| |
| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the QtQuick module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU Lesser General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU Lesser |
| ** General Public License version 3 as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
| ** ensure the GNU Lesser General Public License version 3 requirements |
| ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or any later version approved by the KDE Free |
| ** Qt Foundation. The licenses are as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| ** https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "qsgdefaultinternalrectanglenode_p.h" |
| |
| #include <QtQuick/qsgvertexcolormaterial.h> |
| #include <QtQuick/qsgtexturematerial.h> |
| |
| #include <QtQuick/private/qsgcontext_p.h> |
| |
| #include <QtCore/qmath.h> |
| #include <QtCore/qvarlengtharray.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| class SmoothColorMaterialShader : public QSGMaterialShader |
| { |
| public: |
| SmoothColorMaterialShader(); |
| |
| void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override; |
| char const *const *attributeNames() const override; |
| |
| private: |
| void initialize() override; |
| |
| int m_matrixLoc; |
| int m_opacityLoc; |
| int m_pixelSizeLoc; |
| }; |
| |
| SmoothColorMaterialShader::SmoothColorMaterialShader() |
| { |
| setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.vert")); |
| setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.frag")); |
| } |
| |
| void SmoothColorMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *oldEffect) |
| { |
| if (state.isOpacityDirty()) |
| program()->setUniformValue(m_opacityLoc, state.opacity()); |
| |
| if (state.isMatrixDirty()) |
| program()->setUniformValue(m_matrixLoc, state.combinedMatrix()); |
| |
| 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()); |
| } |
| } |
| |
| char const *const *SmoothColorMaterialShader::attributeNames() const |
| { |
| static char const *const attributes[] = { |
| "vertex", |
| "vertexColor", |
| "vertexOffset", |
| nullptr |
| }; |
| return attributes; |
| } |
| |
| void SmoothColorMaterialShader::initialize() |
| { |
| m_matrixLoc = program()->uniformLocation("matrix"); |
| m_opacityLoc = program()->uniformLocation("opacity"); |
| m_pixelSizeLoc = program()->uniformLocation("pixelSize"); |
| } |
| |
| |
| class SmoothColorMaterialRhiShader : public QSGMaterialRhiShader |
| { |
| public: |
| SmoothColorMaterialRhiShader(); |
| |
| bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; |
| }; |
| |
| SmoothColorMaterialRhiShader::SmoothColorMaterialRhiShader() |
| { |
| setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.vert.qsb")); |
| setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.frag.qsb")); |
| } |
| |
| bool SmoothColorMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *oldMaterial) |
| { |
| bool changed = false; |
| QByteArray *buf = state.uniformData(); |
| |
| if (state.isMatrixDirty()) { |
| const QMatrix4x4 m = state.combinedMatrix(); |
| memcpy(buf->data(), m.constData(), 64); |
| changed = true; |
| } |
| |
| if (oldMaterial == nullptr) { |
| // The viewport is constant, so set the pixel size uniform only once. |
| const QRect r = state.viewportRect(); |
| const QVector2D v(2.0f / r.width(), 2.0f / r.height()); |
| Q_ASSERT(sizeof(v) == 8); |
| memcpy(buf->data() + 64, &v, 8); |
| changed = true; |
| } |
| |
| if (state.isOpacityDirty()) { |
| const float opacity = state.opacity(); |
| memcpy(buf->data() + 72, &opacity, 4); |
| changed = true; |
| } |
| |
| return changed; |
| } |
| |
| |
| QSGSmoothColorMaterial::QSGSmoothColorMaterial() |
| { |
| setFlag(RequiresFullMatrixExceptTranslate, true); |
| setFlag(Blending, true); |
| setFlag(SupportsRhiShader, true); |
| } |
| |
| int QSGSmoothColorMaterial::compare(const QSGMaterial *) const |
| { |
| // all state in vertex attributes -> all smoothcolor materials are equal |
| return 0; |
| } |
| |
| QSGMaterialType *QSGSmoothColorMaterial::type() const |
| { |
| static QSGMaterialType type; |
| return &type; |
| } |
| |
| QSGMaterialShader *QSGSmoothColorMaterial::createShader() const |
| { |
| if (flags().testFlag(RhiShaderWanted)) |
| return new SmoothColorMaterialRhiShader; |
| else |
| return new SmoothColorMaterialShader; |
| } |
| |
| QSGDefaultInternalRectangleNode::QSGDefaultInternalRectangleNode() |
| { |
| setMaterial(&m_material); |
| } |
| |
| void QSGDefaultInternalRectangleNode::updateMaterialAntialiasing() |
| { |
| if (m_antialiasing) |
| setMaterial(&m_smoothMaterial); |
| else |
| setMaterial(&m_material); |
| } |
| |
| void QSGDefaultInternalRectangleNode::updateMaterialBlending(QSGNode::DirtyState *state) |
| { |
| // smoothed material is always blended, so no change in material state |
| if (material() == &m_material) { |
| bool wasBlending = (m_material.flags() & QSGMaterial::Blending); |
| bool isBlending = (m_gradient_stops.size() > 0 && !m_gradient_is_opaque) |
| || (m_color.alpha() < 255 && m_color.alpha() != 0) |
| || (m_pen_width > 0 && m_border_color.alpha() < 255); |
| if (wasBlending != isBlending) { |
| m_material.setFlag(QSGMaterial::Blending, isBlending); |
| *state |= QSGNode::DirtyMaterial; |
| } |
| } |
| } |
| |
| QT_END_NAMESPACE |