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/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Qt scene graph research project.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights.  These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef TEXTUREMATERIAL_H
#define TEXTUREMATERIAL_H

#include "material.h"
#include "utilities.h"

class QT_SCENEGRAPH_EXPORT TextureMaterial : public AbstractEffect
{
public:
    TextureMaterial() : m_texture(0), m_opaque(true), m_linear_filtering(false) { }

    virtual AbstractEffectType *type() const;
    virtual AbstractEffectProgram *createProgram() const;
    virtual int compare(const AbstractEffect *other) const;

    // ### gunnar: opaque -> alpha, as "hasAlphaChannel()" is what we normally use
    void setTexture(TextureReference *texture, bool opaque = false);
    TextureReference *texture() const { return m_texture; }

    void setLinearFiltering(bool linearFiltering) { m_linear_filtering = linearFiltering; }
    bool linearFiltering() const { return m_linear_filtering; }

    static bool is(const AbstractEffect *effect);

protected:
    TextureReference *m_texture;
    bool m_opaque;
    bool m_linear_filtering;
};

class TextureMaterialData : public AbstractShaderEffectProgram
{
public:
    virtual void updateRendererState(Renderer *renderer, Renderer::Updates updates);
    virtual void updateEffectState(Renderer *renderer, AbstractEffect *newEffect, AbstractEffect *oldEffect);
    virtual void initialize();
    virtual const char *vertexShader() const;
    virtual const char *fragmentShader() const;
    virtual const Attributes attributes() const;
    virtual const QGL::VertexAttribute *requiredFields() const;

    static const QGL::VertexAttribute attributeIds[];
    static const char *const attributeNames[];
    static AbstractEffectType type;

    int m_matrix_id;
};


class QT_SCENEGRAPH_EXPORT TextureMaterialWithOpacity : public TextureMaterial
{
public:
    TextureMaterialWithOpacity() : m_opacity(1) { }

    virtual AbstractEffectType *type() const;
    virtual AbstractEffectProgram *createProgram() const;
    virtual int compare(const AbstractEffect *other) const;
    void setTexture(TextureReference *texture, bool opaque = false);

    void setOpacity(qreal opacity);
    qreal opacity() const { return m_opacity; }

    static bool is(const AbstractEffect *effect);

private:
    qreal m_opacity;
};


#endif // TEXTUREMATERIAL_H