multiple shader source files for each shader stage are supported. Each
source file will be read in the order specified and concatenated
together before being compiled.

The other places where Qt Quick 2 loads shader source code have
been adapted to use the new QSGShaderSourceBuilder, which is also
used internally by QSGMaterial.

This puts Qt Quick 2 into a better state ready to support OpenGL
core profile and to load different shaders based upon OpenGL version,
profile, GPU vendor, platform, etc.

Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
This commit is contained in:
Sean Harmer 2013-10-26 18:48:56 +01:00 committed by The Qt Project
parent 34c85bb56c
commit 426f6aa672
70 changed files with 1453 additions and 960 deletions

View File

@ -63,6 +63,13 @@ SOURCES += \
$$PWD/qquickparticlegroup.cpp \
$$PWD/qquickgroupgoal.cpp
OTHER_FILES += \
$$PWD/shaders/customparticletemplate.vert \
$$PWD/shaders/customparticle.vert \
$$PWD/shaders/customparticle.frag \
$$PWD/shaders/imageparticle.vert \
$$PWD/shaders/imageparticle.frag
RESOURCES += \
$$PWD/particles.qrc

View File

@ -5,4 +5,11 @@
<file>particleresources/glowdot.png</file>
<file>particleresources/star.png</file>
</qresource>
<qresource prefix="/particles">
<file>shaders/customparticle.frag</file>
<file>shaders/customparticle.vert</file>
<file>shaders/customparticletemplate.vert</file>
<file>shaders/imageparticle.frag</file>
<file>shaders/imageparticle.vert</file>
</qresource>
</RCC>

View File

@ -41,47 +41,11 @@
#include "qquickcustomparticle_p.h"
#include <QtQuick/private/qquickshadereffectmesh_p.h>
#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include <cstdlib>
QT_BEGIN_NAMESPACE
//Includes comments because the code isn't self explanatory
static const char qt_particles_template_vertex_code[] =
"attribute highp vec2 qt_ParticlePos;\n"
"attribute highp vec2 qt_ParticleTex;\n"
"attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize\n"
"attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration\n"
"attribute highp float qt_ParticleR;\n"
"uniform highp mat4 qt_Matrix;\n"
"uniform highp float qt_Timestamp;\n"
"varying highp vec2 qt_TexCoord0;\n"
"void defaultMain() {\n"
" qt_TexCoord0 = qt_ParticleTex;\n"
" highp float size = qt_ParticleData.z;\n"
" highp float endSize = qt_ParticleData.w;\n"
" highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;\n"
" highp float currentSize = mix(size, endSize, t * t);\n"
" if (t < 0. || t > 1.)\n"
" currentSize = 0.;\n"
" highp vec2 pos = qt_ParticlePos\n"
" - currentSize / 2. + currentSize * qt_ParticleTex // adjust size\n"
" + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..\n"
" + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);\n"
" gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
"}";
static const char qt_particles_default_vertex_code[] =
"void main() { \n"
" defaultMain(); \n"
"}";
static const char qt_particles_default_fragment_code[] =
"uniform sampler2D source; \n"
"varying highp vec2 qt_TexCoord0; \n"
"uniform lowp float qt_Opacity; \n"
"void main() { \n"
" gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
"}";
static QSGGeometry::Attribute PlainParticle_Attributes[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position
QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord
@ -309,11 +273,18 @@ QQuickShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickShaderEffec
Q_ASSERT(material);
Key s = m_common.source;
if (s.sourceCode[Key::FragmentShader].isEmpty())
s.sourceCode[Key::FragmentShader] = qt_particles_default_fragment_code;
QSGShaderSourceBuilder builder;
if (s.sourceCode[Key::FragmentShader].isEmpty()) {
builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag"));
s.sourceCode[Key::FragmentShader] = builder.source();
builder.clear();
}
builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert"));
if (s.sourceCode[Key::VertexShader].isEmpty())
s.sourceCode[Key::VertexShader] = qt_particles_default_vertex_code;
s.sourceCode[Key::VertexShader] = qt_particles_template_vertex_code + s.sourceCode[Key::VertexShader];
builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert"));
s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader];
s.className = metaObject()->className();
material->setProgramSource(s);

View File

@ -51,6 +51,7 @@
#include <private/qquicksprite_p.h>
#include <private/qquickspriteengine_p.h>
#include <QOpenGLFunctions>
#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <private/qqmlglobal_p.h>
#include <QtQml/qqmlinfo.h>
@ -64,184 +65,15 @@ QT_BEGIN_NAMESPACE
#define SHADER_DEFINES ""
#endif
#if defined(Q_OS_BLACKBERRY)
#define SHADER_PLATFORM_DEFINES "#define Q_OS_BLACKBERRY\n"
#else
#define SHADER_PLATFORM_DEFINES
#endif
//TODO: Make it larger on desktop? Requires fixing up shader code with the same define
#define UNIFORM_ARRAY_SIZE 64
static const char vertexShaderCode[] =
"#if defined(DEFORM)\n"
"attribute highp vec4 vPosTex;\n"
"#else\n"
"attribute highp vec2 vPos;\n"
"#endif\n"
"attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize\n"
"attribute highp vec4 vVec; // x,y = constant velocity, z,w = acceleration\n"
"uniform highp float entry;\n"
"#if defined(COLOR)\n"
"attribute highp vec4 vColor;\n"
"#endif\n"
"#if defined(DEFORM)\n"
"attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector\n"
"attribute highp vec3 vRotation; //x = radians of rotation, y=rotation velocity, z= bool autoRotate\n"
"#endif\n"
"#if defined(SPRITE)\n"
"attribute highp vec3 vAnimData;// w,h(premultiplied of anim), interpolation progress\n"
"attribute highp vec4 vAnimPos;//x,y, x,y (two frames for interpolation)\n"
"#endif\n"
"\n"
"uniform highp mat4 qt_Matrix;\n"
"uniform highp float timestamp;\n"
"#if defined(TABLE)\n"
"varying lowp vec2 tt;//y is progress if Sprite mode\n"
"uniform highp float sizetable[64];\n"
"uniform highp float opacitytable[64];\n"
"#endif\n"
"#if defined(SPRITE)\n"
"varying highp vec4 fTexS;\n"
"#elif defined(DEFORM)\n"
"varying highp vec2 fTex;\n"
"#endif\n"
"#if defined(COLOR)\n"
"varying lowp vec4 fColor;\n"
"#else\n"
"varying lowp float fFade;\n"
"#endif\n"
"\n"
"\n"
"void main() {\n"
"\n"
" highp float t = (timestamp - vData.x) / vData.y;\n"
" if (t < 0. || t > 1.) {\n"
"#if defined(DEFORM)\n"
" gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);\n"
"#else\n"
" gl_PointSize = 0.;\n"
"#endif\n"
" } else {\n"
"#if defined(SPRITE)\n"
" tt.y = vAnimData.z;\n"
" //Calculate frame location in texture\n"
" fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;\n"
" //Next frame is also passed, for interpolation\n"
" fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;\n"
"\n"
"#elif defined(DEFORM)\n"
" fTex = vPosTex.zw;\n"
"#endif\n"
" highp float currentSize = mix(vData.z, vData.w, t * t);\n"
#if defined (Q_OS_BLACKBERRY)
" highp float fade = 1.;\n"
#else
" lowp float fade = 1.;\n"
#endif
" highp float fadeIn = min(t * 10., 1.);\n"
" highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);\n"
"\n"
"#if defined(TABLE)\n"
" currentSize = currentSize * sizetable[int(floor(t*64.))];\n"
" fade = fade * opacitytable[int(floor(t*64.))];\n"
"#endif\n"
"\n"
" if (entry == 1.)\n"
" fade = fade * fadeIn * fadeOut;\n"
" else if (entry == 2.)\n"
" currentSize = currentSize * fadeIn * fadeOut;\n"
"\n"
" if (currentSize <= 0.) {\n"
"#if defined(DEFORM)\n"
" gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);\n"
"#else\n"
" gl_PointSize = 0.;\n"
"#endif\n"
" } else {\n"
" if (currentSize < 3.)//Sizes too small look jittery as they move\n"
" currentSize = 3.;\n"
"\n"
" highp vec2 pos;\n"
"#if defined(DEFORM)\n"
" highp float rotation = vRotation.x + vRotation.y * t * vData.y;\n"
" if (vRotation.z == 1.0){\n"
" highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;\n"
" if (length(curVel) > 0.)\n"
" rotation += atan(curVel.y, curVel.x);\n"
" }\n"
" highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));\n"
" highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);\n"
" highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;\n"
" rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));\n"
" /* The readable version:\n"
" highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);\n"
" highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);\n"
" highp vec2 xRotatedDeform;\n"
" xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;\n"
" xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;\n"
" highp vec2 yRotatedDeform;\n"
" yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;\n"
" yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;\n"
" */\n"
" pos = vPosTex.xy\n"
" + rotatedDeform.xy\n"
" + rotatedDeform.zw\n"
" + vVec.xy * t * vData.y // apply velocity\n"
" + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration\n"
"#else\n"
" pos = vPos\n"
" + vVec.xy * t * vData.y // apply velocity vector..\n"
" + 0.5 * vVec.zw * pow(t * vData.y, 2.);\n"
" gl_PointSize = currentSize;\n"
"#endif\n"
" gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
"\n"
"#if defined(COLOR)\n"
" fColor = vColor * fade;\n"
"#else\n"
" fFade = fade;\n"
"#endif\n"
"#if defined(TABLE)\n"
" tt.x = t;\n"
"#endif\n"
" }\n"
" }\n"
"}\n";
static const char fragmentShaderCode[] =
"uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"#if defined(SPRITE)\n"
"varying highp vec4 fTexS;\n"
"#elif defined(DEFORM)\n"
"varying highp vec2 fTex;\n"
"#endif\n"
"#if defined(COLOR)\n"
"varying lowp vec4 fColor;\n"
"#else\n"
"varying lowp float fFade;\n"
"#endif\n"
"#if defined(TABLE)\n"
"varying lowp vec2 tt;\n"
"uniform sampler2D colortable;\n"
"#endif\n"
"\n"
"void main() {\n"
"#if defined(SPRITE)\n"
" gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y)\n"
" * fColor\n"
" * texture2D(colortable, tt)\n"
" * qt_Opacity;\n"
"#elif defined(TABLE)\n"
" gl_FragColor = texture2D(_qt_texture, fTex)\n"
" * fColor\n"
" * texture2D(colortable, tt)\n"
" * qt_Opacity;\n"
"#elif defined(DEFORM)\n"
" gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity;\n"
"#elif defined(COLOR)\n"
" gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity;\n"
"#else\n"
" gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity);\n"
"#endif\n"
"}\n";
const qreal CONV = 0.017453292519943295;
class ImageMaterialData
{
@ -273,13 +105,18 @@ class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
public:
TabledMaterial()
{
m_vertex_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+ vertexShaderCode;
QSGShaderSourceBuilder builder;
m_fragment_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+ fragmentShaderCode;
builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
builder.appendSource(QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
m_vertex_code = builder.source();
builder.clear();
builder.appendSource(QByteArray(SHADER_DEFINES));
builder.appendSource(QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@ -335,13 +172,18 @@ class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData
public:
DeformableMaterial()
{
m_vertex_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define DEFORM\n#define COLOR\n")
+ vertexShaderCode;
QSGShaderSourceBuilder builder;
m_fragment_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define DEFORM\n#define COLOR\n")
+ fragmentShaderCode;
builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
builder.appendSource(QByteArray("#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
m_vertex_code = builder.source();
builder.clear();
builder.appendSource(QByteArray(SHADER_DEFINES));
builder.appendSource(QByteArray("#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@ -386,13 +228,18 @@ class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
public:
SpriteMaterial()
{
m_vertex_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+ vertexShaderCode;
QSGShaderSourceBuilder builder;
m_fragment_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+ fragmentShaderCode;
builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
builder.appendSource(QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
m_vertex_code = builder.source();
builder.clear();
builder.appendSource(QByteArray(SHADER_DEFINES));
builder.appendSource(QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@ -450,13 +297,18 @@ class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
public:
ColoredMaterial()
{
m_vertex_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define COLOR\n")
+ vertexShaderCode;
QSGShaderSourceBuilder builder;
m_fragment_code = QByteArray(SHADER_DEFINES)
+ QByteArray("#define COLOR\n")
+ fragmentShaderCode;
builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
builder.appendSource(QByteArray("#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
m_vertex_code = builder.source();
builder.clear();
builder.appendSource(QByteArray(SHADER_DEFINES));
builder.appendSource(QByteArray("#define COLOR\n"));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@ -516,11 +368,16 @@ class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
public:
SimpleMaterial()
{
m_vertex_code = QByteArray(SHADER_DEFINES)
+ vertexShaderCode;
QSGShaderSourceBuilder builder;
m_fragment_code = QByteArray(SHADER_DEFINES)
+ fragmentShaderCode;
builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
m_vertex_code = builder.source();
builder.clear();
builder.appendSource(QByteArray(SHADER_DEFINES));
builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());

View File

@ -0,0 +1,9 @@
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
uniform lowp float qt_Opacity;
void main()
{
gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
}

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@ -0,0 +1,4 @@
void main()
{
defaultMain();
}

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@ -0,0 +1,26 @@
attribute highp vec2 qt_ParticlePos;
attribute highp vec2 qt_ParticleTex;
attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration
attribute highp float qt_ParticleR;
uniform highp mat4 qt_Matrix;
uniform highp float qt_Timestamp;
varying highp vec2 qt_TexCoord0;
void defaultMain()
{
qt_TexCoord0 = qt_ParticleTex;
highp float size = qt_ParticleData.z;
highp float endSize = qt_ParticleData.w;
highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
highp vec2 pos = qt_ParticlePos
- currentSize / 2. + currentSize * qt_ParticleTex // adjust size
+ qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
+ 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
}

View File

@ -0,0 +1,40 @@
uniform sampler2D _qt_texture;
uniform lowp float qt_Opacity;
#if defined(SPRITE)
varying highp vec4 fTexS;
#elif defined(DEFORM)
varying highp vec2 fTex;
#endif
#if defined(COLOR)
varying lowp vec4 fColor;
#else
varying lowp float fFade;
#endif
#if defined(TABLE)
varying lowp vec2 tt;
uniform sampler2D colortable;
#endif
void main()
{
#if defined(SPRITE)
gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y)
* fColor
* texture2D(colortable, tt)
* qt_Opacity;
#elif defined(TABLE)
gl_FragColor = texture2D(_qt_texture, fTex)
* fColor
* texture2D(colortable, tt)
* qt_Opacity;
#elif defined(DEFORM)
gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity;
#elif defined(COLOR)
gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity;
#else
gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity);
#endif
}

View File

@ -0,0 +1,143 @@
#if defined(DEFORM)
attribute highp vec4 vPosTex;
#else
attribute highp vec2 vPos;
#endif
attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant velocity, z,w = acceleration
uniform highp float entry;
#if defined(COLOR)
attribute highp vec4 vColor;
#endif
#if defined(DEFORM)
attribute highp vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
attribute highp vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate
#endif
#if defined(SPRITE)
attribute highp vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
attribute highp vec4 vAnimPos; // x,y, x,y (two frames for interpolation)
#endif
uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
#if defined(TABLE)
varying lowp vec2 tt;//y is progress if Sprite mode
uniform highp float sizetable[64];
uniform highp float opacitytable[64];
#endif
#if defined(SPRITE)
varying highp vec4 fTexS;
#elif defined(DEFORM)
varying highp vec2 fTex;
#endif
#if defined(COLOR)
varying lowp vec4 fColor;
#else
varying lowp float fFade;
#endif
void main()
{
highp float t = (timestamp - vData.x) / vData.y;
if (t < 0. || t > 1.) {
#if defined(DEFORM)
gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
#else
gl_PointSize = 0.;
#endif
} else {
#if defined(SPRITE)
tt.y = vAnimData.z;
// Calculate frame location in texture
fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
#elif defined(DEFORM)
fTex = vPosTex.zw;
#endif
highp float currentSize = mix(vData.z, vData.w, t * t);
#if defined (Q_OS_BLACKBERRY)
highp float fade = 1.;
#else
lowp float fade = 1.;
#endif
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
#if defined(TABLE)
currentSize = currentSize * sizetable[int(floor(t*64.))];
fade = fade * opacitytable[int(floor(t*64.))];
#endif
if (entry == 1.)
fade = fade * fadeIn * fadeOut;
else if (entry == 2.)
currentSize = currentSize * fadeIn * fadeOut;
if (currentSize <= 0.) {
#if defined(DEFORM)
gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
#else
gl_PointSize = 0.;
#endif
} else {
if (currentSize < 3.) // Sizes too small look jittery as they move
currentSize = 3.;
highp vec2 pos;
#if defined(DEFORM)
highp float rotation = vRotation.x + vRotation.y * t * vData.y;
if (vRotation.z == 1.0){
highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
if (length(curVel) > 0.)
rotation += atan(curVel.y, curVel.x);
}
highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
/* The readable version:
highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
highp vec2 xRotatedDeform;
xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
highp vec2 yRotatedDeform;
yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
*/
pos = vPosTex.xy
+ rotatedDeform.xy
+ rotatedDeform.zw
+ vVec.xy * t * vData.y // apply velocity
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
#else
pos = vPos
+ vVec.xy * t * vData.y // apply velocity vector..
+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
gl_PointSize = currentSize;
#endif
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
#if defined(COLOR)
fColor = vColor * fade;
#else
fFade = fade;
#endif
#if defined(TABLE)
tt.x = t;
#endif
}
}
}

View File

@ -139,6 +139,15 @@ HEADERS += \
$$PWD/qquickshadereffectnode_p.h \
$$PWD/qquickshadereffectsource_p.h \
OTHER_FILES += \
$$PWD/shaders/sprite.vert \
$$PWD/shaders/sprite.frag \
$$PWD/shaders/shadereffect.vert \
$$PWD/shaders/shadereffect.frag \
$$PWD/shaders/shadereffectfallback.vert \
$$PWD/shaders/shadereffectfallback.frag
RESOURCES += \
$$PWD/items.qrc
include(context2d/context2d.pri)

10
src/quick/items/items.qrc Normal file
View File

@ -0,0 +1,10 @@
<RCC>
<qresource prefix="/items">
<file>shaders/sprite.frag</file>
<file>shaders/sprite.vert</file>
<file>shaders/shadereffect.vert</file>
<file>shaders/shadereffect.frag</file>
<file>shaders/shadereffectfallback.frag</file>
<file>shaders/shadereffectfallback.vert</file>
</qresource>
</RCC>

View File

@ -57,39 +57,6 @@
QT_BEGIN_NAMESPACE
static const char vertexShaderCode[] =
"attribute highp vec2 vPos;\n"
"attribute highp vec2 vTex;\n"
"uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n"
"uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n"
"\n"
"uniform highp mat4 qt_Matrix;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"\n"
"void main() {\n"
" progress = animData.z;\n"
" //Calculate frame location in texture\n"
" fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n"
" //Next frame is also passed, for interpolation\n"
" fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n"
"\n"
" gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n"
"}\n";
static const char fragmentShaderCode[] =
"uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"void main() {\n"
" gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
class QQuickAnimatedSpriteMaterial : public QSGMaterial
{
public:
@ -134,8 +101,11 @@ QQuickAnimatedSpriteMaterial::~QQuickAnimatedSpriteMaterial()
class AnimatedSpriteMaterialData : public QSGMaterialShader
{
public:
AnimatedSpriteMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
AnimatedSpriteMaterialData()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
@ -158,9 +128,6 @@ public:
m_animPos_id = program()->uniformLocation("animPos");
}
virtual const char *vertexShader() const { return vertexShaderCode; }
virtual const char *fragmentShader() const { return fragmentShaderCode; }
virtual char const *const *attributeNames() const {
static const char *attr[] = {
"vPos",

View File

@ -43,6 +43,7 @@
#include <private/qquickshadereffectnode_p.h>
#include <QtQuick/qsgmaterial.h>
#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include "qquickitem_p.h"
#include <QtQuick/private/qsgcontext_p.h>
@ -57,24 +58,6 @@
QT_BEGIN_NAMESPACE
static const char qt_default_vertex_code[] =
"uniform highp mat4 qt_Matrix; \n"
"attribute highp vec4 qt_Vertex; \n"
"attribute highp vec2 qt_MultiTexCoord0; \n"
"varying highp vec2 qt_TexCoord0; \n"
"void main() { \n"
" qt_TexCoord0 = qt_MultiTexCoord0; \n"
" gl_Position = qt_Matrix * qt_Vertex; \n"
"}";
static const char qt_default_fragment_code[] =
"varying highp vec2 qt_TexCoord0; \n"
"uniform sampler2D source; \n"
"uniform lowp float qt_Opacity; \n"
"void main() { \n"
" gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
"}";
static const char qt_position_attribute_name[] = "qt_Vertex";
static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
@ -979,10 +962,16 @@ QSGNode *QQuickShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeDa
if (m_dirtyProgram) {
Key s = m_common.source;
if (s.sourceCode[Key::FragmentShader].isEmpty())
s.sourceCode[Key::FragmentShader] = qt_default_fragment_code;
if (s.sourceCode[Key::VertexShader].isEmpty())
s.sourceCode[Key::VertexShader] = qt_default_vertex_code;
QSGShaderSourceBuilder builder;
if (s.sourceCode[Key::FragmentShader].isEmpty()) {
builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.frag"));
s.sourceCode[Key::FragmentShader] = builder.source();
builder.clear();
}
if (s.sourceCode[Key::VertexShader].isEmpty()) {
builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.vert"));
s.sourceCode[Key::VertexShader] = builder.source();
}
s.className = metaObject()->className();
material->setProgramSource(s);

View File

@ -45,6 +45,7 @@
#include "qquickshadereffect_p.h"
#include <QtQuick/qsgtextureprovider.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
@ -276,20 +277,15 @@ void QQuickCustomMaterialShader::compile()
m_log += program()->log();
}
static const char fallbackVertexShader[] =
"uniform highp mat4 qt_Matrix;"
"attribute highp vec4 v;"
"void main() { gl_Position = qt_Matrix * v; }";
static const char fallbackFragmentShader[] =
"void main() { gl_FragColor = vec4(1., 0., 1., 1.); }";
if (!m_compiled) {
qWarning("QQuickCustomMaterialShader: Shader compilation failed:");
qWarning() << program()->log();
program()->removeAllShaders();
program()->addShaderFromSourceCode(QOpenGLShader::Vertex, fallbackVertexShader);
program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fallbackFragmentShader);
QSGShaderSourceBuilder::initializeProgramFromFiles(
program(),
QStringLiteral(":/items/shaders/shadereffectfallback.vert"),
QStringLiteral(":/items/shaders/shadereffectfallback.frag"));
#ifndef QT_NO_DEBUG
for (int i = 0; i < attrCount; ++i) {
#else

View File

@ -56,39 +56,6 @@
QT_BEGIN_NAMESPACE
static const char vertexShaderCode[] =
"attribute highp vec2 vPos;\n"
"attribute highp vec2 vTex;\n"
"uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n"
"uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n"
"\n"
"uniform highp mat4 qt_Matrix;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"\n"
"void main() {\n"
" progress = animData.z;\n"
" //Calculate frame location in texture\n"
" fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n"
" //Next frame is also passed, for interpolation\n"
" fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n"
"\n"
" gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n"
"}\n";
static const char fragmentShaderCode[] =
"uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"void main() {\n"
" gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
class QQuickSpriteSequenceMaterial : public QSGMaterial
{
public:
@ -133,8 +100,11 @@ QQuickSpriteSequenceMaterial::~QQuickSpriteSequenceMaterial()
class SpriteSequenceMaterialData : public QSGMaterialShader
{
public:
SpriteSequenceMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
SpriteSequenceMaterialData()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
@ -157,9 +127,6 @@ public:
m_animPos_id = program()->uniformLocation("animPos");
}
virtual const char *vertexShader() const { return vertexShaderCode; }
virtual const char *fragmentShader() const { return fragmentShaderCode; }
virtual char const *const *attributeNames() const {
static const char *attr[] = {
"vPos",

View File

@ -0,0 +1,9 @@
varying highp vec2 qt_TexCoord0;
uniform sampler2D source;
uniform lowp float qt_Opacity;
void main()
{
gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
}

View File

@ -0,0 +1,12 @@
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
void main()
{
qt_TexCoord0 = qt_MultiTexCoord0;
gl_Position = qt_Matrix * qt_Vertex;
}

View File

@ -0,0 +1,4 @@
void main()
{
gl_FragColor = vec4(1., 0., 1., 1.);
}

View File

@ -0,0 +1,8 @@
uniform highp mat4 qt_Matrix;
attribute highp vec4 v;
void main()
{
gl_Position = qt_Matrix * v;
}

View File

@ -0,0 +1,12 @@
uniform sampler2D _qt_texture;
uniform lowp float qt_Opacity;
varying highp vec4 fTexS;
varying lowp float progress;
void main()
{
gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy),
texture2D(_qt_texture, fTexS.zw),
progress) * qt_Opacity;
}

View File

@ -0,0 +1,23 @@
attribute highp vec2 vPos;
attribute highp vec2 vTex;
uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress
uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)
uniform highp mat4 qt_Matrix;
varying highp vec4 fTexS;
varying lowp float progress;
void main()
{
progress = animData.z;
// Calculate frame location in texture
fTexS.xy = animPos.xy + vTex.xy * animData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = animPos.zw + vTex.xy * animData.xy;
gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);
}

View File

@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgbatchrenderer_p.h"
#include <private/qsgshadersourcebuilder_p.h>
#include <QtCore/QElapsedTimer>
@ -2322,23 +2323,11 @@ void Renderer::renderRenderNode(Batch *batch)
if (!m_shaderManager->blitProgram) {
m_shaderManager->blitProgram = new QOpenGLShaderProgram();
const char *vs =
"attribute highp vec4 av; "
"attribute highp vec2 at; "
"varying highp vec2 t; "
"void main() { "
" gl_Position = av; "
" t = at; "
"} ";
const char *fs =
"uniform lowp sampler2D tex; "
"varying highp vec2 t; "
"void main() { "
" gl_FragColor = texture2D(tex, t); "
"} ";
m_shaderManager->blitProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vs);
m_shaderManager->blitProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fs);
QSGShaderSourceBuilder::initializeProgramFromFiles(
m_shaderManager->blitProgram,
QStringLiteral(":/scenegraph/shaders/rendernode.vert"),
QStringLiteral(":/scenegraph/shaders/rendernode.frag"));
m_shaderManager->blitProgram->bindAttributeLocation("av", 0);
m_shaderManager->blitProgram->bindAttributeLocation("at", 1);
m_shaderManager->blitProgram->link();

View File

@ -41,9 +41,21 @@
#include "qsgmaterial.h"
#include "qsgrenderer_p.h"
#include "qsgmaterialshader_p.h"
#include <private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const
{
QStringList files = m_sourceFiles[type];
QSGShaderSourceBuilder builder;
Q_FOREACH (const QString &file, files)
builder.appendSourceFile(file);
m_sources[type] = builder.source();
return m_sources[type].constData();
}
#ifndef QT_NO_DEBUG
static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
#endif
@ -165,14 +177,21 @@ static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
Creates a new QSGMaterialShader.
*/
QSGMaterialShader::QSGMaterialShader()
: d_ptr(new QSGMaterialShaderPrivate)
{
}
QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd)
: d_ptr(&dd)
{
Q_UNUSED(m_reserved);
}
/*!
\fn QSGMaterialShader::~QSGMaterialShader()
\internal
*/
QSGMaterialShader::~QSGMaterialShader()
{
}
/*!
\fn char const *const *QSGMaterialShader::attributeNames() const
@ -194,6 +213,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
const char *QSGMaterialShader::vertexShader() const
{
Q_D(const QSGMaterialShader);
return d->loadShaderSource(QOpenGLShader::Vertex);
}
/*!
@ -204,6 +228,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
const char *QSGMaterialShader::fragmentShader() const
{
Q_D(const QSGMaterialShader);
return d->loadShaderSource(QOpenGLShader::Fragment);
}
/*!
@ -274,7 +303,35 @@ void QSGMaterialShader::updateState(const RenderState & /* state */, QSGMaterial
{
}
/*!
Sets the GLSL source file for the shader stage \a type to \a sourceFile. The
default implementation of the vertexShader() and fragmentShader() functions
will load the source files set by this function.
This function is useful when you have a single source file for a given shader
stage. If your shader consists of multiple source files then use
setShaderSourceFiles()
\sa setShaderSourceFiles(), vertexShader(), fragmentShader()
*/
void QSGMaterialShader::setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile)
{
Q_D(QSGMaterialShader);
d->m_sourceFiles[type] = (QStringList() << sourceFile);
}
/*!
Sets the GLSL source files for the shader stage \a type to \a sourceFiles. The
default implementation of the vertexShader() and fragmentShader() functions
will load the source files set by this function in the order given.
\sa setShaderSourceFile(), vertexShader(), fragmentShader()
*/
void QSGMaterialShader::setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles)
{
Q_D(QSGMaterialShader);
d->m_sourceFiles[type] = sourceFiles;
}
/*!
This function is called when the shader is initialized to compile the

View File

@ -48,6 +48,7 @@
QT_BEGIN_NAMESPACE
class QSGMaterial;
class QSGMaterialShaderPrivate;
namespace QSGBatchRenderer {
class ShaderManager;
@ -88,7 +89,7 @@ public:
};
QSGMaterialShader();
virtual ~QSGMaterialShader() {};
virtual ~QSGMaterialShader();
virtual void activate();
virtual void deactivate();
@ -99,18 +100,24 @@ public:
inline QOpenGLShaderProgram *program() { return &m_program; }
protected:
Q_DECLARE_PRIVATE(QSGMaterialShader)
QSGMaterialShader(QSGMaterialShaderPrivate &dd);
friend class QSGContext;
friend class QSGBatchRenderer::ShaderManager;
void setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile);
void setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles);
virtual void compile();
virtual void initialize() { }
virtual const char *vertexShader() const = 0;
virtual const char *fragmentShader() const = 0;
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
private:
QOpenGLShaderProgram m_program;
void *m_reserved;
QScopedPointer<QSGMaterialShaderPrivate> d_ptr;
};
struct QSGMaterialType { };

View File

@ -0,0 +1,61 @@
/****************************************************************************
**
** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGMATERIALSHADER_P_H
#define QSGMATERIALSHADER_P_H
#include <private/qtquickglobal_p.h>
#include <QOpenGLShader>
QT_BEGIN_NAMESPACE
class Q_QUICK_PRIVATE_EXPORT QSGMaterialShaderPrivate
{
public:
const char *loadShaderSource(QOpenGLShader::ShaderType type) const;
QHash<QOpenGLShader::ShaderType, QStringList> m_sourceFiles;
mutable QHash<QOpenGLShader::ShaderType, QByteArray> m_sources;
};
QT_END_NAMESPACE
#endif // QSGMATERIALSHADER_P_H

View File

@ -46,6 +46,7 @@
#include "qsggeometry_p.h"
#include <private/qsgadaptationlayer_p.h>
#include <private/qsgshadersourcebuilder_p.h>
#include <QOpenGLShaderProgram>
#include <qopenglframebufferobject.h>
@ -481,16 +482,10 @@ QSGRenderer::ClipType QSGRenderer::updateStencilClip(const QSGClipNode *clip)
} else {
if (!(clipType & StencilClip)) {
if (!m_clip_program.isLinked()) {
m_clip_program.addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vCoord; \n"
"uniform highp mat4 matrix; \n"
"void main() { \n"
" gl_Position = matrix * vCoord; \n"
"}");
m_clip_program.addShaderFromSourceCode(QOpenGLShader::Fragment,
"void main() { \n"
" gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); \n" // Trolltech green ftw!
"}");
QSGShaderSourceBuilder::initializeProgramFromFiles(
&m_clip_program,
QStringLiteral(":/scenegraph/shaders/stencilclip.vert"),
QStringLiteral(":/scenegraph/shaders/stencilclip.frag"));
m_clip_program.bindAttributeLocation("vCoord", 0);
m_clip_program.link();
m_clip_matrix_id = m_clip_program.uniformLocation("matrix");

View File

@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgdefaultglyphnode_p_p.h"
#include <private/qsgmaterialshader_p.h>
#include <qopenglshaderprogram.h>
@ -75,8 +76,6 @@ public:
protected:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_matrix_id;
int m_color_id;
@ -85,30 +84,6 @@ protected:
QFontEngineGlyphCache::Type m_cacheType;
};
const char *QSGTextMaskShader::vertexShader() const {
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec2 sampleCoord; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *QSGTextMaskShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"void main() { \n"
" lowp vec4 glyph = texture2D(_qt_texture, sampleCoord); \n"
" gl_FragColor = vec4(glyph.rgb * color.a, glyph.a); \n"
"}";
}
char const *const *QSGTextMaskShader::attributeNames() const
{
static char const *const attr[] = { "vCoord", "tCoord", 0 };
@ -116,8 +91,11 @@ char const *const *QSGTextMaskShader::attributeNames() const
}
QSGTextMaskShader::QSGTextMaskShader(QFontEngineGlyphCache::Type cacheType)
: m_cacheType(cacheType)
: QSGMaterialShader(*new QSGMaterialShaderPrivate),
m_cacheType(cacheType)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/textmask.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/textmask.frag"));
}
static inline qreal fontSmoothingGamma()
@ -186,22 +164,13 @@ class QSG8BitTextMaskShader : public QSGTextMaskShader
public:
QSG8BitTextMaskShader(QFontEngineGlyphCache::Type cacheType)
: QSGTextMaskShader(cacheType)
{}
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/8bittextmask.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual const char *fragmentShader() const;
};
const char *QSG8BitTextMaskShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"uniform lowp sampler2D texture; \n"
"uniform lowp vec4 color; \n"
"void main() { \n"
" gl_FragColor = color * texture2D(texture, sampleCoord).a; \n"
"}";
}
void QSG8BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
@ -220,28 +189,18 @@ public:
QSG24BitTextMaskShader(QFontEngineGlyphCache::Type cacheType)
: QSGTextMaskShader(cacheType)
, m_useSRGB(false)
{}
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/24bittextmask.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual void initialize();
void activate();
void deactivate();
virtual const char *fragmentShader() const;
uint m_useSRGB : 1;
};
const char *QSG24BitTextMaskShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"uniform lowp sampler2D texture; \n"
"uniform lowp float color; // just the alpha, really... \n"
"void main() { \n"
" lowp vec4 glyph = texture2D(texture, sampleCoord); \n"
" gl_FragColor = vec4(glyph.rgb * color, glyph.a); \n"
"}";
}
void QSG24BitTextMaskShader::initialize()
{
QSGTextMaskShader::initialize();
@ -302,14 +261,15 @@ class QSGStyledTextShader : public QSG8BitTextMaskShader
public:
QSGStyledTextShader(QFontEngineGlyphCache::Type cacheType)
: QSG8BitTextMaskShader(cacheType)
{ }
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/styledtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/styledtext.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
private:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_shift_id;
int m_styleColor_id;
@ -367,98 +327,17 @@ void QSGStyledTextShader::updateState(const RenderState &state,
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
const char *QSGStyledTextShader::vertexShader() const
{
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"uniform highp vec2 shift; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" shiftedSampleCoord = (tCoord - shift) * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *QSGStyledTextShader::fragmentShader() const
{
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"void main() { \n"
" lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
" lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph, \n"
" 0.0, 1.0); \n"
" gl_FragColor = style * styleColor + glyph * color; \n"
"}";
}
class QSGOutlinedTextShader : public QSGStyledTextShader
{
public:
QSGOutlinedTextShader(QFontEngineGlyphCache::Type cacheType)
: QSGStyledTextShader(cacheType)
{ }
private:
const char *vertexShader() const;
const char *fragmentShader() const;
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/outlinedtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/outlinedtext.frag"));
}
};
const char *QSGOutlinedTextShader::vertexShader() const
{
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"uniform highp vec2 shift; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 sCoordUp; \n"
"varying highp vec2 sCoordDown; \n"
"varying highp vec2 sCoordLeft; \n"
"varying highp vec2 sCoordRight; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale; \n"
" sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale; \n"
" sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale; \n"
" sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *QSGOutlinedTextShader::fragmentShader() const
{
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 sCoordUp; \n"
"varying highp vec2 sCoordDown; \n"
"varying highp vec2 sCoordLeft; \n"
"varying highp vec2 sCoordRight; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"void main() { \n"
"lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
" lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a + \n"
" texture2D(_qt_texture, sCoordDown).a + \n"
" texture2D(_qt_texture, sCoordLeft).a + \n"
" texture2D(_qt_texture, sCoordRight).a, \n"
" 0.0, 1.0) - glyph, \n"
" 0.0, 1.0); \n"
" gl_FragColor = outline * styleColor + glyph * color; \n"
"}";
}
QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, int cacheType)
: m_texture(0)
, m_glyphCache(0)

View File

@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgdefaultimagenode_p.h"
#include <private/qsgmaterialshader_p.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qmath.h>
@ -75,13 +76,13 @@ namespace
class SmoothTextureMaterialShader : public QSGTextureMaterialShader
{
public:
SmoothTextureMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
protected:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_pixelSizeLoc;
};
@ -109,6 +110,13 @@ QSGMaterialShader *QSGSmoothTextureMaterial::createShader() const
return new SmoothTextureMaterialShader;
}
SmoothTextureMaterialShader::SmoothTextureMaterialShader()
: QSGTextureMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/smoothtexture.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/smoothtexture.frag"));
}
void SmoothTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
if (oldEffect == 0) {
@ -137,70 +145,6 @@ void SmoothTextureMaterialShader::initialize()
QSGTextureMaterialShader::initialize();
}
const char *SmoothTextureMaterialShader::vertexShader() const
{
return
"uniform highp vec2 pixelSize; \n"
"uniform highp mat4 qt_Matrix; \n"
"uniform lowp float opacity; \n"
"attribute highp vec4 vertex; \n"
"attribute highp vec2 multiTexCoord; \n"
"attribute highp vec2 vertexOffset; \n"
"attribute highp vec2 texCoordOffset; \n"
"varying highp vec2 texCoord; \n"
"varying lowp float vertexOpacity; \n"
"void main() { \n"
" highp vec4 pos = qt_Matrix * vertex; \n"
" gl_Position = pos; \n"
" texCoord = multiTexCoord; \n"
" if (vertexOffset.x != 0.) { \n"
" highp vec4 delta = qt_Matrix[0] * vertexOffset.x; \n"
" highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
" highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
" dir -= ndir * delta.w * pos.w; \n"
" highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
" highp float scale = 0.0; \n"
" if (numerator < 0.0) \n"
" scale = 1.0; \n"
" else \n"
" scale = min(1.0, numerator / dot(dir, dir)); \n"
" gl_Position += scale * delta; \n"
" texCoord.x += scale * texCoordOffset.x; \n"
" } \n"
" if (vertexOffset.y != 0.) { \n"
" highp vec4 delta = qt_Matrix[1] * vertexOffset.y; \n"
" highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
" highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
" dir -= ndir * delta.w * pos.w; \n"
" highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
" highp float scale = 0.0; \n"
" if (numerator < 0.0) \n"
" scale = 1.0; \n"
" else \n"
" scale = min(1.0, numerator / dot(dir, dir)); \n"
" gl_Position += scale * delta; \n"
" texCoord.y += scale * texCoordOffset.y; \n"
" } \n"
" bool onEdge = any(notEqual(vertexOffset, vec2(0.))); \n"
" bool outerEdge = all(equal(texCoordOffset, vec2(0.))); \n"
" vertexOpacity = onEdge && outerEdge ? 0. : opacity; \n"
"}";
}
const char *SmoothTextureMaterialShader::fragmentShader() const
{
return
"uniform sampler2D qt_Texture; \n"
"varying highp vec2 texCoord; \n"
"varying lowp float vertexOpacity; \n"
"void main() { \n"
" gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity; \n"
"}";
}
QSGDefaultImageNode::QSGDefaultImageNode()
: m_innerSourceRect(0, 0, 1, 1)
, m_subSourceRect(0, 0, 1, 1)

View File

@ -110,19 +110,26 @@ namespace
class SmoothColorMaterialShader : public QSGMaterialShader
{
public:
SmoothColorMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
private:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_matrixLoc;
int m_opacityLoc;
int m_pixelSizeLoc;
};
SmoothColorMaterialShader::SmoothColorMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/smoothcolor.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/smoothcolor.frag"));
}
void SmoothColorMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *oldEffect)
{
if (state.isOpacityDirty())
@ -156,61 +163,6 @@ void SmoothColorMaterialShader::initialize()
m_pixelSizeLoc = program()->uniformLocation("pixelSize");
}
const char *SmoothColorMaterialShader::vertexShader() const
{
return
"uniform highp vec2 pixelSize; \n"
"uniform highp mat4 matrix; \n"
"uniform lowp float opacity; \n"
"attribute highp vec4 vertex; \n"
"attribute lowp vec4 vertexColor; \n"
"attribute highp vec2 vertexOffset; \n"
"varying lowp vec4 color; \n"
"void main() { \n"
" highp vec4 pos = matrix * vertex; \n"
" gl_Position = pos; \n"
" if (vertexOffset.x != 0.) { \n"
" highp vec4 delta = matrix[0] * vertexOffset.x; \n"
" highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
" highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
" dir -= ndir * delta.w * pos.w; \n"
" highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
" highp float scale = 0.0; \n"
" if (numerator < 0.0) \n"
" scale = 1.0; \n"
" else \n"
" scale = min(1.0, numerator / dot(dir, dir)); \n"
" gl_Position += scale * delta; \n"
" } \n"
" if (vertexOffset.y != 0.) { \n"
" highp vec4 delta = matrix[1] * vertexOffset.y; \n"
" highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
" highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
" dir -= ndir * delta.w * pos.w; \n"
" highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
" highp float scale = 0.0; \n"
" if (numerator < 0.0) \n"
" scale = 1.0; \n"
" else \n"
" scale = min(1.0, numerator / dot(dir, dir)); \n"
" gl_Position += scale * delta; \n"
" } \n"
" color = vertexColor * opacity; \n"
"}";
}
const char *SmoothColorMaterialShader::fragmentShader() const
{
return
"varying lowp vec4 color; \n"
"void main() { \n"
" gl_FragColor = color; \n"
"}";
}
QSGSmoothColorMaterial::QSGSmoothColorMaterial()
{
setFlag(RequiresFullMatrixExceptTranslate, true);

View File

@ -59,8 +59,6 @@ public:
protected:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
void updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc);
void updateColor(const QVector4D &c);
@ -81,44 +79,20 @@ protected:
float m_lastAlphaMax;
};
const char *QSGDistanceFieldTextMaterialShader::vertexShader() const {
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec2 sampleCoord; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"uniform mediump sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" gl_FragColor = color * smoothstep(alphaMin, \n"
" alphaMax, \n"
" texture2D(_qt_texture, sampleCoord).a); \n"
"}";
}
char const *const *QSGDistanceFieldTextMaterialShader::attributeNames() const {
static char const *const attr[] = { "vCoord", "tCoord", 0 };
return attr;
}
QSGDistanceFieldTextMaterialShader::QSGDistanceFieldTextMaterialShader()
: m_fontScale(1.0)
: QSGMaterialShader(),
m_fontScale(1.0)
, m_matrixScale(1.0)
, m_lastAlphaMin(-1)
, m_lastAlphaMax(-1)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldtext.frag"));
}
void QSGDistanceFieldTextMaterialShader::updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc)
@ -287,7 +261,6 @@ public:
protected:
virtual void initialize();
virtual const char *fragmentShader() const = 0;
int m_styleColor_id;
};
@ -355,7 +328,6 @@ public:
protected:
virtual void initialize();
virtual const char *fragmentShader() const;
void updateOutlineAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc, int dfRadius);
@ -363,26 +335,10 @@ protected:
int m_outlineAlphaMax1_id;
};
const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"uniform mediump float outlineAlphaMax0; \n"
"uniform mediump float outlineAlphaMax1; \n"
"void main() { \n"
" mediump float d = texture2D(_qt_texture, sampleCoord).a; \n"
" gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
" * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
"}";
}
DistanceFieldOutlineTextMaterialShader::DistanceFieldOutlineTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldoutlinetext.frag"));
}
void DistanceFieldOutlineTextMaterialShader::initialize()
@ -454,8 +410,6 @@ public:
protected:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
void updateShift(qreal fontScale, const QPointF& shift);
@ -465,6 +419,8 @@ protected:
DistanceFieldShiftedStyleTextMaterialShader::DistanceFieldShiftedStyleTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.frag"));
}
void DistanceFieldShiftedStyleTextMaterialShader::initialize()
@ -495,41 +451,6 @@ void DistanceFieldShiftedStyleTextMaterialShader::updateShift(qreal fontScale, c
program()->setUniformValue(m_shift_id, texel);
}
const char *DistanceFieldShiftedStyleTextMaterialShader::vertexShader() const
{
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"uniform highp vec2 shift; \n"
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" shiftedSampleCoord = (tCoord - shift) * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a); \n"
" highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
" alphaMax, \n"
" texture2D(_qt_texture, shiftedSampleCoord).a); \n"
" gl_FragColor = mix(shifted, color, a); \n"
"}";
}
QSGDistanceFieldShiftedStyleTextMaterial::QSGDistanceFieldShiftedStyleTextMaterial()
: QSGDistanceFieldStyledTextMaterial()
{
@ -554,108 +475,25 @@ QSGMaterialShader *QSGDistanceFieldShiftedStyleTextMaterial::createShader() cons
class QSGHiQSubPixelDistanceFieldTextMaterialShader : public QSGDistanceFieldTextMaterialShader
{
public:
QSGHiQSubPixelDistanceFieldTextMaterialShader();
virtual void initialize();
virtual void activate();
virtual void deactivate();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
protected:
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
private:
int m_fontScale_id;
int m_vecDelta_id;
};
const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"uniform highp float fontScale; \n"
"uniform highp vec4 vecDelta; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec2 sampleCoord; \n"
"varying highp vec3 sampleFarLeft; \n"
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"varying highp vec3 sampleFarRight; \n"
"void main() { \n"
" sampleCoord = tCoord * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
// Calculate neighbour pixel position in item space.
" highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
" highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta; \n"
" highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; \n"
" highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta; \n"
" highp vec3 farRight = vCoord.xyw + 0.667 * wDelta; \n"
// Calculate neighbour texture coordinate.
" highp vec2 scale = textureScale / fontScale; \n"
" highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
" sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); \n"
" sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
" sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
" sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); \n"
"}";
QSGHiQSubPixelDistanceFieldTextMaterialShader::QSGHiQSubPixelDistanceFieldTextMaterialShader()
: QSGDistanceFieldTextMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag"));
}
const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec3 sampleFarLeft; \n"
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"varying highp vec3 sampleFarRight; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec4 n; \n"
" n.x = texture2DProj(_qt_texture, sampleFarLeft).a; \n"
" n.y = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
" highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
" n.z = texture2DProj(_qt_texture, sampleNearRight).a; \n"
" n.w = texture2DProj(_qt_texture, sampleFarRight).a; \n"
#if 0
// Blurrier, faster.
" n = smoothstep(alphaMin, alphaMax, n); \n"
" c = smoothstep(alphaMin, alphaMax, c); \n"
#else
// Sharper, slower.
" highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); \n"
" highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); \n"
" highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d); \n"
" n = smoothstep(lo.xxyy, hi.xxyy, n); \n"
" c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); \n"
#endif
" gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
"}";
}
//const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
// return
// "#extension GL_OES_standard_derivatives: enable \n"
// "varying highp vec2 sampleCoord; \n"
// "uniform sampler2D _qt_texture; \n"
// "uniform lowp vec4 color; \n"
// "uniform highp float alphaMin; \n"
// "uniform highp float alphaMax; \n"
// "void main() { \n"
// " highp vec2 delta = dFdx(sampleCoord); \n"
// " highp vec4 n; \n"
// " n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; \n"
// " n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; \n"
// " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
// " n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; \n"
// " n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; \n"
// " n = smoothstep(alphaMin, alphaMax, n); \n"
// " c = smoothstep(alphaMin, alphaMax, c); \n"
// " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
// "}";
//}
void QSGHiQSubPixelDistanceFieldTextMaterialShader::initialize()
{
QSGDistanceFieldTextMaterialShader::initialize();
@ -712,52 +550,15 @@ QSGMaterialShader *QSGHiQSubPixelDistanceFieldTextMaterial::createShader() const
class QSGLoQSubPixelDistanceFieldTextMaterialShader : public QSGHiQSubPixelDistanceFieldTextMaterialShader
{
protected:
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
public:
QSGLoQSubPixelDistanceFieldTextMaterialShader();
};
const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
return
"uniform highp mat4 matrix; \n"
"uniform highp vec2 textureScale; \n"
"uniform highp float fontScale; \n"
"uniform highp vec4 vecDelta; \n"
"attribute highp vec4 vCoord; \n"
"attribute highp vec2 tCoord; \n"
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"void main() { \n"
" highp vec2 sampleCoord = tCoord * textureScale; \n"
" gl_Position = matrix * vCoord; \n"
// Calculate neighbour pixel position in item space.
" highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
" highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta; \n"
" highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta; \n"
// Calculate neighbour texture coordinate.
" highp vec2 scale = textureScale / fontScale; \n"
" highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
" sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
" sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
"}";
}
const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
return
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec2 n; \n"
" n.x = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
" n.y = texture2DProj(_qt_texture, sampleNearRight).a; \n"
" n = smoothstep(alphaMin, alphaMax, n); \n"
" highp float c = 0.5 * (n.x + n.y); \n"
" gl_FragColor = vec4(n.x, c, n.y, c) * color.w; \n"
"}";
QSGLoQSubPixelDistanceFieldTextMaterialShader::QSGLoQSubPixelDistanceFieldTextMaterialShader()
: QSGHiQSubPixelDistanceFieldTextMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.frag"));
}
QSGMaterialType *QSGLoQSubPixelDistanceFieldTextMaterial::type() const

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@ -10,7 +10,8 @@ HEADERS += \
$$PWD/coreapi/qsgnodeupdater_p.h \
$$PWD/coreapi/qsgrenderer_p.h \
$$PWD/coreapi/qsgrendernode_p.h \
$$PWD/coreapi/qsggeometry_p.h
$$PWD/coreapi/qsggeometry_p.h \
$$PWD/coreapi/qsgmaterialshader_p.h
SOURCES += \
$$PWD/coreapi/qsgbatchrenderer.cpp \
@ -20,8 +21,7 @@ SOURCES += \
$$PWD/coreapi/qsgnodeupdater.cpp \
$$PWD/coreapi/qsgrenderer.cpp \
$$PWD/coreapi/qsgrendernode.cpp \
$$PWD/coreapi/qsgshaderrewriter.cpp \
scenegraph/util/qsgsimplematerial.cpp
$$PWD/coreapi/qsgshaderrewriter.cpp
# Util API
HEADERS += \
@ -39,7 +39,8 @@ HEADERS += \
$$PWD/util/qsgtexture_p.h \
$$PWD/util/qsgtextureprovider.h \
$$PWD/util/qsgpainternode_p.h \
$$PWD/util/qsgdistancefieldutil_p.h
$$PWD/util/qsgdistancefieldutil_p.h \
$$PWD/util/qsgshadersourcebuilder_p.h
SOURCES += \
$$PWD/util/qsgareaallocator.cpp \
@ -53,7 +54,9 @@ SOURCES += \
$$PWD/util/qsgtexture.cpp \
$$PWD/util/qsgtextureprovider.cpp \
$$PWD/util/qsgpainternode.cpp \
$$PWD/util/qsgdistancefieldutil.cpp
$$PWD/util/qsgdistancefieldutil.cpp \
$$PWD/util/qsgsimplematerial.cpp \
$$PWD/util/qsgshadersourcebuilder.cpp
# QML / Adaptations API
HEADERS += \
@ -87,3 +90,41 @@ SOURCES += \
$$PWD/qsgrenderloop.cpp \
$$PWD/qsgthreadedrenderloop.cpp \
$$PWD/qsgwindowsrenderloop.cpp
RESOURCES += \
$$PWD/scenegraph.qrc
OTHER_FILES += \
$$PWD/shaders/24bittextmask.frag \
$$PWD/shaders/8bittextmask.frag \
$$PWD/shaders/distancefieldoutlinetext.frag \
$$PWD/shaders/distancefieldshiftedtext.frag \
$$PWD/shaders/distancefieldshiftedtext.vert \
$$PWD/shaders/distancefieldtext.frag \
$$PWD/shaders/distancefieldtext.vert \
$$PWD/shaders/flatcolor.frag \
$$PWD/shaders/flatcolor.vert \
$$PWD/shaders/hiqsubpixeldistancefieldtext.frag \
$$PWD/shaders/hiqsubpixeldistancefieldtext.vert \
$$PWD/shaders/loqsubpixeldistancefieldtext.frag \
$$PWD/shaders/loqsubpixeldistancefieldtext.vert \
$$PWD/shaders/opaquetexture.frag \
$$PWD/shaders/opaquetexture.vert \
$$PWD/shaders/outlinedtext.frag \
$$PWD/shaders/outlinedtext.vert \
$$PWD/shaders/rendernode.frag \
$$PWD/shaders/rendernode.vert \
$$PWD/shaders/smoothcolor.frag \
$$PWD/shaders/smoothcolor.vert \
$$PWD/shaders/smoothtexture.frag \
$$PWD/shaders/smoothtexture.vert \
$$PWD/shaders/stencilclip.frag \
$$PWD/shaders/stencilclip.vert \
$$PWD/shaders/styledtext.frag \
$$PWD/shaders/styledtext.vert \
$$PWD/shaders/textmask.frag \
$$PWD/shaders/textmask.vert \
$$PWD/shaders/texture.frag \
$$PWD/shaders/vertexcolor.frag \
$$PWD/shaders/vertexcolor.vert

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@ -0,0 +1,36 @@
<RCC>
<qresource prefix="/scenegraph">
<file>shaders/flatcolor.frag</file>
<file>shaders/flatcolor.vert</file>
<file>shaders/8bittextmask.frag</file>
<file>shaders/24bittextmask.frag</file>
<file>shaders/opaquetexture.frag</file>
<file>shaders/opaquetexture.vert</file>
<file>shaders/outlinedtext.frag</file>
<file>shaders/outlinedtext.vert</file>
<file>shaders/smoothcolor.frag</file>
<file>shaders/smoothcolor.vert</file>
<file>shaders/smoothtexture.frag</file>
<file>shaders/smoothtexture.vert</file>
<file>shaders/styledtext.frag</file>
<file>shaders/styledtext.vert</file>
<file>shaders/textmask.frag</file>
<file>shaders/textmask.vert</file>
<file>shaders/texture.frag</file>
<file>shaders/distancefieldoutlinetext.frag</file>
<file>shaders/distancefieldshiftedtext.frag</file>
<file>shaders/distancefieldshiftedtext.vert</file>
<file>shaders/distancefieldtext.frag</file>
<file>shaders/distancefieldtext.vert</file>
<file>shaders/hiqsubpixeldistancefieldtext.frag</file>
<file>shaders/hiqsubpixeldistancefieldtext.vert</file>
<file>shaders/loqsubpixeldistancefieldtext.frag</file>
<file>shaders/loqsubpixeldistancefieldtext.vert</file>
<file>shaders/vertexcolor.frag</file>
<file>shaders/vertexcolor.vert</file>
<file>shaders/rendernode.vert</file>
<file>shaders/rendernode.frag</file>
<file>shaders/stencilclip.frag</file>
<file>shaders/stencilclip.vert</file>
</qresource>
</RCC>

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@ -0,0 +1,10 @@
varying highp vec2 sampleCoord;
uniform lowp sampler2D texture;
uniform lowp float color; // just the alpha, really...
void main()
{
lowp vec4 glyph = texture2D(texture, sampleCoord);
gl_FragColor = vec4(glyph.rgb * color, glyph.a);
}

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@ -0,0 +1,9 @@
varying highp vec2 sampleCoord;
uniform lowp sampler2D texture;
uniform lowp vec4 color;
void main()
{
gl_FragColor = color * texture2D(texture, sampleCoord).a;
}

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@ -0,0 +1,16 @@
varying highp vec2 sampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform lowp vec4 styleColor;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
uniform mediump float outlineAlphaMax0;
uniform mediump float outlineAlphaMax1;
void main()
{
mediump float d = texture2D(_qt_texture, sampleCoord).a;
gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d))
* smoothstep(outlineAlphaMax0, outlineAlphaMax1, d);
}

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@ -0,0 +1,17 @@
varying highp vec2 sampleCoord;
varying highp vec2 shiftedSampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform lowp vec4 styleColor;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
void main()
{
highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a);
highp vec4 shifted = styleColor * smoothstep(alphaMin,
alphaMax,
texture2D(_qt_texture, shiftedSampleCoord).a);
gl_FragColor = mix(shifted, color, a);
}

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@ -0,0 +1,17 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
uniform highp vec2 shift;
varying highp vec2 sampleCoord;
varying highp vec2 shiftedSampleCoord;
void main()
{
sampleCoord = tCoord * textureScale;
shiftedSampleCoord = (tCoord - shift) * textureScale;
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,13 @@
varying highp vec2 sampleCoord;
uniform mediump sampler2D _qt_texture;
uniform lowp vec4 color;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
void main()
{
gl_FragColor = color * smoothstep(alphaMin,
alphaMax,
texture2D(_qt_texture, sampleCoord).a);
}

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@ -0,0 +1,13 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
void main()
{
sampleCoord = tCoord * textureScale;
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,6 @@
uniform lowp vec4 color;
void main()
{
gl_FragColor = color;
}

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@ -0,0 +1,7 @@
attribute highp vec4 vCoord;
uniform highp mat4 matrix;
void main()
{
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,58 @@
varying highp vec2 sampleCoord;
varying highp vec3 sampleFarLeft;
varying highp vec3 sampleNearLeft;
varying highp vec3 sampleNearRight;
varying highp vec3 sampleFarRight;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
void main()
{
highp vec4 n;
n.x = texture2DProj(_qt_texture, sampleFarLeft).a;
n.y = texture2DProj(_qt_texture, sampleNearLeft).a;
highp float c = texture2D(_qt_texture, sampleCoord).a;
n.z = texture2DProj(_qt_texture, sampleNearRight).a;
n.w = texture2DProj(_qt_texture, sampleFarRight).a;
#if 0
// Blurrier, faster.
n = smoothstep(alphaMin, alphaMax, n);
c = smoothstep(alphaMin, alphaMax, c);
#else
// Sharper, slower.
highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67);
highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d);
highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d);
n = smoothstep(lo.xxyy, hi.xxyy, n);
c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c);
#endif
gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
}
/*
#extension GL_OES_standard_derivatives: enable
varying highp vec2 sampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform highp float alphaMin;
uniform highp float alphaMax;
void main()
{
highp vec2 delta = dFdx(sampleCoord);
highp vec4 n;
n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a;
n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a;
highp float c = texture2D(_qt_texture, sampleCoord).a;
n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a;
n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a;
n = smoothstep(alphaMin, alphaMax, n);
c = smoothstep(alphaMin, alphaMax, c);
gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
};
*/

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@ -0,0 +1,34 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
uniform highp float fontScale;
uniform highp vec4 vecDelta;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
varying highp vec3 sampleFarLeft;
varying highp vec3 sampleNearLeft;
varying highp vec3 sampleNearRight;
varying highp vec3 sampleFarRight;
void main()
{
sampleCoord = tCoord * textureScale;
gl_Position = matrix * vCoord;
// Calculate neighbor pixel position in item space.
highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta;
highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta;
highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta;
highp vec3 farRight = vCoord.xyw + 0.667 * wDelta;
// Calculate neighbor texture coordinate.
highp vec2 scale = textureScale / fontScale;
highp vec2 base = sampleCoord - scale * vCoord.xy;
sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z);
sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z);
}

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@ -0,0 +1,17 @@
varying highp vec3 sampleNearLeft;
varying highp vec3 sampleNearRight;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
void main()
{
highp vec2 n;
n.x = texture2DProj(_qt_texture, sampleNearLeft).a;
n.y = texture2DProj(_qt_texture, sampleNearRight).a;
n = smoothstep(alphaMin, alphaMax, n);
highp float c = 0.5 * (n.x + n.y);
gl_FragColor = vec4(n.x, c, n.y, c) * color.w;
}

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@ -0,0 +1,27 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
uniform highp float fontScale;
uniform highp vec4 vecDelta;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec3 sampleNearLeft;
varying highp vec3 sampleNearRight;
void main()
{
highp vec2 sampleCoord = tCoord * textureScale;
gl_Position = matrix * vCoord;
// Calculate neighbor pixel position in item space.
highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta;
highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta;
// Calculate neighbor texture coordinate.
highp vec2 scale = textureScale / fontScale;
highp vec2 base = sampleCoord - scale * vCoord.xy;
sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
}

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@ -0,0 +1,8 @@
varying highp vec2 qt_TexCoord;
uniform sampler2D qt_Texture;
void main()
{
gl_FragColor = texture2D(qt_Texture, qt_TexCoord);
}

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@ -0,0 +1,12 @@
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_VertexPosition;
attribute highp vec2 qt_VertexTexCoord;
varying highp vec2 qt_TexCoord;
void main()
{
qt_TexCoord = qt_VertexTexCoord;
gl_Position = qt_Matrix * qt_VertexPosition;
}

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@ -0,0 +1,21 @@
varying highp vec2 sampleCoord;
varying highp vec2 sCoordUp;
varying highp vec2 sCoordDown;
varying highp vec2 sCoordLeft;
varying highp vec2 sCoordRight;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform lowp vec4 styleColor;
void main()
{
lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a +
texture2D(_qt_texture, sCoordDown).a +
texture2D(_qt_texture, sCoordLeft).a +
texture2D(_qt_texture, sCoordRight).a,
0.0, 1.0) - glyph,
0.0, 1.0);
gl_FragColor = outline * styleColor + glyph * color;
}

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@ -0,0 +1,22 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
uniform highp vec2 shift;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
varying highp vec2 sCoordUp;
varying highp vec2 sCoordDown;
varying highp vec2 sCoordLeft;
varying highp vec2 sCoordRight;
void main()
{
sampleCoord = tCoord * textureScale;
sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,8 @@
uniform lowp sampler2D tex;
varying highp vec2 t;
void main()
{
gl_FragColor = texture2D(tex, t);
}

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@ -0,0 +1,10 @@
attribute highp vec4 av;
attribute highp vec2 at;
varying highp vec2 t;
void main()
{
gl_Position = av;
t = at;
}

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@ -0,0 +1,6 @@
varying lowp vec4 color;
void main()
{
gl_FragColor = color;
}

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@ -0,0 +1,45 @@
uniform highp vec2 pixelSize;
uniform highp mat4 matrix;
uniform lowp float opacity;
attribute highp vec4 vertex;
attribute lowp vec4 vertexColor;
attribute highp vec2 vertexOffset;
varying lowp vec4 color;
void main()
{
highp vec4 pos = matrix * vertex;
gl_Position = pos;
if (vertexOffset.x != 0.) {
highp vec4 delta = matrix[0] * vertexOffset.x;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
if (vertexOffset.y != 0.) {
highp vec4 delta = matrix[1] * vertexOffset.y;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
color = vertexColor * opacity;
}

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@ -0,0 +1,9 @@
uniform sampler2D qt_Texture;
varying highp vec2 texCoord;
varying lowp float vertexOpacity;
void main()
{
gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity;
}

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@ -0,0 +1,52 @@
uniform highp vec2 pixelSize;
uniform highp mat4 qt_Matrix;
uniform lowp float opacity;
attribute highp vec4 vertex;
attribute highp vec2 multiTexCoord;
attribute highp vec2 vertexOffset;
attribute highp vec2 texCoordOffset;
varying highp vec2 texCoord;
varying lowp float vertexOpacity;
void main()
{
highp vec4 pos = qt_Matrix * vertex;
gl_Position = pos;
texCoord = multiTexCoord;
if (vertexOffset.x != 0.) {
highp vec4 delta = qt_Matrix[0] * vertexOffset.x;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
texCoord.x += scale * texCoordOffset.x;
}
if (vertexOffset.y != 0.) {
highp vec4 delta = qt_Matrix[1] * vertexOffset.y;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
texCoord.y += scale * texCoordOffset.y;
}
bool onEdge = any(notEqual(vertexOffset, vec2(0.)));
bool outerEdge = all(equal(texCoordOffset, vec2(0.)));
vertexOpacity = onEdge && outerEdge ? 0. : opacity;
}

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@ -0,0 +1,4 @@
void main()
{
gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); // Trolltech green ftw!
}

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@ -0,0 +1,8 @@
attribute highp vec4 vCoord;
uniform highp mat4 matrix;
void main()
{
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,14 @@
varying highp vec2 sampleCoord;
varying highp vec2 shiftedSampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform lowp vec4 styleColor;
void main()
{
lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph,
0.0, 1.0);
gl_FragColor = style * styleColor + glyph * color;
}

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@ -0,0 +1,16 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
uniform highp vec2 shift;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
varying highp vec2 shiftedSampleCoord;
void main()
{
sampleCoord = tCoord * textureScale;
shiftedSampleCoord = (tCoord - shift) * textureScale;
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,10 @@
varying highp vec2 sampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
void main()
{
lowp vec4 glyph = texture2D(_qt_texture, sampleCoord);
gl_FragColor = vec4(glyph.rgb * color.a, glyph.a);
}

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@ -0,0 +1,13 @@
uniform highp mat4 matrix;
uniform highp vec2 textureScale;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
void main()
{
sampleCoord = tCoord * textureScale;
gl_Position = matrix * vCoord;
}

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@ -0,0 +1,9 @@
varying highp vec2 qt_TexCoord;
uniform sampler2D qt_Texture;
uniform lowp float opacity;
void main()
{
gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity;
}

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@ -0,0 +1,6 @@
varying lowp vec4 color;
void main()
{
gl_FragColor = color;
}

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@ -0,0 +1,13 @@
attribute highp vec4 vertexCoord;
attribute highp vec4 vertexColor;
uniform highp mat4 matrix;
uniform highp float opacity;
varying lowp vec4 color;
void main()
{
gl_Position = matrix * vertexCoord;
color = vertexColor * opacity;
}

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@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgflatcolormaterial.h"
#include <private/qsgmaterialshader_p.h>
#include <qopenglshaderprogram.h>
@ -48,6 +49,8 @@ QT_BEGIN_NAMESPACE
class FlatColorMaterialShader : public QSGMaterialShader
{
public:
FlatColorMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@ -55,8 +58,6 @@ public:
private:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_matrix_id;
int m_color_id;
@ -64,6 +65,13 @@ private:
QSGMaterialType FlatColorMaterialShader::type;
FlatColorMaterialShader::FlatColorMaterialShader()
: QSGMaterialShader(*new QSGMaterialShaderPrivate)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/flatcolor.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/flatcolor.frag"));
}
void FlatColorMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
@ -98,23 +106,6 @@ void FlatColorMaterialShader::initialize()
m_color_id = program()->uniformLocation("color");
}
const char *FlatColorMaterialShader::vertexShader() const {
return
"attribute highp vec4 vCoord; \n"
"uniform highp mat4 matrix; \n"
"void main() { \n"
" gl_Position = matrix * vCoord; \n"
"}";
}
const char *FlatColorMaterialShader::fragmentShader() const {
return
"uniform lowp vec4 color; \n"
"void main() { \n"
" gl_FragColor = color; \n"
"}";
}
/*!

View File

@ -0,0 +1,106 @@
/****************************************************************************
**
** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsgshadersourcebuilder_p.h"
#include <QtGui/qopenglshaderprogram.h>
#include <QtCore/qdebug.h>
#include <QtCore/qfile.h>
QT_BEGIN_NAMESPACE
QSGShaderSourceBuilder::QSGShaderSourceBuilder()
{
}
void QSGShaderSourceBuilder::initializeProgramFromFiles(QOpenGLShaderProgram *program,
const QString &vertexShader,
const QString &fragmentShader)
{
Q_ASSERT(program);
program->removeAllShaders();
QSGShaderSourceBuilder builder;
builder.appendSourceFile(vertexShader);
program->addShaderFromSourceCode(QOpenGLShader::Vertex, builder.source());
builder.clear();
builder.appendSourceFile(fragmentShader);
program->addShaderFromSourceCode(QOpenGLShader::Fragment, builder.source());
}
QByteArray QSGShaderSourceBuilder::source() const
{
return m_source;
}
void QSGShaderSourceBuilder::clear()
{
m_source.clear();
}
void QSGShaderSourceBuilder::appendSource(const QByteArray &source)
{
m_source += source;
}
void QSGShaderSourceBuilder::appendSourceFile(const QString &fileName)
{
const QString resolvedFileName = resolveShaderPath(fileName);
QFile f(fileName);
if (!f.open(QIODevice::ReadOnly | QIODevice::Text)) {
qWarning() << "Failed to find shader" << resolvedFileName;
return;
}
m_source += f.readAll();
}
QString QSGShaderSourceBuilder::resolveShaderPath(const QString &path) const
{
// For now, just return the path unaltered.
// TODO: Resolve to more specific filename based upon OpenGL profile and
// version, platform, GPU type etc
return path;
}
QT_END_NAMESPACE

View File

@ -0,0 +1,77 @@
/****************************************************************************
**
** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSGSHADERSOURCEBUILDER_P_H
#define QSGSHADERSOURCEBUILDER_P_H
#include <private/qtquickglobal_p.h>
#include <QtCore/qbytearray.h>
QT_BEGIN_NAMESPACE
class QOpenGLShaderProgram;
class Q_QUICK_PRIVATE_EXPORT QSGShaderSourceBuilder
{
public:
QSGShaderSourceBuilder();
static void initializeProgramFromFiles(QOpenGLShaderProgram *program,
const QString &vertexShader,
const QString &fragmentShader);
QByteArray source() const;
void clear();
void appendSource(const QByteArray &source);
void appendSourceFile(const QString &fileName);
protected:
virtual QString resolveShaderPath(const QString &path) const;
private:
QByteArray m_source;
};
QT_END_NAMESPACE
#endif // QSGSHADERSOURCEBUILDER_P_H

View File

@ -54,36 +54,15 @@ inline static bool isPowerOfTwo(int x)
}
#endif
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 *QSGOpaqueTextureMaterialShader::vertexShader() const
{
return qt_scenegraph_texture_material_vertex_code;
}
const char *QSGOpaqueTextureMaterialShader::fragmentShader() const
{
return qt_scenegraph_texture_material_fragment;
}
QSGMaterialType QSGOpaqueTextureMaterialShader::type;
QSGOpaqueTextureMaterialShader::QSGOpaqueTextureMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/opaquetexture.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/opaquetexture.frag"));
}
char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
{
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
@ -353,14 +332,6 @@ int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
a material in the scene graph.
*/
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"
"}";
QSGMaterialType QSGTextureMaterialShader::type;
@ -385,6 +356,12 @@ QSGMaterialShader *QSGTextureMaterial::createShader() const
return new QSGTextureMaterialShader;
}
QSGTextureMaterialShader::QSGTextureMaterialShader()
: QSGOpaqueTextureMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/texture.frag"));
}
void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
@ -400,9 +377,4 @@ void QSGTextureMaterialShader::initialize()
m_opacity_id = program()->uniformLocation("opacity");
}
const char *QSGTextureMaterialShader::fragmentShader() const
{
return qt_scenegraph_texture_material_opacity_fragment;
}
QT_END_NAMESPACE

View File

@ -50,6 +50,8 @@ QT_BEGIN_NAMESPACE
class Q_QUICK_PRIVATE_EXPORT QSGOpaqueTextureMaterialShader : public QSGMaterialShader
{
public:
QSGOpaqueTextureMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@ -57,8 +59,6 @@ public:
protected:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_matrix_id;
};
@ -66,14 +66,14 @@ protected:
class QSGTextureMaterialShader : public QSGOpaqueTextureMaterialShader
{
public:
QSGTextureMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual void initialize();
static QSGMaterialType type;
protected:
virtual const char *fragmentShader() const;
int m_opacity_id;
};

View File

@ -48,6 +48,8 @@ QT_BEGIN_NAMESPACE
class QSGVertexColorMaterialShader : public QSGMaterialShader
{
public:
QSGVertexColorMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@ -55,8 +57,6 @@ public:
private:
virtual void initialize();
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
int m_matrix_id;
int m_opacity_id;
@ -64,6 +64,13 @@ private:
QSGMaterialType QSGVertexColorMaterialShader::type;
QSGVertexColorMaterialShader::QSGVertexColorMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/vertexcolor.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/vertexcolor.frag"));
}
void QSGVertexColorMaterialShader::updateState(const RenderState &state, QSGMaterial * /*newEffect*/, QSGMaterial *)
{
if (state.isOpacityDirty())
@ -85,28 +92,6 @@ void QSGVertexColorMaterialShader::initialize()
m_opacity_id = program()->uniformLocation("opacity");
}
const char *QSGVertexColorMaterialShader::vertexShader() const {
return
"attribute highp vec4 vertexCoord; \n"
"attribute highp vec4 vertexColor; \n"
"uniform highp mat4 matrix; \n"
"uniform highp float opacity; \n"
"varying lowp vec4 color; \n"
"void main() { \n"
" gl_Position = matrix * vertexCoord; \n"
" color = vertexColor * opacity; \n"
"}";
}
const char *QSGVertexColorMaterialShader::fragmentShader() const {
return
"varying lowp vec4 color; \n"
"void main() { \n"
" gl_FragColor = color; \n"
"}";
}
/*!
\class QSGVertexColorMaterial