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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D 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 "qtext2dmaterial_p.h"
+#include "qtext2dmaterial_p_p.h"
+#include <Qt3DRender/qfilterkey.h>
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qgraphicsapifilter.h>
+#include <Qt3DRender/qblendequation.h>
+#include <Qt3DRender/qblendequationarguments.h>
+#include <Qt3DRender/qdepthtest.h>
+#include <Qt3DRender/qabstracttexture.h>
+#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DExtras {
+
+QText2DMaterialPrivate::QText2DMaterialPrivate()
+ : QMaterialPrivate()
+ , m_effect(new Qt3DRender::QEffect())
+ , m_distanceFieldTexture(nullptr)
+ , m_textureParameter(new Qt3DRender::QParameter(QStringLiteral("distanceFieldTexture"), QVariant(0)))
+ , m_textureSizeParameter(new Qt3DRender::QParameter(QStringLiteral("textureSize"), QVariant(256.f)))
+ , m_colorParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(255, 255, 255, 255))))
+ , m_gl3Technique(new Qt3DRender::QTechnique())
+ , m_gl2Technique(new Qt3DRender::QTechnique())
+ , m_es2Technique(new Qt3DRender::QTechnique())
+ , m_gl3RenderPass(new Qt3DRender::QRenderPass())
+ , m_gl2RenderPass(new Qt3DRender::QRenderPass())
+ , m_es2RenderPass(new Qt3DRender::QRenderPass())
+ , m_gl3ShaderProgram(new Qt3DRender::QShaderProgram())
+ , m_gl2es2ShaderProgram(new Qt3DRender::QShaderProgram())
+ , m_blend(new Qt3DRender::QBlendEquation())
+ , m_blendArgs(new Qt3DRender::QBlendEquationArguments())
+ , m_depthTest(new Qt3DRender::QDepthTest())
+{
+}
+
+void QText2DMaterialPrivate::init()
+{
+ m_gl3ShaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/distancefieldtext.vert"))));
+ m_gl3ShaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/distancefieldtext.frag"))));
+
+ m_gl2es2ShaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/distancefieldtext.vert"))));
+ m_gl2es2ShaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/distancefieldtext.frag"))));
+
+ m_blend->setBlendFunction(Qt3DRender::QBlendEquation::Add);
+ m_blendArgs->setSourceRgba(Qt3DRender::QBlendEquationArguments::SourceAlpha);
+ m_blendArgs->setDestinationRgba(Qt3DRender::QBlendEquationArguments::OneMinusSourceAlpha);
+ m_depthTest->setDepthFunction(Qt3DRender::QDepthTest::LessOrEqual);
+
+ m_gl3RenderPass->setShaderProgram(m_gl3ShaderProgram);
+ m_gl3RenderPass->addRenderState(m_blend);
+ m_gl3RenderPass->addRenderState(m_blendArgs);
+ m_gl3RenderPass->addRenderState(m_depthTest);
+
+ m_gl2RenderPass->setShaderProgram(m_gl2es2ShaderProgram);
+ m_gl2RenderPass->addRenderState(m_blend);
+ m_gl2RenderPass->addRenderState(m_blendArgs);
+ m_gl2RenderPass->addRenderState(m_depthTest);
+
+ m_es2RenderPass->setShaderProgram(m_gl2es2ShaderProgram);
+ m_es2RenderPass->addRenderState(m_blend);
+ m_es2RenderPass->addRenderState(m_blendArgs);
+ m_es2RenderPass->addRenderState(m_depthTest);
+
+ m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
+ m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
+ m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
+ m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
+ m_gl3Technique->addRenderPass(m_gl3RenderPass);
+
+ m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
+ m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
+ m_gl2Technique->addRenderPass(m_gl2RenderPass);
+
+ m_es2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
+ m_es2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_es2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_es2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
+ m_es2Technique->addRenderPass(m_es2RenderPass);
+
+ Qt3DRender::QFilterKey *filterKey = new Qt3DRender::QFilterKey(q_func());
+ filterKey->setName(QStringLiteral("renderingStyle"));
+ filterKey->setValue(QStringLiteral("forward"));
+ m_gl3Technique->addFilterKey(filterKey);
+ m_gl2Technique->addFilterKey(filterKey);
+ m_es2Technique->addFilterKey(filterKey);
+
+ m_effect->addTechnique(m_gl3Technique);
+ m_effect->addTechnique(m_gl2Technique);
+ m_effect->addTechnique(m_es2Technique);
+ m_effect->addParameter(m_textureParameter);
+ m_effect->addParameter(m_textureSizeParameter);
+ m_effect->addParameter(m_colorParameter);
+
+ q_func()->setEffect(m_effect);
+}
+
+QText2DMaterial::QText2DMaterial(Qt3DCore::QNode *parent)
+ : QMaterial(*new QText2DMaterialPrivate(), parent)
+{
+ Q_D(QText2DMaterial);
+ d->init();
+}
+
+QText2DMaterial::~QText2DMaterial()
+{
+}
+
+void QText2DMaterial::setColor(const QColor &color)
+{
+ Q_D(QText2DMaterial);
+ d->m_colorParameter->setValue(QVariant::fromValue(color));
+}
+
+void QText2DMaterial::setDistanceFieldTexture(Qt3DRender::QAbstractTexture *tex)
+{
+ Q_D(QText2DMaterial);
+ d->m_distanceFieldTexture = tex;
+
+ if (tex) {
+ d->m_textureParameter->setValue(QVariant::fromValue(tex));
+ d->m_textureSizeParameter->setValue(QVariant::fromValue(static_cast<float>(tex->width())));
+ } else {
+ d->m_textureParameter->setValue(0);
+ d->m_textureSizeParameter->setValue(QVariant::fromValue(1.f));
+ }
+}
+
+} // namespace Qt3DExtras
+
+QT_END_NAMESPACE