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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-12 12:12:30 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-13 09:22:22 +0000
commitb943809c41cda9c01f26ba02ece4b6690b528d48 (patch)
tree575f87d301c4300ed8d06da12f043e9d7749e129 /src/quick/items/qquickgenericshadereffect.cpp
parent3d2b9ef7ecd86db032942cbd68d6b9c610a03d9b (diff)
Add the skeleton for the new, more generic shader effect impl
which should route and place most of its work into the scenegraph. And fix a test. Change-Id: I04f29cba53c2bab62e41b3b524794d3c4d20a472 Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/quick/items/qquickgenericshadereffect.cpp')
-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp127
1 files changed, 127 insertions, 0 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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 <private/qquickgenericshadereffect_p.h>
+
+QT_BEGIN_NAMESPACE
+
+// The generic shader effect is used when the scenegraph backend indicates
+// SupportsShaderEffectV2. This, unlike the monolithic and interconnected (e.g.
+// with particles) OpenGL variant, passes most of the work to a scenegraph node
+// created via the adaptation layer, thus allowing different implementation in
+// the backends.
+
+QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, QObject *parent)
+ : QObject(parent)
+ , m_item(item)
+ , m_meshResolution(1, 1)
+ , m_mesh(0)
+ , m_cullMode(QQuickShaderEffect::NoCulling)
+ , m_status(QQuickShaderEffect::Uncompiled)
+ , m_blending(true)
+ , m_supportsAtlasTextures(false)
+{
+}
+
+QQuickGenericShaderEffect::~QQuickGenericShaderEffect()
+{
+}
+
+void QQuickGenericShaderEffect::setFragmentShader(const QByteArray &code)
+{
+ Q_UNUSED(code);
+}
+
+void QQuickGenericShaderEffect::setVertexShader(const QByteArray &code)
+{
+ Q_UNUSED(code);
+}
+
+void QQuickGenericShaderEffect::setBlending(bool enable)
+{
+ Q_UNUSED(enable);
+}
+
+QVariant QQuickGenericShaderEffect::mesh() const
+{
+ return m_mesh ? qVariantFromValue(static_cast<QObject *>(m_mesh))
+ : qVariantFromValue(m_meshResolution);
+}
+
+void QQuickGenericShaderEffect::setMesh(const QVariant &mesh)
+{
+ Q_UNUSED(mesh);
+}
+
+void QQuickGenericShaderEffect::setCullMode(QQuickShaderEffect::CullMode face)
+{
+ Q_UNUSED(face);
+}
+
+void QQuickGenericShaderEffect::setSupportsAtlasTextures(bool supports)
+{
+ Q_UNUSED(supports);
+}
+
+void QQuickGenericShaderEffect::handleEvent(QEvent *event)
+{
+ Q_UNUSED(event);
+}
+
+void QQuickGenericShaderEffect::handleGeometryChanged(const QRectF &, const QRectF &)
+{
+}
+
+QSGNode *QQuickGenericShaderEffect::handleUpdatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
+{
+ Q_UNUSED(oldNode);
+ return nullptr;
+}
+
+void QQuickGenericShaderEffect::handleComponentComplete()
+{
+}
+
+void QQuickGenericShaderEffect::handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value)
+{
+ Q_UNUSED(change);
+ Q_UNUSED(value);
+}
+
+QT_END_NAMESPACE