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#ifndef QSGMATERIALSHADER_H
#define QSGMATERIALSHADER_H
#include <QtQuick/qtquickglobal.h>
#if QT_CONFIG(opengl)
# include <QtGui/qopenglshaderprogram.h>
#endif
#include <QtGui/QMatrix4x4>
#include <QtCore/QRect>
#include <QtQuick/qsgmaterialtype.h> // for source compat
QT_BEGIN_NAMESPACE
class QSGMaterial;
class QSGMaterialShaderPrivate;
namespace QSGBatchRenderer {
class ShaderManager;
}
class Q_QUICK_EXPORT QSGMaterialShader
{
public:
class Q_QUICK_EXPORT RenderState {
public:
enum DirtyState
{
DirtyMatrix = 0x0001,
DirtyOpacity = 0x0002,
DirtyCachedMaterialData = 0x0004,
DirtyAll = 0xFFFF
};
Q_DECLARE_FLAGS(DirtyStates, DirtyState)
inline DirtyStates dirtyStates() const { return m_dirty; }
inline bool isMatrixDirty() const { return m_dirty & DirtyMatrix; }
inline bool isOpacityDirty() const { return m_dirty & DirtyOpacity; }
bool isCachedMaterialDataDirty() const { return m_dirty & DirtyCachedMaterialData; }
float opacity() const;
QMatrix4x4 combinedMatrix() const;
QMatrix4x4 modelViewMatrix() const;
QMatrix4x4 projectionMatrix() const;
QRect viewportRect() const;
QRect deviceRect() const;
float determinant() const;
float devicePixelRatio() const;
#if QT_CONFIG(opengl)
QOpenGLContext *context() const;
#endif
private:
friend class QSGRenderer;
DirtyStates m_dirty;
const void *m_data;
};
QSGMaterialShader();
virtual ~QSGMaterialShader();
virtual void activate();
virtual void deactivate();
// First time a material is used, oldMaterial is null.
virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
virtual char const *const *attributeNames() const = 0; // Array must end with null.
#if QT_CONFIG(opengl)
inline QOpenGLShaderProgram *program() { return &m_program; }
#endif
protected:
Q_DECLARE_PRIVATE(QSGMaterialShader)
QSGMaterialShader(QSGMaterialShaderPrivate &dd);
friend class QSGDefaultRenderContext;
friend class QSGBatchRenderer::ShaderManager;
#if QT_CONFIG(opengl)
void setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile);
void setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles);
virtual void compile();
#endif
virtual void initialize() { }
#if QT_CONFIG(opengl)
virtual const char *vertexShader() const;
virtual const char *fragmentShader() const;
#endif
private:
#if QT_CONFIG(opengl)
QOpenGLShaderProgram m_program;
#endif
QScopedPointer<QSGMaterialShaderPrivate> d_ptr;
};
Q_DECLARE_OPERATORS_FOR_FLAGS(QSGMaterialShader::RenderState::DirtyStates)
QT_END_NAMESPACE
#endif