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#include "scene3dsgmaterialshader_p.h"
#include <QtGui/qopenglcontext.h>
#include <QtGui/qopenglfunctions.h>
#include <QtGui/qsurfaceformat.h>
#include <scene3dsgmaterial_p.h>
QT_BEGIN_NAMESPACE
namespace {
inline bool isPowerOfTwo(int x)
{
// Assumption: x >= 1
return x == (x & -x);
}
}
namespace Qt3DRender {
/*!
\class Qt3DCore::SCene3DMaterialShader
\internal
\brief The Qt3DRender::Scene3DSGMaterialShader class is a custom
QSGMaterialShader subclass instantiated by a Qt3DRender::Scene3DSGMateria1
The Qt3DRender::Scene3DSGMaterialShader provides a shader that renders a texture
using premultiplied alpha.
*/
QSGMaterialType Scene3DSGMaterialShader::type;
Scene3DSGMaterialShader::Scene3DSGMaterialShader()
: QSGMaterialShader()
, m_matrixId(-1)
, m_opacityId(-1)
, m_visibleId(-1)
{
}
const char * const *Scene3DSGMaterialShader::attributeNames() const
{
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
return attr;
}
const char *Scene3DSGMaterialShader::vertexShader() const
{
QOpenGLContext *ctx = QOpenGLContext::currentContext();
if (ctx->format().version() >= qMakePair(3, 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) {
return ""
"#version 150 core \n"
"uniform mat4 qt_Matrix; \n"
"in vec4 qt_VertexPosition; \n"
"in vec2 qt_VertexTexCoord; \n"
"out vec2 qt_TexCoord; \n"
"void main() { \n"
" qt_TexCoord = qt_VertexTexCoord; \n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
} else {
return ""
"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 *Scene3DSGMaterialShader::fragmentShader() const
{
QOpenGLContext *ctx = QOpenGLContext::currentContext();
if (ctx->format().version() >= qMakePair(3, 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) {
return ""
"#version 150 core \n"
"uniform bool visible; \n"
"uniform sampler2D source; \n"
"uniform float qt_Opacity; \n"
"in vec2 qt_TexCoord; \n"
"out vec4 fragColor; \n"
"void main() { \n"
" if (!visible) discard; \n"
" vec4 p = texture(source, qt_TexCoord); \n"
" float a = qt_Opacity * p.a; \n"
" fragColor = vec4(p.rgb * a, a); \n"
"}";
} else {
return ""
"uniform bool visible; \n"
"uniform highp sampler2D source; \n"
"uniform highp float qt_Opacity; \n"
"varying highp vec2 qt_TexCoord; \n"
"void main() { \n"
" if (!visible) discard; \n"
" highp vec4 p = texture2D(source, qt_TexCoord); \n"
" highp float a = qt_Opacity * p.a; \n"
" gl_FragColor = vec4(p.rgb * a, a); \n"
"}";
}
}
void Scene3DSGMaterialShader::initialize()
{
m_matrixId = program()->uniformLocation("qt_Matrix");
m_opacityId = program()->uniformLocation("qt_Opacity");
m_visibleId = program()->uniformLocation("visible");
}
void Scene3DSGMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
Scene3DSGMaterial *tx = static_cast<Scene3DSGMaterial *>(newEffect);
Scene3DSGMaterial *oldTx = static_cast<Scene3DSGMaterial *>(oldEffect);
QSGTexture *t = tx->texture();
if (t != nullptr) {
bool npotSupported = const_cast<QOpenGLContext *>(state.context())
->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
if (!npotSupported) {
QSize size = t->textureSize();
const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
if (isNpot) {
t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
t->setVerticalWrapMode(QSGTexture::ClampToEdge);
}
}
if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId())
t->bind();
else
t->updateBindOptions();
}
if (oldTx == nullptr || oldTx->visible() != tx->visible())
program()->setUniformValue(m_visibleId, tx->visible());
if (state.isMatrixDirty())
program()->setUniformValue(m_matrixId, state.combinedMatrix());
if (state.isOpacityDirty())
program()->setUniformValue(m_opacityId, state.opacity());
}
} // namespace Qt3DRender
QT_END_NAMESPACE