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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 |