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#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