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#include "qsgdefaultspritenode_p.h"
#include <QtQuick/QSGMaterial>
#include <QtGui/QOpenGLShaderProgram>
QT_BEGIN_NAMESPACE
struct SpriteVertex {
float x;
float y;
float tx;
float ty;
};
struct SpriteVertices {
SpriteVertex v1;
SpriteVertex v2;
SpriteVertex v3;
SpriteVertex v4;
};
class QQuickSpriteMaterial : public QSGMaterial
{
public:
QQuickSpriteMaterial();
~QQuickSpriteMaterial();
QSGMaterialType *type() const override { static QSGMaterialType type; return &type; }
QSGMaterialShader *createShader() const override;
int compare(const QSGMaterial *other) const override
{
return this - static_cast<const QQuickSpriteMaterial *>(other);
}
QSGTexture *texture = nullptr;
float animT = 0.0f;
float animX1 = 0.0f;
float animY1 = 0.0f;
float animX2 = 0.0f;
float animY2 = 0.0f;
float animW = 1.0f;
float animH = 1.0f;
};
QQuickSpriteMaterial::QQuickSpriteMaterial()
{
setFlag(Blending, true);
setFlag(SupportsRhiShader, true);
}
QQuickSpriteMaterial::~QQuickSpriteMaterial()
{
delete texture;
}
class SpriteMaterialShader : public QSGMaterialShader
{
public:
SpriteMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) override
{
QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
m->texture->bind();
program()->setUniformValue(m_opacity_id, state.opacity());
program()->setUniformValue(m_animData_id, m->animW, m->animH, m->animT);
program()->setUniformValue(m_animPos_id, m->animX1, m->animY1, m->animX2, m->animY2);
if (state.isMatrixDirty())
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
void initialize() override {
m_matrix_id = program()->uniformLocation("qt_Matrix");
m_opacity_id = program()->uniformLocation("qt_Opacity");
m_animData_id = program()->uniformLocation("animData");
m_animPos_id = program()->uniformLocation("animPos");
}
char const *const *attributeNames() const override {
static const char *attr[] = {
"vPos",
"vTex",
nullptr
};
return attr;
}
int m_matrix_id;
int m_opacity_id;
int m_animData_id;
int m_animPos_id;
};
class SpriteMaterialRhiShader : public QSGMaterialRhiShader
{
public:
SpriteMaterialRhiShader();
bool updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
SpriteMaterialRhiShader::SpriteMaterialRhiShader()
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.vert.qsb"));
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.frag.qsb"));
}
bool SpriteMaterialRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
#ifdef QT_NO_DEBUG
Q_UNUSED(oldMaterial);
#endif
Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
bool changed = false;
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 96);
if (state.isMatrixDirty()) {
const QMatrix4x4 m = state.combinedMatrix();
memcpy(buf->data(), m.constData(), 64);
changed = true;
}
float animPosAndData[7] = { mat->animX1, mat->animY1, mat->animX2, mat->animY2,
mat->animW, mat->animH, mat->animT };
memcpy(buf->data() + 64, animPosAndData, 28);
changed = true;
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(buf->data() + 92, &opacity, 4);
changed = true;
}
return changed;
}
void SpriteMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
if (binding != 1)
return;
#ifdef QT_NO_DEBUG
Q_UNUSED(oldMaterial);
#endif
Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
QSGTexture *t = mat->texture;
t->updateRhiTexture(state.rhi(), state.resourceUpdateBatch());
*texture = t;
}
QSGMaterialShader *QQuickSpriteMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted))
return new SpriteMaterialRhiShader;
else
return new SpriteMaterialShader;
}
static QSGGeometry::Attribute Sprite_Attributes[] = {
QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // pos
QSGGeometry::Attribute::create(1, 2, QSGGeometry::FloatType), // tex
};
static QSGGeometry::AttributeSet Sprite_AttributeSet =
{
2, // Attribute Count
(2+2) * sizeof(float),
Sprite_Attributes
};
QSGDefaultSpriteNode::QSGDefaultSpriteNode()
: m_material(new QQuickSpriteMaterial)
, m_geometryDirty(true)
, m_sheetSize(QSize(64, 64))
{
// Setup geometry data
m_geometry = new QSGGeometry(Sprite_AttributeSet, 4, 6);
m_geometry->setDrawingMode(QSGGeometry::DrawTriangles);
quint16 *indices = m_geometry->indexDataAsUShort();
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 1;
indices[4] = 3;
indices[5] = 2;
setGeometry(m_geometry);
setMaterial(m_material);
setFlag(OwnsGeometry, true);
setFlag(OwnsMaterial, true);
}
void QSGDefaultSpriteNode::setTexture(QSGTexture *texture)
{
m_material->texture = texture;
m_geometryDirty = true;
markDirty(DirtyMaterial);
}
void QSGDefaultSpriteNode::setTime(float time)
{
m_material->animT = time;
markDirty(DirtyMaterial);
}
void QSGDefaultSpriteNode::setSourceA(const QPoint &source)
{
if (m_sourceA != source) {
m_sourceA = source;
m_material->animX1 = static_cast<float>(source.x()) / m_sheetSize.width();
m_material->animY1 = static_cast<float>(source.y()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGDefaultSpriteNode::setSourceB(const QPoint &source)
{
if (m_sourceB != source) {
m_sourceB = source;
m_material->animX2 = static_cast<float>(source.x()) / m_sheetSize.width();
m_material->animY2 = static_cast<float>(source.y()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGDefaultSpriteNode::setSpriteSize(const QSize &size)
{
if (m_spriteSize != size) {
m_spriteSize = size;
m_material->animW = static_cast<float>(size.width()) / m_sheetSize.width();
m_material->animH = static_cast<float>(size.height()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGDefaultSpriteNode::setSheetSize(const QSize &size)
{
if (m_sheetSize != size) {
m_sheetSize = size;
// Update all dependent properties
m_material->animX1 = static_cast<float>(m_sourceA.x()) / m_sheetSize.width();
m_material->animY1 = static_cast<float>(m_sourceA.y()) / m_sheetSize.height();
m_material->animX2 = static_cast<float>(m_sourceB.x()) / m_sheetSize.width();
m_material->animY2 = static_cast<float>(m_sourceB.y()) / m_sheetSize.height();
m_material->animW = static_cast<float>(m_spriteSize.width()) / m_sheetSize.width();
m_material->animH = static_cast<float>(m_spriteSize.height()) / m_sheetSize.height();
markDirty(DirtyMaterial);
}
}
void QSGDefaultSpriteNode::setSize(const QSizeF &size)
{
if (m_size != size) {
m_size = size;
m_geometryDirty = true;
}
}
void QSGDefaultSpriteNode::setFiltering(QSGTexture::Filtering filtering)
{
m_material->texture->setFiltering(filtering);
markDirty(DirtyMaterial);
}
void QSGDefaultSpriteNode::update()
{
if (m_geometryDirty) {
updateGeometry();
m_geometryDirty = false;
}
}
void QSGDefaultSpriteNode::updateGeometry()
{
if (!m_material->texture)
return;
SpriteVertices *p = (SpriteVertices *) m_geometry->vertexData();
QRectF texRect = m_material->texture->normalizedTextureSubRect();
p->v1.tx = texRect.topLeft().x();
p->v1.ty = texRect.topLeft().y();
p->v2.tx = texRect.topRight().x();
p->v2.ty = texRect.topRight().y();
p->v3.tx = texRect.bottomLeft().x();
p->v3.ty = texRect.bottomLeft().y();
p->v4.tx = texRect.bottomRight().x();
p->v4.ty = texRect.bottomRight().y();
p->v1.x = 0;
p->v1.y = 0;
p->v2.x = m_size.width();
p->v2.y = 0;
p->v3.x = 0;
p->v3.y = m_size.height();
p->v4.x = m_size.width();
p->v4.y = m_size.height();
markDirty(DirtyGeometry);
}
QT_END_NAMESPACE