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#include "noisynode.h"
#include <QtCore/QRandomGenerator>
#include <QtQuick/QSGSimpleMaterialShader>
#include <QtQuick/QSGTexture>
#include <QtQuick/QQuickWindow>
#define NOISE_SIZE 64
struct NoisyMaterial
{
~NoisyMaterial() {
delete texture;
}
QColor color;
QSGTexture *texture;
};
class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial>
{
QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial)
public:
NoisyShader() {
setShaderSourceFile(QOpenGLShader::Vertex, ":/scenegraph/graph/shaders/noisy.vsh");
setShaderSourceFile(QOpenGLShader::Fragment, ":/scenegraph/graph/shaders/noisy.fsh");
}
QList<QByteArray> attributes() const override { return QList<QByteArray>() << "aVertex" << "aTexCoord"; }
void updateState(const NoisyMaterial *m, const NoisyMaterial *) override {
// Set the color
program()->setUniformValue(id_color, m->color);
// Bind the texture and set program to use texture unit 0 (the default)
m->texture->bind();
// Then set the texture size so we can adjust the texture coordinates accordingly in the
// vertex shader..
QSize s = m->texture->textureSize();
program()->setUniformValue(id_textureSize, QSizeF(1.0 / s.width(), 1.0 / s.height()));
}
void resolveUniforms() override {
id_texture = program()->uniformLocation("texture");
id_textureSize = program()->uniformLocation("textureSize");
id_color = program()->uniformLocation("color");
// We will only use texture unit 0, so set it only once.
program()->setUniformValue(id_texture, 0);
}
private:
int id_color = -1;
int id_texture = -1;
int id_textureSize = -1;
};
NoisyNode::NoisyNode(QQuickWindow *window)
{
// Make some noise...
QImage image(NOISE_SIZE, NOISE_SIZE, QImage::Format_RGB32);
uint *data = (uint *) image.bits();
for (int i=0; i<NOISE_SIZE * NOISE_SIZE; ++i) {
uint g = QRandomGenerator::global()->bounded(0xff);
data[i] = 0xff000000 | (g << 16) | (g << 8) | g;
}
QSGTexture *t = window->createTextureFromImage(image);
t->setFiltering(QSGTexture::Nearest);
t->setHorizontalWrapMode(QSGTexture::Repeat);
t->setVerticalWrapMode(QSGTexture::Repeat);
QSGSimpleMaterial<NoisyMaterial> *m = NoisyShader::createMaterial();
m->state()->texture = t;
m->state()->color = QColor::fromRgbF(0.95, 0.95, 0.97);
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial, true);
QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect());
setGeometry(g);
setFlag(OwnsGeometry, true);
}
void NoisyNode::setRect(const QRectF &bounds)
{
QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1));
markDirty(QSGNode::DirtyGeometry);
}