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authorKent Hansen <kent.hansen@nokia.com>2011-11-23 15:14:07 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-02 14:18:20 +0100
commit6c8378eaf1edbbefe6aaa3672b0127816a004fd7 (patch)
tree8ee08fb447e052f7a7a685fbeaaa04f04ea60126 /src/quick/items/qquickshadereffect.cpp
parente01219b77b1e889e70437635905d7ff820568e23 (diff)
Say hello to QtQuick module
This change moves the QtQuick 2 types and C++ API (including SceneGraph) to a new module (AKA library), QtQuick. 99% of this change is moving files from src/declarative to src/quick, and from tests/auto/declarative to tests/auto/qtquick2. The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to a plugin, src/imports/qtquick2, just like it's done for QtQuick 1. All tools, examples, and tests that use QtQuick C++ API have gotten "QT += quick" or "QT += quick-private" added to their .pro file. A few additional internal QtDeclarative classes had to be exported (via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the QtQuick 2 implementation. The old header locations (e.g. QtDeclarative/qquickitem.h) will still be supported for some time, but will produce compile-time warnings. (To avoid the QtQuick implementation using the compatibility headers (since QtDeclarative's includepath comes first), a few include statements were modified, e.g. from "#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".) There's a change in qtbase that automatically adds QtQuick to the module list if QtDeclarative is used. Together with the compatibility headers, this should help reduce the migration pain for existing projects. In theory, simply getting an existing QtDeclarative-based project to compile and link shouldn't require any changes for now -- but porting to the new scheme is of course recommended, and will eventually become mandatory. Task-number: QTBUG-22889 Reviewed-by: Lars Knoll <lars.knoll@nokia.com> Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7 Reviewed-by: Kent Hansen <kent.hansen@nokia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
Diffstat (limited to 'src/quick/items/qquickshadereffect.cpp')
-rw-r--r--src/quick/items/qquickshadereffect.cpp763
1 files changed, 763 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
new file mode 100644
index 0000000000..7572a0cf0d
--- /dev/null
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -0,0 +1,763 @@
+/****************************************************************************
+**
+** 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 QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <private/qquickshadereffect_p.h>
+#include <private/qquickshadereffectnode_p.h>
+
+#include <QtQuick/qsgmaterial.h>
+#include "qquickitem_p.h"
+
+#include <QtQuick/private/qsgcontext_p.h>
+#include <QtQuick/private/qsgtextureprovider_p.h>
+#include "qquickcanvas.h"
+
+#include "qquickimage_p.h"
+#include "qquickshadereffectsource_p.h"
+
+#include <QtCore/qsignalmapper.h>
+#include <QtGui/qopenglframebufferobject.h>
+
+QT_BEGIN_NAMESPACE
+
+static const char qt_default_vertex_code[] =
+ "uniform highp mat4 qt_Matrix; \n"
+ "attribute highp vec4 qt_Vertex; \n"
+ "attribute highp vec2 qt_MultiTexCoord0; \n"
+ "varying highp vec2 qt_TexCoord0; \n"
+ "void main() { \n"
+ " qt_TexCoord0 = qt_MultiTexCoord0; \n"
+ " gl_Position = qt_Matrix * qt_Vertex; \n"
+ "}";
+
+static const char qt_default_fragment_code[] =
+ "varying highp vec2 qt_TexCoord0; \n"
+ "uniform sampler2D source; \n"
+ "uniform lowp float qt_Opacity; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
+ "}";
+
+static const char qt_position_attribute_name[] = "qt_Vertex";
+static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
+
+const char *qtPositionAttributeName()
+{
+ return qt_position_attribute_name;
+}
+
+const char *qtTexCoordAttributeName()
+{
+ return qt_texcoord_attribute_name;
+}
+
+/*!
+ \qmlclass ShaderEffect QQuickShaderEffect
+ \inqmlmodule QtQuick 2
+ \ingroup qml-basic-visual-elements
+ \brief The ShaderEffect element applies custom shaders to a rectangle.
+ \inherits Item
+
+ The ShaderEffect element applies a custom OpenGL
+ \l{vertexShader}{vertex} and \l{fragmentShader}{fragment} shader to a
+ rectangle. It allows you to write effects such as drop shadow, blur,
+ colorize and page curl directly in QML.
+
+ There are two types of input to the \l vertexShader:
+ uniform variables and attributes. Some are predefined:
+ \list
+ \o uniform mat4 qt_Matrix - combined transformation
+ matrix, the product of the matrices from the root item to this
+ ShaderEffect, and an orthogonal projection.
+ \o uniform float qt_Opacity - combined opacity, the product of the
+ opacities from the root item to this ShaderEffect.
+ \o attribute vec4 qt_Vertex - vertex position, the top-left vertex has
+ position (0, 0), the bottom-right (\l{Item::width}{width},
+ \l{Item::height}{height}).
+ \o attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left
+ coordinate is (0, 0), the bottom-right (1, 1).
+ \endlist
+
+ In addition, any property that can be mapped to an OpenGL Shading Language
+ (GLSL) type is available as a uniform variable. The following list shows
+ how properties are mapped to GLSL uniform variables:
+ \list
+ \o bool, int, qreal -> bool, int, float - If the type in the shader is not
+ the same as in QML, the value is converted automatically.
+ \o QColor -> vec4 - When colors are passed to the shader, they are first
+ premultiplied. Thus Qt.rgba(0.2, 0.6, 1.0, 0.5) becomes
+ vec4(0.1, 0.3, 0.5, 0.5) in the shader, for example.
+ \o QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in
+ the shader.
+ \o QPoint, QPointF, QSize, QSizeF -> vec2
+ \o QVector3D -> vec3
+ \o QTransform -> mat4
+ \o \l Image, \l ShaderEffectSource -> sampler2D - Origin is in the top-left
+ corner, and the color values are premultiplied.
+ \endlist
+
+ The output from the \l fragmentShader should be premultiplied. If
+ \l blending is enabled, source-over blending is used. However, additive
+ blending can be achieved by outputting zero in the alpha channel.
+
+ \row
+ \o \image declarative-shadereffectitem.png
+ \o \qml
+ import QtQuick 2.0
+
+ Rectangle {
+ width: 200; height: 100
+ Row {
+ Image { id: img; sourceSize { width: 100; height: 100 } source: "qt-logo.png" }
+ ShaderEffect {
+ width: 100; height: 100
+ property variant src: img
+ vertexShader: "
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 coord;
+ void main() {
+ coord = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+ }"
+ fragmentShader: "
+ varying highp vec2 coord;
+ uniform sampler2D src;
+ uniform lowp float qt_Opacity;
+ void main() {
+ lowp vec4 tex = texture2D(src, coord);
+ gl_FragColor = vec4(vec3(dot(tex.rgb, vec3(0.344, 0.5, 0.156))), tex.a) * qt_Opacity;
+ }"
+ }
+ }
+ }
+ \endqml
+ \endrow
+
+ By default, the ShaderEffect consists of four vertices, one for each
+ corner. For non-linear vertex transformations, like page curl, you can
+ specify a fine grid of vertices by specifying a \l mesh resolution.
+
+ \note Scene Graph textures have origin in the top-left corner rather than
+ bottom-left which is common in OpenGL.
+*/
+
+QQuickShaderEffect::QQuickShaderEffect(QQuickItem *parent)
+ : QQuickItem(parent)
+ , m_meshResolution(1, 1)
+ , m_mesh(0)
+ , m_cullMode(NoCulling)
+ , m_blending(true)
+ , m_dirtyData(true)
+ , m_programDirty(true)
+ , m_dirtyMesh(true)
+ , m_dirtyGeometry(true)
+{
+ setFlag(QQuickItem::ItemHasContents);
+}
+
+QQuickShaderEffect::~QQuickShaderEffect()
+{
+ reset();
+}
+
+void QQuickShaderEffect::componentComplete()
+{
+ updateProperties();
+ QQuickItem::componentComplete();
+}
+
+/*!
+ \qmlproperty string QtQuick2::ShaderEffect::fragmentShader
+
+ This property holds the fragment shader's GLSL source code.
+ The default shader passes the texture coordinate along to the fragment
+ shader as "varying highp vec2 qt_TexCoord0".
+*/
+
+void QQuickShaderEffect::setFragmentShader(const QByteArray &code)
+{
+ if (m_source.fragmentCode.constData() == code.constData())
+ return;
+ m_source.fragmentCode = code;
+ if (isComponentComplete()) {
+ reset();
+ updateProperties();
+ update();
+ }
+ emit fragmentShaderChanged();
+}
+
+/*!
+ \qmlproperty string QtQuick2::ShaderEffect::vertexShader
+
+ This property holds the vertex shader's GLSL source code.
+ The default shader expects the texture coordinate to be passed from the
+ vertex shader as "varying highp vec2 qt_TexCoord0", and it samples from a
+ sampler2D named "source".
+*/
+
+void QQuickShaderEffect::setVertexShader(const QByteArray &code)
+{
+ if (m_source.vertexCode.constData() == code.constData())
+ return;
+ m_source.vertexCode = code;
+ if (isComponentComplete()) {
+ reset();
+ updateProperties();
+ update();
+ }
+ emit vertexShaderChanged();
+}
+
+/*!
+ \qmlproperty bool QtQuick2::ShaderEffect::blending
+
+ If this property is true, the output from the \l fragmentShader is blended
+ with the background using source-over blend mode. If false, the background
+ is disregarded. Blending decreases the performance, so you should set this
+ property to false when blending is not needed. The default value is true.
+*/
+
+void QQuickShaderEffect::setBlending(bool enable)
+{
+ if (blending() == enable)
+ return;
+
+ m_blending = enable;
+ update();
+
+ emit blendingChanged();
+}
+
+/*!
+ \qmlproperty variant QtQuick2::ShaderEffect::mesh
+
+ This property defines the mesh used to draw the ShaderEffect. It can hold
+ any mesh object deriving from \l QQuickShaderEffectMesh, such as \l GridMesh.
+ If a size value is assigned to this property, the ShaderEffect implicitly
+ uses a \l GridMesh with the value as
+ \l{GridMesh::resolution}{mesh resolution}. By default, this property is
+ the size 1x1.
+
+ \sa GridMesh
+*/
+
+QVariant QQuickShaderEffect::mesh() const
+{
+ return m_mesh ? qVariantFromValue(static_cast<QObject *>(m_mesh))
+ : qVariantFromValue(m_meshResolution);
+}
+
+void QQuickShaderEffect::setMesh(const QVariant &mesh)
+{
+ QQuickShaderEffectMesh *newMesh = qobject_cast<QQuickShaderEffectMesh *>(qVariantValue<QObject *>(mesh));
+ if (newMesh && newMesh == m_mesh)
+ return;
+ if (m_mesh)
+ disconnect(m_mesh, SIGNAL(geometryChanged()), this, 0);
+ m_mesh = newMesh;
+ if (m_mesh) {
+ connect(m_mesh, SIGNAL(geometryChanged()), this, SLOT(updateGeometry()));
+ } else {
+ if (qVariantCanConvert<QSize>(mesh)) {
+ m_meshResolution = mesh.toSize();
+ } else {
+ QList<QByteArray> res = mesh.toByteArray().split('x');
+ bool ok = res.size() == 2;
+ if (ok) {
+ int w = res.at(0).toInt(&ok);
+ if (ok) {
+ int h = res.at(1).toInt(&ok);
+ if (ok)
+ m_meshResolution = QSize(w, h);
+ }
+ }
+ if (!ok)
+ qWarning("ShaderEffect: mesh property must be size or object deriving from QQuickShaderEffectMesh.");
+ }
+ m_defaultMesh.setResolution(m_meshResolution);
+ }
+
+ m_dirtyMesh = true;
+ update();
+ emit meshChanged();
+}
+
+/*!
+ \qmlproperty enumeration QtQuick2::ShaderEffect::cullMode
+
+ This property defines which sides of the element should be visible.
+
+ \list
+ \o ShaderEffect.NoCulling - Both sides are visible
+ \o ShaderEffect.BackFaceCulling - only front side is visible
+ \o ShaderEffect.FrontFaceCulling - only back side is visible
+ \endlist
+
+ The default is NoCulling.
+*/
+
+void QQuickShaderEffect::setCullMode(CullMode face)
+{
+ if (face == m_cullMode)
+ return;
+ m_cullMode = face;
+ update();
+ emit cullModeChanged();
+}
+
+void QQuickShaderEffect::changeSource(int index)
+{
+ Q_ASSERT(index >= 0 && index < m_sources.size());
+ QVariant v = property(m_sources.at(index).name.constData());
+ setSource(v, index);
+}
+
+void QQuickShaderEffect::updateData()
+{
+ m_dirtyData = true;
+ update();
+}
+
+void QQuickShaderEffect::updateGeometry()
+{
+ m_dirtyGeometry = true;
+ update();
+}
+
+void QQuickShaderEffect::setSource(const QVariant &var, int index)
+{
+ Q_ASSERT(index >= 0 && index < m_sources.size());
+
+ SourceData &source = m_sources[index];
+
+ source.sourceObject = 0;
+ if (var.isNull()) {
+ return;
+ } else if (!qVariantCanConvert<QObject *>(var)) {
+ qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData());
+ return;
+ }
+
+ QObject *obj = qVariantValue<QObject *>(var);
+ QQuickItem *item = qobject_cast<QQuickItem *>(obj);
+ if (!item || !item->isTextureProvider()) {
+ qWarning("ShaderEffect: source uniform [%s] is not assigned a valid texture provider: %s [%s]",
+ source.name.constData(), qPrintable(obj->objectName()), obj->metaObject()->className());
+ return;
+ }
+
+ source.sourceObject = item;
+
+
+ // TODO: Find better solution.
+ // 'item' needs a canvas to get a scenegraph node.
+ // The easiest way to make sure it gets a canvas is to
+ // make it a part of the same item tree as 'this'.
+ if (item && item->parentItem() == 0) {
+ item->setParentItem(this);
+ item->setVisible(false);
+ }
+}
+
+void QQuickShaderEffect::disconnectPropertySignals()
+{
+ disconnect(this, 0, this, SLOT(updateData()));
+ for (int i = 0; i < m_sources.size(); ++i) {
+ SourceData &source = m_sources[i];
+ disconnect(this, 0, source.mapper, 0);
+ disconnect(source.mapper, 0, this, 0);
+ }
+}
+
+void QQuickShaderEffect::connectPropertySignals()
+{
+ QSet<QByteArray>::const_iterator it;
+ for (it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) {
+ int pi = metaObject()->indexOfProperty(it->constData());
+ if (pi >= 0) {
+ QMetaProperty mp = metaObject()->property(pi);
+ if (!mp.hasNotifySignal())
+ qWarning("QQuickShaderEffect: property '%s' does not have notification method!", it->constData());
+ QByteArray signalName("2");
+ signalName.append(mp.notifySignal().signature());
+ connect(this, signalName, this, SLOT(updateData()));
+ } else {
+ qWarning("QQuickShaderEffect: '%s' does not have a matching property!", it->constData());
+ }
+ }
+ for (int i = 0; i < m_sources.size(); ++i) {
+ SourceData &source = m_sources[i];
+ int pi = metaObject()->indexOfProperty(source.name.constData());
+ if (pi >= 0) {
+ QMetaProperty mp = metaObject()->property(pi);
+ QByteArray signalName("2");
+ signalName.append(mp.notifySignal().signature());
+ connect(this, signalName, source.mapper, SLOT(map()));
+ source.mapper->setMapping(this, i);
+ connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int)));
+ } else {
+ qWarning("QQuickShaderEffect: '%s' does not have a matching source!", source.name.constData());
+ }
+ }
+}
+
+void QQuickShaderEffect::reset()
+{
+ disconnectPropertySignals();
+
+ m_source.attributeNames.clear();
+ m_source.uniformNames.clear();
+ m_source.respectsOpacity = false;
+ m_source.respectsMatrix = false;
+ m_source.className = metaObject()->className();
+
+ for (int i = 0; i < m_sources.size(); ++i) {
+ const SourceData &source = m_sources.at(i);
+ delete source.mapper;
+ QQuickItem *item = qobject_cast<QQuickItem *>(source.sourceObject);
+ if (item && item->parentItem() == this)
+ item->setParentItem(0);
+ }
+ m_sources.clear();
+
+ m_programDirty = true;
+ m_dirtyMesh = true;
+}
+
+void QQuickShaderEffect::updateProperties()
+{
+ if (m_source.vertexCode.isEmpty()) {
+ m_source.attributeNames.append(QByteArray(qt_position_attribute_name));
+ m_source.attributeNames.append(QByteArray(qt_texcoord_attribute_name));
+ m_source.respectsMatrix = true;
+ } else {
+ lookThroughShaderCode(m_source.vertexCode);
+ }
+ if (m_source.fragmentCode.isEmpty()) {
+ m_source.respectsOpacity = true;
+ QByteArray name("source");
+ m_source.uniformNames.insert(name);
+ SourceData d;
+ d.mapper = new QSignalMapper;
+ d.name = name;
+ d.sourceObject = 0;
+ m_sources.append(d);
+ } else {
+ lookThroughShaderCode(m_source.fragmentCode);
+ }
+
+ if (!m_mesh && !m_source.attributeNames.contains(qt_position_attribute_name))
+ qWarning("QQuickShaderEffect: Missing reference to \'%s\'.", qt_position_attribute_name);
+ if (!m_mesh && !m_source.attributeNames.contains(qt_texcoord_attribute_name))
+ qWarning("QQuickShaderEffect: Missing reference to \'%s\'.", qt_texcoord_attribute_name);
+ if (!m_source.respectsMatrix)
+ qWarning("QQuickShaderEffect: Missing reference to \'qt_Matrix\'.");
+ if (!m_source.respectsOpacity)
+ qWarning("QQuickShaderEffect: Missing reference to \'qt_Opacity\'.");
+
+ for (int i = 0; i < m_sources.size(); ++i) {
+ QVariant v = property(m_sources.at(i).name);
+ setSource(v, i);
+ }
+
+ connectPropertySignals();
+}
+
+namespace {
+
+ enum VariableQualifier {
+ AttributeQualifier,
+ UniformQualifier
+ };
+
+ inline bool qt_isalpha(char c)
+ {
+ char ch = c | 0x20;
+ return (ch >= 'a' && ch <= 'z') || c == '_';
+ }
+
+ inline bool qt_isalnum(char c)
+ {
+ return qt_isalpha(c) || (c >= '0' && c <= '9');
+ }
+
+ inline bool qt_isspace(char c)
+ {
+ return c == ' ' || (c >= 0x09 && c <= 0x0d);
+ }
+
+ // Returns -1 if not found, returns index to first character after the name if found.
+ int qt_search_for_variable(const char *s, int length, int index, VariableQualifier &decl,
+ int &typeIndex, int &typeLength,
+ int &nameIndex, int &nameLength)
+ {
+ enum Identifier {
+ QualifierIdentifier, // Base state
+ PrecisionIdentifier,
+ TypeIdentifier,
+ NameIdentifier
+ };
+ Identifier expected = QualifierIdentifier;
+ bool compilerDirectiveExpected = index == 0;
+
+ while (index < length) {
+ // Skip whitespace.
+ while (qt_isspace(s[index])) {
+ compilerDirectiveExpected |= s[index] == '\n';
+ ++index;
+ }
+
+ if (qt_isalpha(s[index])) {
+ // Read identifier.
+ int idIndex = index;
+ ++index;
+ while (qt_isalnum(s[index]))
+ ++index;
+ int idLength = index - idIndex;
+
+ const int attrLen = sizeof("attribute") - 1;
+ const int uniLen = sizeof("uniform") - 1;
+ const int loLen = sizeof("lowp") - 1;
+ const int medLen = sizeof("mediump") - 1;
+ const int hiLen = sizeof("highp") - 1;
+
+ switch (expected) {
+ case QualifierIdentifier:
+ if (idLength == attrLen && qstrncmp("attribute", s + idIndex, attrLen) == 0) {
+ decl = AttributeQualifier;
+ expected = PrecisionIdentifier;
+ } else if (idLength == uniLen && qstrncmp("uniform", s + idIndex, uniLen) == 0) {
+ decl = UniformQualifier;
+ expected = PrecisionIdentifier;
+ }
+ break;
+ case PrecisionIdentifier:
+ if ((idLength == loLen && qstrncmp("lowp", s + idIndex, loLen) == 0)
+ || (idLength == medLen && qstrncmp("mediump", s + idIndex, medLen) == 0)
+ || (idLength == hiLen && qstrncmp("highp", s + idIndex, hiLen) == 0))
+ {
+ expected = TypeIdentifier;
+ break;
+ }
+ // Fall through.
+ case TypeIdentifier:
+ typeIndex = idIndex;
+ typeLength = idLength;
+ expected = NameIdentifier;
+ break;
+ case NameIdentifier:
+ nameIndex = idIndex;
+ nameLength = idLength;
+ return index; // Attribute or uniform declaration found. Return result.
+ default:
+ break;
+ }
+ } else if (s[index] == '#' && compilerDirectiveExpected) {
+ // Skip compiler directives.
+ ++index;
+ while (index < length && (s[index] != '\n' || s[index - 1] == '\\'))
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '/') {
+ // Skip comments.
+ index += 2;
+ while (index < length && s[index] != '\n')
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '*') {
+ // Skip comments.
+ index += 2;
+ while (index < length && (s[index] != '*' || s[index + 1] != '/'))
+ ++index;
+ if (index < length)
+ index += 2; // Skip star-slash.
+ } else {
+ expected = QualifierIdentifier;
+ ++index;
+ }
+ compilerDirectiveExpected = false;
+ }
+ return -1;
+ }
+}
+
+void QQuickShaderEffect::lookThroughShaderCode(const QByteArray &code)
+{
+ int index = 0;
+ int typeIndex, typeLength, nameIndex, nameLength;
+ const char *s = code.constData();
+ VariableQualifier decl;
+ while ((index = qt_search_for_variable(s, code.size(), index, decl, typeIndex, typeLength,
+ nameIndex, nameLength)) != -1)
+ {
+ if (decl == AttributeQualifier) {
+ m_source.attributeNames.append(QByteArray(s + nameIndex, nameLength));
+ } else {
+ Q_ASSERT(decl == UniformQualifier);
+
+ const int matLen = sizeof("qt_Matrix") - 1;
+ const int opLen = sizeof("qt_Opacity") - 1;
+ const int sampLen = sizeof("sampler2D") - 1;
+
+ if (nameLength == matLen && qstrncmp("qt_Matrix", s + nameIndex, matLen) == 0) {
+ m_source.respectsMatrix = true;
+ } else if (nameLength == opLen && qstrncmp("qt_Opacity", s + nameIndex, opLen) == 0) {
+ m_source.respectsOpacity = true;
+ } else {
+ QByteArray name(s + nameIndex, nameLength);
+ m_source.uniformNames.insert(name);
+ if (typeLength == sampLen && qstrncmp("sampler2D", s + typeIndex, sampLen) == 0) {
+ SourceData d;
+ d.mapper = new QSignalMapper;
+ d.name = name;
+ d.sourceObject = 0;
+ m_sources.append(d);
+ }
+ }
+ }
+ }
+}
+
+void QQuickShaderEffect::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
+{
+ m_dirtyGeometry = true;
+ QQuickItem::geometryChanged(newGeometry, oldGeometry);
+}
+
+QSGNode *QQuickShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
+{
+ QQuickShaderEffectNode *node = static_cast<QQuickShaderEffectNode *>(oldNode);
+
+ // In the case of a bad vertex shader, don't try to create a node...
+ if (m_source.attributeNames.isEmpty()) {
+ if (node)
+ delete node;
+ return 0;
+ }
+
+ if (!node) {
+ node = new QQuickShaderEffectNode;
+ m_programDirty = true;
+ m_dirtyData = true;
+ m_dirtyGeometry = true;
+ }
+
+ QQuickShaderEffectMaterial *material = node->shaderMaterial();
+
+ if (m_dirtyMesh) {
+ node->setGeometry(0);
+ m_dirtyMesh = false;
+ m_dirtyGeometry = true;
+ }
+
+ if (m_dirtyGeometry) {
+ node->setFlag(QSGNode::OwnsGeometry, false);
+ QSGGeometry *geometry = node->geometry();
+ QRectF rect(0, 0, width(), height());
+ QQuickShaderEffectMesh *mesh = m_mesh ? m_mesh : &m_defaultMesh;
+
+ geometry = mesh->updateGeometry(geometry, m_source.attributeNames, rect);
+ if (!geometry) {
+ delete node;
+ return 0;
+ }
+
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry, true);
+
+ m_dirtyGeometry = false;
+ }
+
+ if (m_programDirty) {
+ QQuickShaderEffectProgram s = m_source;
+ if (s.fragmentCode.isEmpty())
+ s.fragmentCode = qt_default_fragment_code;
+ if (s.vertexCode.isEmpty())
+ s.vertexCode = qt_default_vertex_code;
+ s.className = metaObject()->className();
+
+ material->setProgramSource(s);
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_programDirty = false;
+ }
+
+ // Update blending
+ if (bool(material->flags() & QSGMaterial::Blending) != m_blending) {
+ material->setFlag(QSGMaterial::Blending, m_blending);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (int(material->cullMode()) != int(m_cullMode)) {
+ material->setCullMode(QQuickShaderEffectMaterial::CullMode(m_cullMode));
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (m_dirtyData) {
+ QVector<QPair<QByteArray, QVariant> > values;
+ QVector<QPair<QByteArray, QSGTextureProvider *> > textures;
+ const QVector<QPair<QByteArray, QSGTextureProvider *> > &oldTextures = material->textureProviders();
+
+ for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin();
+ it != m_source.uniformNames.end(); ++it) {
+ values.append(qMakePair(*it, property(*it)));
+ }
+ for (int i = 0; i < oldTextures.size(); ++i) {
+ QSGTextureProvider *t = oldTextures.at(i).second;
+ if (t)
+ disconnect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ }
+ for (int i = 0; i < m_sources.size(); ++i) {
+ const SourceData &source = m_sources.at(i);
+ QSGTextureProvider *t = source.sourceObject ? source.sourceObject->textureProvider() : 0;
+ textures.append(qMakePair(source.name, t));
+ if (t)
+ connect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ }
+ material->setUniforms(values);
+ material->setTextureProviders(textures);
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyData = false;
+ }
+
+ return node;
+}
+
+QT_END_NAMESPACE