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#include "qsgdefaultinternalimagenode_p.h"
#include <private/qsgdefaultrendercontext_p.h>
#include <private/qsgmaterialshader_p.h>
#include <private/qsgtexturematerial_p.h>
#include <QtGui/qopenglfunctions.h>
#include <QtCore/qmath.h>
#include <QtGui/private/qrhi_p.h>
QT_BEGIN_NAMESPACE
class SmoothTextureMaterialShader : public QSGTextureMaterialShader
{
public:
SmoothTextureMaterialShader();
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
char const *const *attributeNames() const override;
protected:
void initialize() override;
int m_pixelSizeLoc;
};
class SmoothTextureMaterialRhiShader : public QSGTextureMaterialRhiShader
{
public:
SmoothTextureMaterialRhiShader();
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
QSGSmoothTextureMaterial::QSGSmoothTextureMaterial()
{
setFlag(SupportsRhiShader, true);
setFlag(RequiresFullMatrixExceptTranslate, true);
setFlag(Blending, true);
}
void QSGSmoothTextureMaterial::setTexture(QSGTexture *texture)
{
m_texture = texture;
}
QSGMaterialType *QSGSmoothTextureMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGSmoothTextureMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted))
return new SmoothTextureMaterialRhiShader;
else
return new SmoothTextureMaterialShader;
}
SmoothTextureMaterialShader::SmoothTextureMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothtexture.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothtexture.frag"));
}
void SmoothTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
if (oldEffect == nullptr) {
// The viewport is constant, so set the pixel size uniform only once.
QRect r = state.viewportRect();
program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height());
}
QSGTextureMaterialShader::updateState(state, newEffect, oldEffect);
}
char const *const *SmoothTextureMaterialShader::attributeNames() const
{
static char const *const attributes[] = {
"vertex",
"multiTexCoord",
"vertexOffset",
"texCoordOffset",
nullptr
};
return attributes;
}
void SmoothTextureMaterialShader::initialize()
{
m_pixelSizeLoc = program()->uniformLocation("pixelSize");
QSGTextureMaterialShader::initialize();
}
SmoothTextureMaterialRhiShader::SmoothTextureMaterialRhiShader()
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothtexture.vert.qsb"));
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothtexture.frag.qsb"));
}
bool SmoothTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = false;
QByteArray *buf = state.uniformData();
if (!oldMaterial) {
// The viewport is constant, so set the pixel size uniform only once (per batches with the same material).
const QRect r = state.viewportRect();
const QVector2D v(2.0f / r.width(), 2.0f / r.height());
memcpy(buf->data() + 64 + 8, &v, 8);
changed = true;
}
changed |= QSGTextureMaterialRhiShader::updateUniformData(state, newMaterial, oldMaterial);
return changed;
}
QSGDefaultInternalImageNode::QSGDefaultInternalImageNode(QSGDefaultRenderContext *rc)
: m_rc(rc)
{
setMaterial(&m_materialO);
setOpaqueMaterial(&m_material);
}
void QSGDefaultInternalImageNode::setFiltering(QSGTexture::Filtering filtering)
{
if (m_material.filtering() == filtering)
return;
m_material.setFiltering(filtering);
m_materialO.setFiltering(filtering);
m_smoothMaterial.setFiltering(filtering);
markDirty(DirtyMaterial);
}
void QSGDefaultInternalImageNode::setMipmapFiltering(QSGTexture::Filtering filtering)
{
if (m_material.mipmapFiltering() == filtering)
return;
m_material.setMipmapFiltering(filtering);
m_materialO.setMipmapFiltering(filtering);
m_smoothMaterial.setMipmapFiltering(filtering);
markDirty(DirtyMaterial);
}
void QSGDefaultInternalImageNode::setVerticalWrapMode(QSGTexture::WrapMode wrapMode)
{
if (m_material.verticalWrapMode() == wrapMode)
return;
m_material.setVerticalWrapMode(wrapMode);
m_materialO.setVerticalWrapMode(wrapMode);
m_smoothMaterial.setVerticalWrapMode(wrapMode);
markDirty(DirtyMaterial);
}
void QSGDefaultInternalImageNode::setHorizontalWrapMode(QSGTexture::WrapMode wrapMode)
{
if (m_material.horizontalWrapMode() == wrapMode)
return;
m_material.setHorizontalWrapMode(wrapMode);
m_materialO.setHorizontalWrapMode(wrapMode);
m_smoothMaterial.setHorizontalWrapMode(wrapMode);
markDirty(DirtyMaterial);
}
void QSGDefaultInternalImageNode::updateMaterialAntialiasing()
{
if (m_antialiasing) {
setMaterial(&m_smoothMaterial);
setOpaqueMaterial(nullptr);
} else {
setMaterial(&m_materialO);
setOpaqueMaterial(&m_material);
}
}
void QSGDefaultInternalImageNode::setMaterialTexture(QSGTexture *texture)
{
m_material.setTexture(texture);
m_materialO.setTexture(texture);
m_smoothMaterial.setTexture(texture);
}
QSGTexture *QSGDefaultInternalImageNode::materialTexture() const
{
return m_material.texture();
}
bool QSGDefaultInternalImageNode::updateMaterialBlending()
{
const bool alpha = m_material.flags() & QSGMaterial::Blending;
if (materialTexture() && alpha != materialTexture()->hasAlphaChannel()) {
m_material.setFlag(QSGMaterial::Blending, !alpha);
return true;
}
return false;
}
inline static bool isPowerOfTwo(int x)
{
// Assumption: x >= 1
return x == (x & -x);
}
bool QSGDefaultInternalImageNode::supportsWrap(const QSize &size) const
{
bool wrapSupported = true;
if (m_rc->rhi()) {
wrapSupported = m_rc->rhi()->isFeatureSupported(QRhi::NPOTTextureRepeat)
|| (isPowerOfTwo(size.width()) && isPowerOfTwo(size.height()));
} else {
QOpenGLContext *ctx = QOpenGLContext::currentContext();
#ifndef QT_OPENGL_ES_2
if (ctx->isOpenGLES())
#endif
{
bool npotSupported = ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
wrapSupported = npotSupported || !isNpot;
}
}
return wrapSupported;
}
QT_END_NAMESPACE