/**************************************************************************** ** ** 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include 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(tex->width()))); } else { d->m_textureParameter->setValue(0); d->m_textureSizeParameter->setValue(QVariant::fromValue(1.f)); } } } // namespace Qt3DExtras QT_END_NAMESPACE