/**************************************************************************** ** ** Copyright (C) 2016 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 "scene3dsgmaterialshader_p.h" #include #include #include #include QT_BEGIN_NAMESPACE namespace { inline bool isPowerOfTwo(int x) { // Assumption: x >= 1 return x == (x & -x); } } namespace Qt3DRender { /*! \class Qt3DCore::SCene3DMaterialShader \internal \brief The Qt3DRender::Scene3DSGMaterialShader class is a custom QSGMaterialShader subclass instantiated by a Qt3DRender::Scene3DSGMateria1 The Qt3DRender::Scene3DSGMaterialShader provides a shader that renders a texture using premultiplied alpha. */ QSGMaterialType Scene3DSGMaterialShader::type; Scene3DSGMaterialShader::Scene3DSGMaterialShader() : QSGMaterialShader() , m_matrixId(-1) , m_opacityId(-1) { } const char * const *Scene3DSGMaterialShader::attributeNames() const { static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; return attr; } const char *Scene3DSGMaterialShader::vertexShader() const { QOpenGLContext *ctx = QOpenGLContext::currentContext(); if (ctx->format().version() >= qMakePair(3, 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { return "" "#version 150 core \n" "uniform mat4 qt_Matrix; \n" "in vec4 qt_VertexPosition; \n" "in vec2 qt_VertexTexCoord; \n" "out vec2 qt_TexCoord; \n" "void main() { \n" " qt_TexCoord = qt_VertexTexCoord; \n" " gl_Position = qt_Matrix * qt_VertexPosition; \n" "}"; } else { return "" "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" "}"; } } const char *Scene3DSGMaterialShader::fragmentShader() const { QOpenGLContext *ctx = QOpenGLContext::currentContext(); if (ctx->format().version() >= qMakePair(3, 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { return "" "#version 150 core \n" "uniform sampler2D source; \n" "uniform float qt_Opacity; \n" "in vec2 qt_TexCoord; \n" "out vec4 fragColor; \n" "void main() { \n" " vec4 p = texture(source, qt_TexCoord); \n" " fragColor = vec4(p.rgb * p.a, qt_Opacity * p.a); \n" "}"; } else { return "" "uniform highp sampler2D source; \n" "uniform highp float qt_Opacity; \n" "varying highp vec2 qt_TexCoord; \n" "void main() { \n" " highp vec4 p = texture2D(source, qt_TexCoord); \n" " gl_FragColor = vec4(p.rgb * p.a, qt_Opacity * p.a); \n" "}"; } } void Scene3DSGMaterialShader::initialize() { m_matrixId = program()->uniformLocation("qt_Matrix"); m_opacityId = program()->uniformLocation("qt_Opacity"); } void Scene3DSGMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); Scene3DSGMaterial *tx = static_cast(newEffect); Scene3DSGMaterial *oldTx = static_cast(oldEffect); QSGTexture *t = tx->texture(); bool npotSupported = const_cast(state.context()) ->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat); if (!npotSupported) { QSize size = t->textureSize(); const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height()); if (isNpot) { t->setHorizontalWrapMode(QSGTexture::ClampToEdge); t->setVerticalWrapMode(QSGTexture::ClampToEdge); } } if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) t->bind(); else t->updateBindOptions(); if (state.isMatrixDirty()) program()->setUniformValue(m_matrixId, state.combinedMatrix()); if (state.isOpacityDirty()) program()->setUniformValue(m_opacityId, state.opacity()); } } // namespace Qt3DRender QT_END_NAMESPACE