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#include "qsgvivantevideomaterialshader.h"
#include "qsgvivantevideonode.h"
#include "qsgvivantevideomaterial.h"
QSGVivanteVideoMaterialShader::QSGVivanteVideoMaterialShader() :
mUScale(1),
mVScale(1),
mNewUVScale(true)
{
}
void QSGVivanteVideoMaterialShader::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
QSGVivanteVideoMaterial *mat = static_cast<QSGVivanteVideoMaterial *>(newMaterial);
program()->setUniformValue(mIdTexture, 0);
mat->bind();
if (state.isOpacityDirty()) {
mat->setOpacity(state.opacity());
program()->setUniformValue(mIdOpacity, state.opacity());
}
if (mNewUVScale) {
program()->setUniformValue(mIdUVScale, mUScale, mVScale);
mNewUVScale = false;
}
if (state.isMatrixDirty())
program()->setUniformValue(mIdMatrix, state.combinedMatrix());
}
const char * const *QSGVivanteVideoMaterialShader::attributeNames() const {
static const char *names[] = {
"qt_VertexPosition",
"qt_VertexTexCoord",
0
};
return names;
}
void QSGVivanteVideoMaterialShader::setUVScale(float uScale, float vScale)
{
mUScale = uScale;
mVScale = vScale;
mNewUVScale = true;
}
const char *QSGVivanteVideoMaterialShader::vertexShader() const {
static const char *shader =
"uniform highp mat4 qt_Matrix; \n"
"attribute highp vec4 qt_VertexPosition; \n"
"attribute highp vec2 qt_VertexTexCoord; \n"
"varying highp vec2 qt_TexCoord; \n"
"void main() { \n"
" qt_TexCoord = qt_VertexTexCoord; \n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
return shader;
}
const char *QSGVivanteVideoMaterialShader::fragmentShader() const {
static const char *shader =
"uniform sampler2D texture;"
"uniform lowp float opacity;"
"uniform highp vec2 uvScale;"
""
"varying highp vec2 qt_TexCoord;"
""
"void main()"
"{"
" gl_FragColor = vec4(texture2D( texture, qt_TexCoord * uvScale ).rgb, 1.0) * opacity;\n"
"}";
return shader;
}
void QSGVivanteVideoMaterialShader::initialize() {
mIdMatrix = program()->uniformLocation("qt_Matrix");
mIdTexture = program()->uniformLocation("texture");
mIdOpacity = program()->uniformLocation("opacity");
mIdUVScale = program()->uniformLocation("uvScale");
}