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-rw-r--r--src/particles/particles.pri7
-rw-r--r--src/particles/particles.qrc7
-rw-r--r--src/particles/qquickcustomparticle.cpp53
-rw-r--r--src/particles/qquickimageparticle.cpp263
-rw-r--r--src/particles/shaders/customparticle.frag9
-rw-r--r--src/particles/shaders/customparticle.vert4
-rw-r--r--src/particles/shaders/customparticletemplate.vert26
-rw-r--r--src/particles/shaders/imageparticle.frag40
-rw-r--r--src/particles/shaders/imageparticle.vert143
-rw-r--r--src/quick/items/items.pri11
-rw-r--r--src/quick/items/items.qrc10
-rw-r--r--src/quick/items/qquickanimatedsprite.cpp41
-rw-r--r--src/quick/items/qquickshadereffect.cpp33
-rw-r--r--src/quick/items/qquickshadereffectnode.cpp16
-rw-r--r--src/quick/items/qquickspritesequence.cpp41
-rw-r--r--src/quick/items/shaders/shadereffect.frag9
-rw-r--r--src/quick/items/shaders/shadereffect.vert12
-rw-r--r--src/quick/items/shaders/shadereffectfallback.frag4
-rw-r--r--src/quick/items/shaders/shadereffectfallback.vert8
-rw-r--r--src/quick/items/shaders/sprite.frag12
-rw-r--r--src/quick/items/shaders/sprite.vert23
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp23
-rw-r--r--src/quick/scenegraph/coreapi/qsgmaterial.cpp61
-rw-r--r--src/quick/scenegraph/coreapi/qsgmaterial.h15
-rw-r--r--src/quick/scenegraph/coreapi/qsgmaterialshader_p.h61
-rw-r--r--src/quick/scenegraph/coreapi/qsgrenderer.cpp15
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp159
-rw-r--r--src/quick/scenegraph/qsgdefaultimagenode.cpp76
-rw-r--r--src/quick/scenegraph/qsgdefaultrectanglenode.cpp66
-rw-r--r--src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp243
-rw-r--r--src/quick/scenegraph/scenegraph.pri51
-rw-r--r--src/quick/scenegraph/scenegraph.qrc36
-rw-r--r--src/quick/scenegraph/shaders/24bittextmask.frag10
-rw-r--r--src/quick/scenegraph/shaders/8bittextmask.frag9
-rw-r--r--src/quick/scenegraph/shaders/distancefieldoutlinetext.frag16
-rw-r--r--src/quick/scenegraph/shaders/distancefieldshiftedtext.frag17
-rw-r--r--src/quick/scenegraph/shaders/distancefieldshiftedtext.vert17
-rw-r--r--src/quick/scenegraph/shaders/distancefieldtext.frag13
-rw-r--r--src/quick/scenegraph/shaders/distancefieldtext.vert13
-rw-r--r--src/quick/scenegraph/shaders/flatcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/flatcolor.vert7
-rw-r--r--src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag58
-rw-r--r--src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert34
-rw-r--r--src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag17
-rw-r--r--src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert27
-rw-r--r--src/quick/scenegraph/shaders/opaquetexture.frag8
-rw-r--r--src/quick/scenegraph/shaders/opaquetexture.vert12
-rw-r--r--src/quick/scenegraph/shaders/outlinedtext.frag21
-rw-r--r--src/quick/scenegraph/shaders/outlinedtext.vert22
-rw-r--r--src/quick/scenegraph/shaders/rendernode.frag8
-rw-r--r--src/quick/scenegraph/shaders/rendernode.vert10
-rw-r--r--src/quick/scenegraph/shaders/smoothcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/smoothcolor.vert45
-rw-r--r--src/quick/scenegraph/shaders/smoothtexture.frag9
-rw-r--r--src/quick/scenegraph/shaders/smoothtexture.vert52
-rw-r--r--src/quick/scenegraph/shaders/stencilclip.frag4
-rw-r--r--src/quick/scenegraph/shaders/stencilclip.vert8
-rw-r--r--src/quick/scenegraph/shaders/styledtext.frag14
-rw-r--r--src/quick/scenegraph/shaders/styledtext.vert16
-rw-r--r--src/quick/scenegraph/shaders/textmask.frag10
-rw-r--r--src/quick/scenegraph/shaders/textmask.vert13
-rw-r--r--src/quick/scenegraph/shaders/texture.frag9
-rw-r--r--src/quick/scenegraph/shaders/vertexcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/vertexcolor.vert13
-rw-r--r--src/quick/scenegraph/util/qsgflatcolormaterial.cpp29
-rw-r--r--src/quick/scenegraph/util/qsgshadersourcebuilder.cpp106
-rw-r--r--src/quick/scenegraph/util/qsgshadersourcebuilder_p.h77
-rw-r--r--src/quick/scenegraph/util/qsgtexturematerial.cpp50
-rw-r--r--src/quick/scenegraph/util/qsgtexturematerial_p.h8
-rw-r--r--src/quick/scenegraph/util/qsgvertexcolormaterial.cpp33
70 files changed, 1452 insertions, 959 deletions
diff --git a/src/particles/particles.pri b/src/particles/particles.pri
index 9b41a30d6b..b391050a58 100644
--- a/src/particles/particles.pri
+++ b/src/particles/particles.pri
@@ -63,6 +63,13 @@ SOURCES += \
$$PWD/qquickparticlegroup.cpp \
$$PWD/qquickgroupgoal.cpp
+OTHER_FILES += \
+ $$PWD/shaders/customparticletemplate.vert \
+ $$PWD/shaders/customparticle.vert \
+ $$PWD/shaders/customparticle.frag \
+ $$PWD/shaders/imageparticle.vert \
+ $$PWD/shaders/imageparticle.frag
+
RESOURCES += \
$$PWD/particles.qrc
diff --git a/src/particles/particles.qrc b/src/particles/particles.qrc
index 582520405f..689a5fb4e9 100644
--- a/src/particles/particles.qrc
+++ b/src/particles/particles.qrc
@@ -5,4 +5,11 @@
<file>particleresources/glowdot.png</file>
<file>particleresources/star.png</file>
</qresource>
+ <qresource prefix="/particles">
+ <file>shaders/customparticle.frag</file>
+ <file>shaders/customparticle.vert</file>
+ <file>shaders/customparticletemplate.vert</file>
+ <file>shaders/imageparticle.frag</file>
+ <file>shaders/imageparticle.vert</file>
+ </qresource>
</RCC>
diff --git a/src/particles/qquickcustomparticle.cpp b/src/particles/qquickcustomparticle.cpp
index 9bba3ebb18..71d58ae391 100644
--- a/src/particles/qquickcustomparticle.cpp
+++ b/src/particles/qquickcustomparticle.cpp
@@ -41,47 +41,11 @@
#include "qquickcustomparticle_p.h"
#include <QtQuick/private/qquickshadereffectmesh_p.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include <cstdlib>
QT_BEGIN_NAMESPACE
-//Includes comments because the code isn't self explanatory
-static const char qt_particles_template_vertex_code[] =
- "attribute highp vec2 qt_ParticlePos;\n"
- "attribute highp vec2 qt_ParticleTex;\n"
- "attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize\n"
- "attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration\n"
- "attribute highp float qt_ParticleR;\n"
- "uniform highp mat4 qt_Matrix;\n"
- "uniform highp float qt_Timestamp;\n"
- "varying highp vec2 qt_TexCoord0;\n"
- "void defaultMain() {\n"
- " qt_TexCoord0 = qt_ParticleTex;\n"
- " highp float size = qt_ParticleData.z;\n"
- " highp float endSize = qt_ParticleData.w;\n"
- " highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;\n"
- " highp float currentSize = mix(size, endSize, t * t);\n"
- " if (t < 0. || t > 1.)\n"
- " currentSize = 0.;\n"
- " highp vec2 pos = qt_ParticlePos\n"
- " - currentSize / 2. + currentSize * qt_ParticleTex // adjust size\n"
- " + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..\n"
- " + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);\n"
- " gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
- "}";
-static const char qt_particles_default_vertex_code[] =
- "void main() { \n"
- " defaultMain(); \n"
- "}";
-
-static const char qt_particles_default_fragment_code[] =
- "uniform sampler2D source; \n"
- "varying highp vec2 qt_TexCoord0; \n"
- "uniform lowp float qt_Opacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
- "}";
-
static QSGGeometry::Attribute PlainParticle_Attributes[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position
QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord
@@ -309,11 +273,18 @@ QQuickShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickShaderEffec
Q_ASSERT(material);
Key s = m_common.source;
- if (s.sourceCode[Key::FragmentShader].isEmpty())
- s.sourceCode[Key::FragmentShader] = qt_particles_default_fragment_code;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert"));
if (s.sourceCode[Key::VertexShader].isEmpty())
- s.sourceCode[Key::VertexShader] = qt_particles_default_vertex_code;
- s.sourceCode[Key::VertexShader] = qt_particles_template_vertex_code + s.sourceCode[Key::VertexShader];
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader];
+
s.className = metaObject()->className();
material->setProgramSource(s);
diff --git a/src/particles/qquickimageparticle.cpp b/src/particles/qquickimageparticle.cpp
index 01cd487664..baaae86870 100644
--- a/src/particles/qquickimageparticle.cpp
+++ b/src/particles/qquickimageparticle.cpp
@@ -51,6 +51,7 @@
#include <private/qquicksprite_p.h>
#include <private/qquickspriteengine_p.h>
#include <QOpenGLFunctions>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <private/qqmlglobal_p.h>
#include <QtQml/qqmlinfo.h>
@@ -64,183 +65,14 @@ QT_BEGIN_NAMESPACE
#define SHADER_DEFINES ""
#endif
-//TODO: Make it larger on desktop? Requires fixing up shader code with the same define
-#define UNIFORM_ARRAY_SIZE 64
-
-static const char vertexShaderCode[] =
- "#if defined(DEFORM)\n"
- "attribute highp vec4 vPosTex;\n"
- "#else\n"
- "attribute highp vec2 vPos;\n"
- "#endif\n"
- "attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize\n"
- "attribute highp vec4 vVec; // x,y = constant velocity, z,w = acceleration\n"
- "uniform highp float entry;\n"
- "#if defined(COLOR)\n"
- "attribute highp vec4 vColor;\n"
- "#endif\n"
- "#if defined(DEFORM)\n"
- "attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector\n"
- "attribute highp vec3 vRotation; //x = radians of rotation, y=rotation velocity, z= bool autoRotate\n"
- "#endif\n"
- "#if defined(SPRITE)\n"
- "attribute highp vec3 vAnimData;// w,h(premultiplied of anim), interpolation progress\n"
- "attribute highp vec4 vAnimPos;//x,y, x,y (two frames for interpolation)\n"
- "#endif\n"
- "\n"
- "uniform highp mat4 qt_Matrix;\n"
- "uniform highp float timestamp;\n"
- "#if defined(TABLE)\n"
- "varying lowp vec2 tt;//y is progress if Sprite mode\n"
- "uniform highp float sizetable[64];\n"
- "uniform highp float opacitytable[64];\n"
- "#endif\n"
- "#if defined(SPRITE)\n"
- "varying highp vec4 fTexS;\n"
- "#elif defined(DEFORM)\n"
- "varying highp vec2 fTex;\n"
- "#endif\n"
- "#if defined(COLOR)\n"
- "varying lowp vec4 fColor;\n"
- "#else\n"
- "varying lowp float fFade;\n"
- "#endif\n"
- "\n"
- "\n"
- "void main() {\n"
- "\n"
- " highp float t = (timestamp - vData.x) / vData.y;\n"
- " if (t < 0. || t > 1.) {\n"
- "#if defined(DEFORM)\n"
- " gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);\n"
- "#else\n"
- " gl_PointSize = 0.;\n"
- "#endif\n"
- " } else {\n"
- "#if defined(SPRITE)\n"
- " tt.y = vAnimData.z;\n"
- " //Calculate frame location in texture\n"
- " fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;\n"
- " //Next frame is also passed, for interpolation\n"
- " fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;\n"
- "\n"
- "#elif defined(DEFORM)\n"
- " fTex = vPosTex.zw;\n"
- "#endif\n"
- " highp float currentSize = mix(vData.z, vData.w, t * t);\n"
-#if defined (Q_OS_BLACKBERRY)
- " highp float fade = 1.;\n"
+#if defined(Q_OS_BLACKBERRY)
+#define SHADER_PLATFORM_DEFINES "#define Q_OS_BLACKBERRY\n"
#else
- " lowp float fade = 1.;\n"
+#define SHADER_PLATFORM_DEFINES
#endif
- " highp float fadeIn = min(t * 10., 1.);\n"
- " highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);\n"
- "\n"
- "#if defined(TABLE)\n"
- " currentSize = currentSize * sizetable[int(floor(t*64.))];\n"
- " fade = fade * opacitytable[int(floor(t*64.))];\n"
- "#endif\n"
- "\n"
- " if (entry == 1.)\n"
- " fade = fade * fadeIn * fadeOut;\n"
- " else if (entry == 2.)\n"
- " currentSize = currentSize * fadeIn * fadeOut;\n"
- "\n"
- " if (currentSize <= 0.) {\n"
- "#if defined(DEFORM)\n"
- " gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);\n"
- "#else\n"
- " gl_PointSize = 0.;\n"
- "#endif\n"
- " } else {\n"
- " if (currentSize < 3.)//Sizes too small look jittery as they move\n"
- " currentSize = 3.;\n"
- "\n"
- " highp vec2 pos;\n"
- "#if defined(DEFORM)\n"
- " highp float rotation = vRotation.x + vRotation.y * t * vData.y;\n"
- " if (vRotation.z == 1.0){\n"
- " highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;\n"
- " if (length(curVel) > 0.)\n"
- " rotation += atan(curVel.y, curVel.x);\n"
- " }\n"
- " highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));\n"
- " highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);\n"
- " highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;\n"
- " rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));\n"
- " /* The readable version:\n"
- " highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);\n"
- " highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);\n"
- " highp vec2 xRotatedDeform;\n"
- " xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;\n"
- " xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;\n"
- " highp vec2 yRotatedDeform;\n"
- " yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;\n"
- " yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;\n"
- " */\n"
- " pos = vPosTex.xy\n"
- " + rotatedDeform.xy\n"
- " + rotatedDeform.zw\n"
- " + vVec.xy * t * vData.y // apply velocity\n"
- " + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration\n"
- "#else\n"
- " pos = vPos\n"
- " + vVec.xy * t * vData.y // apply velocity vector..\n"
- " + 0.5 * vVec.zw * pow(t * vData.y, 2.);\n"
- " gl_PointSize = currentSize;\n"
- "#endif\n"
- " gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
- "\n"
- "#if defined(COLOR)\n"
- " fColor = vColor * fade;\n"
- "#else\n"
- " fFade = fade;\n"
- "#endif\n"
- "#if defined(TABLE)\n"
- " tt.x = t;\n"
- "#endif\n"
- " }\n"
- " }\n"
- "}\n";
-
-static const char fragmentShaderCode[] =
- "uniform sampler2D _qt_texture;\n"
- "uniform lowp float qt_Opacity;\n"
- "\n"
- "#if defined(SPRITE)\n"
- "varying highp vec4 fTexS;\n"
- "#elif defined(DEFORM)\n"
- "varying highp vec2 fTex;\n"
- "#endif\n"
- "#if defined(COLOR)\n"
- "varying lowp vec4 fColor;\n"
- "#else\n"
- "varying lowp float fFade;\n"
- "#endif\n"
- "#if defined(TABLE)\n"
- "varying lowp vec2 tt;\n"
- "uniform sampler2D colortable;\n"
- "#endif\n"
- "\n"
- "void main() {\n"
- "#if defined(SPRITE)\n"
- " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y)\n"
- " * fColor\n"
- " * texture2D(colortable, tt)\n"
- " * qt_Opacity;\n"
- "#elif defined(TABLE)\n"
- " gl_FragColor = texture2D(_qt_texture, fTex)\n"
- " * fColor\n"
- " * texture2D(colortable, tt)\n"
- " * qt_Opacity;\n"
- "#elif defined(DEFORM)\n"
- " gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity;\n"
- "#elif defined(COLOR)\n"
- " gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity;\n"
- "#else\n"
- " gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity);\n"
- "#endif\n"
- "}\n";
+
+//TODO: Make it larger on desktop? Requires fixing up shader code with the same define
+#define UNIFORM_ARRAY_SIZE 64
const qreal CONV = 0.017453292519943295;
class ImageMaterialData
@@ -273,13 +105,18 @@ class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
public:
TabledMaterial()
{
- m_vertex_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
- + vertexShaderCode;
+ QSGShaderSourceBuilder builder;
- m_fragment_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
- + fragmentShaderCode;
+ builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
+ builder.appendSource(QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
+ m_vertex_code = builder.source();
+ builder.clear();
+
+ builder.appendSource(QByteArray(SHADER_DEFINES));
+ builder.appendSource(QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
+ m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -335,13 +172,18 @@ class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData
public:
DeformableMaterial()
{
- m_vertex_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define DEFORM\n#define COLOR\n")
- + vertexShaderCode;
+ QSGShaderSourceBuilder builder;
+
+ builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
+ builder.appendSource(QByteArray("#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
+ m_vertex_code = builder.source();
+ builder.clear();
- m_fragment_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define DEFORM\n#define COLOR\n")
- + fragmentShaderCode;
+ builder.appendSource(QByteArray(SHADER_DEFINES));
+ builder.appendSource(QByteArray("#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
+ m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -386,13 +228,18 @@ class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
public:
SpriteMaterial()
{
- m_vertex_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
- + vertexShaderCode;
+ QSGShaderSourceBuilder builder;
+
+ builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
+ builder.appendSource(QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
+ m_vertex_code = builder.source();
+ builder.clear();
- m_fragment_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
- + fragmentShaderCode;
+ builder.appendSource(QByteArray(SHADER_DEFINES));
+ builder.appendSource(QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
+ m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -450,13 +297,18 @@ class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
public:
ColoredMaterial()
{
- m_vertex_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define COLOR\n")
- + vertexShaderCode;
+ QSGShaderSourceBuilder builder;
- m_fragment_code = QByteArray(SHADER_DEFINES)
- + QByteArray("#define COLOR\n")
- + fragmentShaderCode;
+ builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
+ builder.appendSource(QByteArray("#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
+ m_vertex_code = builder.source();
+ builder.clear();
+
+ builder.appendSource(QByteArray(SHADER_DEFINES));
+ builder.appendSource(QByteArray("#define COLOR\n"));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
+ m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -516,11 +368,16 @@ class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
public:
SimpleMaterial()
{
- m_vertex_code = QByteArray(SHADER_DEFINES)
- + vertexShaderCode;
+ QSGShaderSourceBuilder builder;
+
+ builder.appendSource(QByteArray(SHADER_DEFINES) + QByteArray(SHADER_PLATFORM_DEFINES));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.vert"));
+ m_vertex_code = builder.source();
+ builder.clear();
- m_fragment_code = QByteArray(SHADER_DEFINES)
- + fragmentShaderCode;
+ builder.appendSource(QByteArray(SHADER_DEFINES));
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/imageparticle.frag"));
+ m_fragment_code = builder.source();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
diff --git a/src/particles/shaders/customparticle.frag b/src/particles/shaders/customparticle.frag
new file mode 100644
index 0000000000..c1c15ecb0c
--- /dev/null
+++ b/src/particles/shaders/customparticle.frag
@@ -0,0 +1,9 @@
+varying highp vec2 qt_TexCoord0;
+
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+
+void main()
+{
+ gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
+} \ No newline at end of file
diff --git a/src/particles/shaders/customparticle.vert b/src/particles/shaders/customparticle.vert
new file mode 100644
index 0000000000..b99f73ea53
--- /dev/null
+++ b/src/particles/shaders/customparticle.vert
@@ -0,0 +1,4 @@
+void main()
+{
+ defaultMain();
+} \ No newline at end of file
diff --git a/src/particles/shaders/customparticletemplate.vert b/src/particles/shaders/customparticletemplate.vert
new file mode 100644
index 0000000000..c482c4207b
--- /dev/null
+++ b/src/particles/shaders/customparticletemplate.vert
@@ -0,0 +1,26 @@
+attribute highp vec2 qt_ParticlePos;
+attribute highp vec2 qt_ParticleTex;
+attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize
+attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration
+attribute highp float qt_ParticleR;
+
+uniform highp mat4 qt_Matrix;
+uniform highp float qt_Timestamp;
+
+varying highp vec2 qt_TexCoord0;
+
+void defaultMain()
+{
+ qt_TexCoord0 = qt_ParticleTex;
+ highp float size = qt_ParticleData.z;
+ highp float endSize = qt_ParticleData.w;
+ highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
+ highp float currentSize = mix(size, endSize, t * t);
+ if (t < 0. || t > 1.)
+ currentSize = 0.;
+ highp vec2 pos = qt_ParticlePos
+ - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
+ + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
+ + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+}
diff --git a/src/particles/shaders/imageparticle.frag b/src/particles/shaders/imageparticle.frag
new file mode 100644
index 0000000000..699b90babf
--- /dev/null
+++ b/src/particles/shaders/imageparticle.frag
@@ -0,0 +1,40 @@
+uniform sampler2D _qt_texture;
+uniform lowp float qt_Opacity;
+
+#if defined(SPRITE)
+varying highp vec4 fTexS;
+#elif defined(DEFORM)
+varying highp vec2 fTex;
+#endif
+
+#if defined(COLOR)
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+
+#if defined(TABLE)
+varying lowp vec2 tt;
+uniform sampler2D colortable;
+#endif
+
+void main()
+{
+#if defined(SPRITE)
+ gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y)
+ * fColor
+ * texture2D(colortable, tt)
+ * qt_Opacity;
+#elif defined(TABLE)
+ gl_FragColor = texture2D(_qt_texture, fTex)
+ * fColor
+ * texture2D(colortable, tt)
+ * qt_Opacity;
+#elif defined(DEFORM)
+ gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity;
+#elif defined(COLOR)
+ gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity;
+#else
+ gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity);
+#endif
+} \ No newline at end of file
diff --git a/src/particles/shaders/imageparticle.vert b/src/particles/shaders/imageparticle.vert
new file mode 100644
index 0000000000..9e607a7477
--- /dev/null
+++ b/src/particles/shaders/imageparticle.vert
@@ -0,0 +1,143 @@
+#if defined(DEFORM)
+attribute highp vec4 vPosTex;
+#else
+attribute highp vec2 vPos;
+#endif
+
+attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
+attribute highp vec4 vVec; // x,y = constant velocity, z,w = acceleration
+uniform highp float entry;
+
+#if defined(COLOR)
+attribute highp vec4 vColor;
+#endif
+
+#if defined(DEFORM)
+attribute highp vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
+attribute highp vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate
+#endif
+
+#if defined(SPRITE)
+attribute highp vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
+attribute highp vec4 vAnimPos; // x,y, x,y (two frames for interpolation)
+#endif
+
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
+
+#if defined(TABLE)
+varying lowp vec2 tt;//y is progress if Sprite mode
+uniform highp float sizetable[64];
+uniform highp float opacitytable[64];
+#endif
+
+#if defined(SPRITE)
+varying highp vec4 fTexS;
+#elif defined(DEFORM)
+varying highp vec2 fTex;
+#endif
+
+#if defined(COLOR)
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+
+
+void main()
+{
+ highp float t = (timestamp - vData.x) / vData.y;
+ if (t < 0. || t > 1.) {
+#if defined(DEFORM)
+ gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
+#else
+ gl_PointSize = 0.;
+#endif
+ } else {
+#if defined(SPRITE)
+ tt.y = vAnimData.z;
+
+ // Calculate frame location in texture
+ fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
+
+ // Next frame is also passed, for interpolation
+ fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
+
+#elif defined(DEFORM)
+ fTex = vPosTex.zw;
+#endif
+ highp float currentSize = mix(vData.z, vData.w, t * t);
+#if defined (Q_OS_BLACKBERRY)
+ highp float fade = 1.;
+#else
+ lowp float fade = 1.;
+#endif
+ highp float fadeIn = min(t * 10., 1.);
+ highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
+
+#if defined(TABLE)
+ currentSize = currentSize * sizetable[int(floor(t*64.))];
+ fade = fade * opacitytable[int(floor(t*64.))];
+#endif
+
+ if (entry == 1.)
+ fade = fade * fadeIn * fadeOut;
+ else if (entry == 2.)
+ currentSize = currentSize * fadeIn * fadeOut;
+
+ if (currentSize <= 0.) {
+#if defined(DEFORM)
+ gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
+#else
+ gl_PointSize = 0.;
+#endif
+ } else {
+ if (currentSize < 3.) // Sizes too small look jittery as they move
+ currentSize = 3.;
+
+ highp vec2 pos;
+#if defined(DEFORM)
+ highp float rotation = vRotation.x + vRotation.y * t * vData.y;
+ if (vRotation.z == 1.0){
+ highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
+ if (length(curVel) > 0.)
+ rotation += atan(curVel.y, curVel.x);
+ }
+ highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
+ highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
+ highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
+ rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
+ /* The readable version:
+ highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
+ highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
+ highp vec2 xRotatedDeform;
+ xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
+ xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
+ highp vec2 yRotatedDeform;
+ yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
+ yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
+ */
+ pos = vPosTex.xy
+ + rotatedDeform.xy
+ + rotatedDeform.zw
+ + vVec.xy * t * vData.y // apply velocity
+ + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
+#else
+ pos = vPos
+ + vVec.xy * t * vData.y // apply velocity vector..
+ + 0.5 * vVec.zw * pow(t * vData.y, 2.);
+ gl_PointSize = currentSize;
+#endif
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+
+#if defined(COLOR)
+ fColor = vColor * fade;
+#else
+ fFade = fade;
+#endif
+#if defined(TABLE)
+ tt.x = t;
+#endif
+ }
+ }
+} \ No newline at end of file
diff --git a/src/quick/items/items.pri b/src/quick/items/items.pri
index cbdc5fd80f..d0ebbcfcdb 100644
--- a/src/quick/items/items.pri
+++ b/src/quick/items/items.pri
@@ -139,6 +139,15 @@ HEADERS += \
$$PWD/qquickshadereffectnode_p.h \
$$PWD/qquickshadereffectsource_p.h \
-include(context2d/context2d.pri)
+OTHER_FILES += \
+ $$PWD/shaders/sprite.vert \
+ $$PWD/shaders/sprite.frag \
+ $$PWD/shaders/shadereffect.vert \
+ $$PWD/shaders/shadereffect.frag \
+ $$PWD/shaders/shadereffectfallback.vert \
+ $$PWD/shaders/shadereffectfallback.frag
+RESOURCES += \
+ $$PWD/items.qrc
+include(context2d/context2d.pri)
diff --git a/src/quick/items/items.qrc b/src/quick/items/items.qrc
new file mode 100644
index 0000000000..837cffb65a
--- /dev/null
+++ b/src/quick/items/items.qrc
@@ -0,0 +1,10 @@
+<RCC>
+ <qresource prefix="/items">
+ <file>shaders/sprite.frag</file>
+ <file>shaders/sprite.vert</file>
+ <file>shaders/shadereffect.vert</file>
+ <file>shaders/shadereffect.frag</file>
+ <file>shaders/shadereffectfallback.frag</file>
+ <file>shaders/shadereffectfallback.vert</file>
+ </qresource>
+</RCC>
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp
index c90adc24a5..4c16a1e9e2 100644
--- a/src/quick/items/qquickanimatedsprite.cpp
+++ b/src/quick/items/qquickanimatedsprite.cpp
@@ -57,39 +57,6 @@
QT_BEGIN_NAMESPACE
-static const char vertexShaderCode[] =
- "attribute highp vec2 vPos;\n"
- "attribute highp vec2 vTex;\n"
- "uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n"
- "uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n"
- "\n"
- "uniform highp mat4 qt_Matrix;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "\n"
- "void main() {\n"
- " progress = animData.z;\n"
- " //Calculate frame location in texture\n"
- " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n"
- " //Next frame is also passed, for interpolation\n"
- " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n"
- "\n"
- " gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n"
- "}\n";
-
-static const char fragmentShaderCode[] =
- "uniform sampler2D _qt_texture;\n"
- "uniform lowp float qt_Opacity;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "void main() {\n"
- " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
- "}\n";
-
class QQuickAnimatedSpriteMaterial : public QSGMaterial
{
public:
@@ -134,8 +101,11 @@ QQuickAnimatedSpriteMaterial::~QQuickAnimatedSpriteMaterial()
class AnimatedSpriteMaterialData : public QSGMaterialShader
{
public:
- AnimatedSpriteMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
+ AnimatedSpriteMaterialData()
+ : QSGMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
@@ -158,9 +128,6 @@ public:
m_animPos_id = program()->uniformLocation("animPos");
}
- virtual const char *vertexShader() const { return vertexShaderCode; }
- virtual const char *fragmentShader() const { return fragmentShaderCode; }
-
virtual char const *const *attributeNames() const {
static const char *attr[] = {
"vPos",
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
index 354b9f751b..9c766a1622 100644
--- a/src/quick/items/qquickshadereffect.cpp
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -43,6 +43,7 @@
#include <private/qquickshadereffectnode_p.h>
#include <QtQuick/qsgmaterial.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include "qquickitem_p.h"
#include <QtQuick/private/qsgcontext_p.h>
@@ -57,24 +58,6 @@
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";
@@ -979,10 +962,16 @@ QSGNode *QQuickShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeDa
if (m_dirtyProgram) {
Key s = m_common.source;
- if (s.sourceCode[Key::FragmentShader].isEmpty())
- s.sourceCode[Key::FragmentShader] = qt_default_fragment_code;
- if (s.sourceCode[Key::VertexShader].isEmpty())
- s.sourceCode[Key::VertexShader] = qt_default_vertex_code;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+ if (s.sourceCode[Key::VertexShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source();
+ }
s.className = metaObject()->className();
material->setProgramSource(s);
diff --git a/src/quick/items/qquickshadereffectnode.cpp b/src/quick/items/qquickshadereffectnode.cpp
index b84d251de5..8788fa8362 100644
--- a/src/quick/items/qquickshadereffectnode.cpp
+++ b/src/quick/items/qquickshadereffectnode.cpp
@@ -45,6 +45,7 @@
#include "qquickshadereffect_p.h"
#include <QtQuick/qsgtextureprovider.h>
#include <QtQuick/private/qsgrenderer_p.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
@@ -276,20 +277,15 @@ void QQuickCustomMaterialShader::compile()
m_log += program()->log();
}
- static const char fallbackVertexShader[] =
- "uniform highp mat4 qt_Matrix;"
- "attribute highp vec4 v;"
- "void main() { gl_Position = qt_Matrix * v; }";
- static const char fallbackFragmentShader[] =
- "void main() { gl_FragColor = vec4(1., 0., 1., 1.); }";
-
if (!m_compiled) {
qWarning("QQuickCustomMaterialShader: Shader compilation failed:");
qWarning() << program()->log();
- program()->removeAllShaders();
- program()->addShaderFromSourceCode(QOpenGLShader::Vertex, fallbackVertexShader);
- program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fallbackFragmentShader);
+ QSGShaderSourceBuilder::initializeProgramFromFiles(
+ program(),
+ QStringLiteral(":/items/shaders/shadereffectfallback.vert"),
+ QStringLiteral(":/items/shaders/shadereffectfallback.frag"));
+
#ifndef QT_NO_DEBUG
for (int i = 0; i < attrCount; ++i) {
#else
diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp
index 8a6789bb9f..28f1397cc9 100644
--- a/src/quick/items/qquickspritesequence.cpp
+++ b/src/quick/items/qquickspritesequence.cpp
@@ -56,39 +56,6 @@
QT_BEGIN_NAMESPACE
-static const char vertexShaderCode[] =
- "attribute highp vec2 vPos;\n"
- "attribute highp vec2 vTex;\n"
- "uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n"
- "uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n"
- "\n"
- "uniform highp mat4 qt_Matrix;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "\n"
- "void main() {\n"
- " progress = animData.z;\n"
- " //Calculate frame location in texture\n"
- " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n"
- " //Next frame is also passed, for interpolation\n"
- " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n"
- "\n"
- " gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n"
- "}\n";
-
-static const char fragmentShaderCode[] =
- "uniform sampler2D _qt_texture;\n"
- "uniform lowp float qt_Opacity;\n"
- "\n"
- "varying highp vec4 fTexS;\n"
- "varying lowp float progress;\n"
- "\n"
- "void main() {\n"
- " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
- "}\n";
-
class QQuickSpriteSequenceMaterial : public QSGMaterial
{
public:
@@ -133,8 +100,11 @@ QQuickSpriteSequenceMaterial::~QQuickSpriteSequenceMaterial()
class SpriteSequenceMaterialData : public QSGMaterialShader
{
public:
- SpriteSequenceMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
+ SpriteSequenceMaterialData()
+ : QSGMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
@@ -157,9 +127,6 @@ public:
m_animPos_id = program()->uniformLocation("animPos");
}
- virtual const char *vertexShader() const { return vertexShaderCode; }
- virtual const char *fragmentShader() const { return fragmentShaderCode; }
-
virtual char const *const *attributeNames() const {
static const char *attr[] = {
"vPos",
diff --git a/src/quick/items/shaders/shadereffect.frag b/src/quick/items/shaders/shadereffect.frag
new file mode 100644
index 0000000000..c1c15ecb0c
--- /dev/null
+++ b/src/quick/items/shaders/shadereffect.frag
@@ -0,0 +1,9 @@
+varying highp vec2 qt_TexCoord0;
+
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+
+void main()
+{
+ gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
+} \ No newline at end of file
diff --git a/src/quick/items/shaders/shadereffect.vert b/src/quick/items/shaders/shadereffect.vert
new file mode 100644
index 0000000000..ae1e84a50c
--- /dev/null
+++ b/src/quick/items/shaders/shadereffect.vert
@@ -0,0 +1,12 @@
+uniform highp mat4 qt_Matrix;
+
+attribute highp vec4 qt_Vertex;
+attribute highp vec2 qt_MultiTexCoord0;
+
+varying highp vec2 qt_TexCoord0;
+
+void main()
+{
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+} \ No newline at end of file
diff --git a/src/quick/items/shaders/shadereffectfallback.frag b/src/quick/items/shaders/shadereffectfallback.frag
new file mode 100644
index 0000000000..d279e54083
--- /dev/null
+++ b/src/quick/items/shaders/shadereffectfallback.frag
@@ -0,0 +1,4 @@
+void main()
+{
+ gl_FragColor = vec4(1., 0., 1., 1.);
+} \ No newline at end of file
diff --git a/src/quick/items/shaders/shadereffectfallback.vert b/src/quick/items/shaders/shadereffectfallback.vert
new file mode 100644
index 0000000000..0a11a1d340
--- /dev/null
+++ b/src/quick/items/shaders/shadereffectfallback.vert
@@ -0,0 +1,8 @@
+uniform highp mat4 qt_Matrix;
+
+attribute highp vec4 v;
+
+void main()
+{
+ gl_Position = qt_Matrix * v;
+} \ No newline at end of file
diff --git a/src/quick/items/shaders/sprite.frag b/src/quick/items/shaders/sprite.frag
new file mode 100644
index 0000000000..e1fcb0f006
--- /dev/null
+++ b/src/quick/items/shaders/sprite.frag
@@ -0,0 +1,12 @@
+uniform sampler2D _qt_texture;
+uniform lowp float qt_Opacity;
+
+varying highp vec4 fTexS;
+varying lowp float progress;
+
+void main()
+{
+ gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy),
+ texture2D(_qt_texture, fTexS.zw),
+ progress) * qt_Opacity;
+} \ No newline at end of file
diff --git a/src/quick/items/shaders/sprite.vert b/src/quick/items/shaders/sprite.vert
new file mode 100644
index 0000000000..fc826f60b4
--- /dev/null
+++ b/src/quick/items/shaders/sprite.vert
@@ -0,0 +1,23 @@
+attribute highp vec2 vPos;
+attribute highp vec2 vTex;
+
+uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress
+uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)
+
+uniform highp mat4 qt_Matrix;
+
+varying highp vec4 fTexS;
+varying lowp float progress;
+
+void main()
+{
+ progress = animData.z;
+
+ // Calculate frame location in texture
+ fTexS.xy = animPos.xy + vTex.xy * animData.xy;
+
+ // Next frame is also passed, for interpolation
+ fTexS.zw = animPos.zw + vTex.xy * animData.xy;
+
+ gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 7a62dccc0f..e7c611029d 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgbatchrenderer_p.h"
+#include <private/qsgshadersourcebuilder_p.h>
#include <QtCore/QElapsedTimer>
@@ -2322,23 +2323,11 @@ void Renderer::renderRenderNode(Batch *batch)
if (!m_shaderManager->blitProgram) {
m_shaderManager->blitProgram = new QOpenGLShaderProgram();
- const char *vs =
- "attribute highp vec4 av; "
- "attribute highp vec2 at; "
- "varying highp vec2 t; "
- "void main() { "
- " gl_Position = av; "
- " t = at; "
- "} ";
- const char *fs =
- "uniform lowp sampler2D tex; "
- "varying highp vec2 t; "
- "void main() { "
- " gl_FragColor = texture2D(tex, t); "
- "} ";
-
- m_shaderManager->blitProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vs);
- m_shaderManager->blitProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fs);
+
+ QSGShaderSourceBuilder::initializeProgramFromFiles(
+ m_shaderManager->blitProgram,
+ QStringLiteral(":/scenegraph/shaders/rendernode.vert"),
+ QStringLiteral(":/scenegraph/shaders/rendernode.frag"));
m_shaderManager->blitProgram->bindAttributeLocation("av", 0);
m_shaderManager->blitProgram->bindAttributeLocation("at", 1);
m_shaderManager->blitProgram->link();
diff --git a/src/quick/scenegraph/coreapi/qsgmaterial.cpp b/src/quick/scenegraph/coreapi/qsgmaterial.cpp
index d186823958..686d1438b4 100644
--- a/src/quick/scenegraph/coreapi/qsgmaterial.cpp
+++ b/src/quick/scenegraph/coreapi/qsgmaterial.cpp
@@ -41,9 +41,21 @@
#include "qsgmaterial.h"
#include "qsgrenderer_p.h"
+#include "qsgmaterialshader_p.h"
+#include <private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
+const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const
+{
+ QStringList files = m_sourceFiles[type];
+ QSGShaderSourceBuilder builder;
+ Q_FOREACH (const QString &file, files)
+ builder.appendSourceFile(file);
+ m_sources[type] = builder.source();
+ return m_sources[type].constData();
+}
+
#ifndef QT_NO_DEBUG
static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
#endif
@@ -165,14 +177,21 @@ static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
Creates a new QSGMaterialShader.
*/
QSGMaterialShader::QSGMaterialShader()
+ : d_ptr(new QSGMaterialShaderPrivate)
+{
+}
+
+QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd)
+ : d_ptr(&dd)
{
- Q_UNUSED(m_reserved);
}
/*!
- \fn QSGMaterialShader::~QSGMaterialShader()
\internal
*/
+QSGMaterialShader::~QSGMaterialShader()
+{
+}
/*!
\fn char const *const *QSGMaterialShader::attributeNames() const
@@ -194,6 +213,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
+const char *QSGMaterialShader::vertexShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Vertex);
+}
/*!
@@ -204,6 +228,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
+const char *QSGMaterialShader::fragmentShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Fragment);
+}
/*!
@@ -274,7 +303,35 @@ void QSGMaterialShader::updateState(const RenderState & /* state */, QSGMaterial
{
}
+/*!
+ Sets the GLSL source file for the shader stage \a type to \a sourceFile. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function.
+
+ This function is useful when you have a single source file for a given shader
+ stage. If your shader consists of multiple source files then use
+ setShaderSourceFiles()
+
+ \sa setShaderSourceFiles(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = (QStringList() << sourceFile);
+}
+
+/*!
+ Sets the GLSL source files for the shader stage \a type to \a sourceFiles. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function in the order given.
+ \sa setShaderSourceFile(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = sourceFiles;
+}
/*!
This function is called when the shader is initialized to compile the
diff --git a/src/quick/scenegraph/coreapi/qsgmaterial.h b/src/quick/scenegraph/coreapi/qsgmaterial.h
index f3ef62d3e5..bfe570ca02 100644
--- a/src/quick/scenegraph/coreapi/qsgmaterial.h
+++ b/src/quick/scenegraph/coreapi/qsgmaterial.h
@@ -48,6 +48,7 @@
QT_BEGIN_NAMESPACE
class QSGMaterial;
+class QSGMaterialShaderPrivate;
namespace QSGBatchRenderer {
class ShaderManager;
@@ -88,7 +89,7 @@ public:
};
QSGMaterialShader();
- virtual ~QSGMaterialShader() {};
+ virtual ~QSGMaterialShader();
virtual void activate();
virtual void deactivate();
@@ -99,18 +100,24 @@ public:
inline QOpenGLShaderProgram *program() { return &m_program; }
protected:
+ Q_DECLARE_PRIVATE(QSGMaterialShader)
+ QSGMaterialShader(QSGMaterialShaderPrivate &dd);
+
friend class QSGContext;
friend class QSGBatchRenderer::ShaderManager;
+ void setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile);
+ void setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles);
+
virtual void compile();
virtual void initialize() { }
- virtual const char *vertexShader() const = 0;
- virtual const char *fragmentShader() const = 0;
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
private:
QOpenGLShaderProgram m_program;
- void *m_reserved;
+ QScopedPointer<QSGMaterialShaderPrivate> d_ptr;
};
struct QSGMaterialType { };
diff --git a/src/quick/scenegraph/coreapi/qsgmaterialshader_p.h b/src/quick/scenegraph/coreapi/qsgmaterialshader_p.h
new file mode 100644
index 0000000000..fc8a35c41d
--- /dev/null
+++ b/src/quick/scenegraph/coreapi/qsgmaterialshader_p.h
@@ -0,0 +1,61 @@
+/****************************************************************************
+**
+** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional
+** rights. These rights are described in the Digia 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QSGMATERIALSHADER_P_H
+#define QSGMATERIALSHADER_P_H
+
+#include <private/qtquickglobal_p.h>
+#include <QOpenGLShader>
+
+QT_BEGIN_NAMESPACE
+
+class Q_QUICK_PRIVATE_EXPORT QSGMaterialShaderPrivate
+{
+public:
+ const char *loadShaderSource(QOpenGLShader::ShaderType type) const;
+
+ QHash<QOpenGLShader::ShaderType, QStringList> m_sourceFiles;
+ mutable QHash<QOpenGLShader::ShaderType, QByteArray> m_sources;
+};
+
+QT_END_NAMESPACE
+
+#endif // QSGMATERIALSHADER_P_H
diff --git a/src/quick/scenegraph/coreapi/qsgrenderer.cpp b/src/quick/scenegraph/coreapi/qsgrenderer.cpp
index 7d982cee36..3c9c353bd8 100644
--- a/src/quick/scenegraph/coreapi/qsgrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgrenderer.cpp
@@ -46,6 +46,7 @@
#include "qsggeometry_p.h"
#include <private/qsgadaptationlayer_p.h>
+#include <private/qsgshadersourcebuilder_p.h>
#include <QOpenGLShaderProgram>
#include <qopenglframebufferobject.h>
@@ -481,16 +482,10 @@ QSGRenderer::ClipType QSGRenderer::updateStencilClip(const QSGClipNode *clip)
} else {
if (!(clipType & StencilClip)) {
if (!m_clip_program.isLinked()) {
- m_clip_program.addShaderFromSourceCode(QOpenGLShader::Vertex,
- "attribute highp vec4 vCoord; \n"
- "uniform highp mat4 matrix; \n"
- "void main() { \n"
- " gl_Position = matrix * vCoord; \n"
- "}");
- m_clip_program.addShaderFromSourceCode(QOpenGLShader::Fragment,
- "void main() { \n"
- " gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); \n" // Trolltech green ftw!
- "}");
+ QSGShaderSourceBuilder::initializeProgramFromFiles(
+ &m_clip_program,
+ QStringLiteral(":/scenegraph/shaders/stencilclip.vert"),
+ QStringLiteral(":/scenegraph/shaders/stencilclip.frag"));
m_clip_program.bindAttributeLocation("vCoord", 0);
m_clip_program.link();
m_clip_matrix_id = m_clip_program.uniformLocation("matrix");
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index bf92bf8b39..35c4d1c506 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgdefaultglyphnode_p_p.h"
+#include <private/qsgmaterialshader_p.h>
#include <qopenglshaderprogram.h>
@@ -75,8 +76,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_matrix_id;
int m_color_id;
@@ -85,30 +84,6 @@ protected:
QFontEngineGlyphCache::Type m_cacheType;
};
-const char *QSGTextMaskShader::vertexShader() const {
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec2 sampleCoord; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *QSGTextMaskShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "void main() { \n"
- " lowp vec4 glyph = texture2D(_qt_texture, sampleCoord); \n"
- " gl_FragColor = vec4(glyph.rgb * color.a, glyph.a); \n"
- "}";
-}
-
char const *const *QSGTextMaskShader::attributeNames() const
{
static char const *const attr[] = { "vCoord", "tCoord", 0 };
@@ -116,8 +91,11 @@ char const *const *QSGTextMaskShader::attributeNames() const
}
QSGTextMaskShader::QSGTextMaskShader(QFontEngineGlyphCache::Type cacheType)
- : m_cacheType(cacheType)
+ : QSGMaterialShader(*new QSGMaterialShaderPrivate),
+ m_cacheType(cacheType)
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/textmask.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/textmask.frag"));
}
static inline qreal fontSmoothingGamma()
@@ -186,22 +164,13 @@ class QSG8BitTextMaskShader : public QSGTextMaskShader
public:
QSG8BitTextMaskShader(QFontEngineGlyphCache::Type cacheType)
: QSGTextMaskShader(cacheType)
- {}
+ {
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/8bittextmask.frag"));
+ }
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
- virtual const char *fragmentShader() const;
};
-const char *QSG8BitTextMaskShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform lowp sampler2D texture; \n"
- "uniform lowp vec4 color; \n"
- "void main() { \n"
- " gl_FragColor = color * texture2D(texture, sampleCoord).a; \n"
- "}";
-}
-
void QSG8BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
@@ -220,28 +189,18 @@ public:
QSG24BitTextMaskShader(QFontEngineGlyphCache::Type cacheType)
: QSGTextMaskShader(cacheType)
, m_useSRGB(false)
- {}
+ {
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/24bittextmask.frag"));
+ }
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual void initialize();
void activate();
void deactivate();
- virtual const char *fragmentShader() const;
uint m_useSRGB : 1;
};
-const char *QSG24BitTextMaskShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform lowp sampler2D texture; \n"
- "uniform lowp float color; // just the alpha, really... \n"
- "void main() { \n"
- " lowp vec4 glyph = texture2D(texture, sampleCoord); \n"
- " gl_FragColor = vec4(glyph.rgb * color, glyph.a); \n"
- "}";
-}
-
void QSG24BitTextMaskShader::initialize()
{
QSGTextMaskShader::initialize();
@@ -302,14 +261,15 @@ class QSGStyledTextShader : public QSG8BitTextMaskShader
public:
QSGStyledTextShader(QFontEngineGlyphCache::Type cacheType)
: QSG8BitTextMaskShader(cacheType)
- { }
+ {
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/styledtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/styledtext.frag"));
+ }
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
private:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_shift_id;
int m_styleColor_id;
@@ -367,98 +327,17 @@ void QSGStyledTextShader::updateState(const RenderState &state,
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
-const char *QSGStyledTextShader::vertexShader() const
-{
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "uniform highp vec2 shift; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " shiftedSampleCoord = (tCoord - shift) * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *QSGStyledTextShader::fragmentShader() const
-{
- return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- " lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
- " lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = style * styleColor + glyph * color; \n"
- "}";
-}
-
-
class QSGOutlinedTextShader : public QSGStyledTextShader
{
public:
QSGOutlinedTextShader(QFontEngineGlyphCache::Type cacheType)
: QSGStyledTextShader(cacheType)
- { }
-
-private:
- const char *vertexShader() const;
- const char *fragmentShader() const;
+ {
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/outlinedtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/outlinedtext.frag"));
+ }
};
-const char *QSGOutlinedTextShader::vertexShader() const
-{
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "uniform highp vec2 shift; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 sCoordUp; \n"
- "varying highp vec2 sCoordDown; \n"
- "varying highp vec2 sCoordLeft; \n"
- "varying highp vec2 sCoordRight; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale; \n"
- " sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale; \n"
- " sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale; \n"
- " sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *QSGOutlinedTextShader::fragmentShader() const
-{
- return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 sCoordUp; \n"
- "varying highp vec2 sCoordDown; \n"
- "varying highp vec2 sCoordLeft; \n"
- "varying highp vec2 sCoordRight; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- "lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
- " lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a + \n"
- " texture2D(_qt_texture, sCoordDown).a + \n"
- " texture2D(_qt_texture, sCoordLeft).a + \n"
- " texture2D(_qt_texture, sCoordRight).a, \n"
- " 0.0, 1.0) - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = outline * styleColor + glyph * color; \n"
- "}";
-}
-
QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, int cacheType)
: m_texture(0)
, m_glyphCache(0)
diff --git a/src/quick/scenegraph/qsgdefaultimagenode.cpp b/src/quick/scenegraph/qsgdefaultimagenode.cpp
index 11d0e5dbeb..926c0c1f4a 100644
--- a/src/quick/scenegraph/qsgdefaultimagenode.cpp
+++ b/src/quick/scenegraph/qsgdefaultimagenode.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgdefaultimagenode_p.h"
+#include <private/qsgmaterialshader_p.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qmath.h>
@@ -75,13 +76,13 @@ namespace
class SmoothTextureMaterialShader : public QSGTextureMaterialShader
{
public:
+ SmoothTextureMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_pixelSizeLoc;
};
@@ -109,6 +110,13 @@ QSGMaterialShader *QSGSmoothTextureMaterial::createShader() const
return new SmoothTextureMaterialShader;
}
+SmoothTextureMaterialShader::SmoothTextureMaterialShader()
+ : QSGTextureMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/smoothtexture.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/smoothtexture.frag"));
+}
+
void SmoothTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
if (oldEffect == 0) {
@@ -137,70 +145,6 @@ void SmoothTextureMaterialShader::initialize()
QSGTextureMaterialShader::initialize();
}
-const char *SmoothTextureMaterialShader::vertexShader() const
-{
- return
- "uniform highp vec2 pixelSize; \n"
- "uniform highp mat4 qt_Matrix; \n"
- "uniform lowp float opacity; \n"
- "attribute highp vec4 vertex; \n"
- "attribute highp vec2 multiTexCoord; \n"
- "attribute highp vec2 vertexOffset; \n"
- "attribute highp vec2 texCoordOffset; \n"
- "varying highp vec2 texCoord; \n"
- "varying lowp float vertexOpacity; \n"
- "void main() { \n"
- " highp vec4 pos = qt_Matrix * vertex; \n"
- " gl_Position = pos; \n"
- " texCoord = multiTexCoord; \n"
-
- " if (vertexOffset.x != 0.) { \n"
- " highp vec4 delta = qt_Matrix[0] * vertexOffset.x; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " texCoord.x += scale * texCoordOffset.x; \n"
- " } \n"
-
- " if (vertexOffset.y != 0.) { \n"
- " highp vec4 delta = qt_Matrix[1] * vertexOffset.y; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " texCoord.y += scale * texCoordOffset.y; \n"
- " } \n"
-
- " bool onEdge = any(notEqual(vertexOffset, vec2(0.))); \n"
- " bool outerEdge = all(equal(texCoordOffset, vec2(0.))); \n"
- " vertexOpacity = onEdge && outerEdge ? 0. : opacity; \n"
- "}";
-}
-
-const char *SmoothTextureMaterialShader::fragmentShader() const
-{
- return
- "uniform sampler2D qt_Texture; \n"
- "varying highp vec2 texCoord; \n"
- "varying lowp float vertexOpacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity; \n"
- "}";
-}
-
QSGDefaultImageNode::QSGDefaultImageNode()
: m_innerSourceRect(0, 0, 1, 1)
, m_subSourceRect(0, 0, 1, 1)
diff --git a/src/quick/scenegraph/qsgdefaultrectanglenode.cpp b/src/quick/scenegraph/qsgdefaultrectanglenode.cpp
index 14c61bae79..fb989fd6fb 100644
--- a/src/quick/scenegraph/qsgdefaultrectanglenode.cpp
+++ b/src/quick/scenegraph/qsgdefaultrectanglenode.cpp
@@ -110,19 +110,26 @@ namespace
class SmoothColorMaterialShader : public QSGMaterialShader
{
public:
+ SmoothColorMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
private:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_matrixLoc;
int m_opacityLoc;
int m_pixelSizeLoc;
};
+SmoothColorMaterialShader::SmoothColorMaterialShader()
+ : QSGMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/smoothcolor.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/smoothcolor.frag"));
+}
+
void SmoothColorMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *oldEffect)
{
if (state.isOpacityDirty())
@@ -156,61 +163,6 @@ void SmoothColorMaterialShader::initialize()
m_pixelSizeLoc = program()->uniformLocation("pixelSize");
}
-const char *SmoothColorMaterialShader::vertexShader() const
-{
- return
- "uniform highp vec2 pixelSize; \n"
- "uniform highp mat4 matrix; \n"
- "uniform lowp float opacity; \n"
- "attribute highp vec4 vertex; \n"
- "attribute lowp vec4 vertexColor; \n"
- "attribute highp vec2 vertexOffset; \n"
- "varying lowp vec4 color; \n"
- "void main() { \n"
- " highp vec4 pos = matrix * vertex; \n"
- " gl_Position = pos; \n"
-
- " if (vertexOffset.x != 0.) { \n"
- " highp vec4 delta = matrix[0] * vertexOffset.x; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " } \n"
-
- " if (vertexOffset.y != 0.) { \n"
- " highp vec4 delta = matrix[1] * vertexOffset.y; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " } \n"
-
- " color = vertexColor * opacity; \n"
- "}";
-}
-
-const char *SmoothColorMaterialShader::fragmentShader() const
-{
- return
- "varying lowp vec4 color; \n"
- "void main() { \n"
- " gl_FragColor = color; \n"
- "}";
-}
-
QSGSmoothColorMaterial::QSGSmoothColorMaterial()
{
setFlag(RequiresFullMatrixExceptTranslate, true);
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
index 125243847a..ac936b6663 100644
--- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -59,8 +59,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
void updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc);
void updateColor(const QVector4D &c);
@@ -81,44 +79,20 @@ protected:
float m_lastAlphaMax;
};
-const char *QSGDistanceFieldTextMaterialShader::vertexShader() const {
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec2 sampleCoord; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform mediump sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " gl_FragColor = color * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(_qt_texture, sampleCoord).a); \n"
- "}";
-}
-
char const *const *QSGDistanceFieldTextMaterialShader::attributeNames() const {
static char const *const attr[] = { "vCoord", "tCoord", 0 };
return attr;
}
QSGDistanceFieldTextMaterialShader::QSGDistanceFieldTextMaterialShader()
- : m_fontScale(1.0)
+ : QSGMaterialShader(),
+ m_fontScale(1.0)
, m_matrixScale(1.0)
, m_lastAlphaMin(-1)
, m_lastAlphaMax(-1)
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldtext.frag"));
}
void QSGDistanceFieldTextMaterialShader::updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc)
@@ -287,7 +261,6 @@ public:
protected:
virtual void initialize();
- virtual const char *fragmentShader() const = 0;
int m_styleColor_id;
};
@@ -355,7 +328,6 @@ public:
protected:
virtual void initialize();
- virtual const char *fragmentShader() const;
void updateOutlineAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc, int dfRadius);
@@ -363,26 +335,10 @@ protected:
int m_outlineAlphaMax1_id;
};
-const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "uniform mediump float outlineAlphaMax0; \n"
- "uniform mediump float outlineAlphaMax1; \n"
- "void main() { \n"
- " mediump float d = texture2D(_qt_texture, sampleCoord).a; \n"
- " gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
- " * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
- "}";
-}
-
DistanceFieldOutlineTextMaterialShader::DistanceFieldOutlineTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldoutlinetext.frag"));
}
void DistanceFieldOutlineTextMaterialShader::initialize()
@@ -454,8 +410,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
void updateShift(qreal fontScale, const QPointF& shift);
@@ -465,6 +419,8 @@ protected:
DistanceFieldShiftedStyleTextMaterialShader::DistanceFieldShiftedStyleTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.frag"));
}
void DistanceFieldShiftedStyleTextMaterialShader::initialize()
@@ -495,41 +451,6 @@ void DistanceFieldShiftedStyleTextMaterialShader::updateShift(qreal fontScale, c
program()->setUniformValue(m_shift_id, texel);
}
-const char *DistanceFieldShiftedStyleTextMaterialShader::vertexShader() const
-{
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "uniform highp vec2 shift; \n"
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " shiftedSampleCoord = (tCoord - shift) * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a); \n"
- " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(_qt_texture, shiftedSampleCoord).a); \n"
- " gl_FragColor = mix(shifted, color, a); \n"
- "}";
-}
-
QSGDistanceFieldShiftedStyleTextMaterial::QSGDistanceFieldShiftedStyleTextMaterial()
: QSGDistanceFieldStyledTextMaterial()
{
@@ -554,107 +475,24 @@ QSGMaterialShader *QSGDistanceFieldShiftedStyleTextMaterial::createShader() cons
class QSGHiQSubPixelDistanceFieldTextMaterialShader : public QSGDistanceFieldTextMaterialShader
{
public:
+ QSGHiQSubPixelDistanceFieldTextMaterialShader();
+
virtual void initialize();
virtual void activate();
virtual void deactivate();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
-protected:
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
-
private:
int m_fontScale_id;
int m_vecDelta_id;
};
-const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "uniform highp float fontScale; \n"
- "uniform highp vec4 vecDelta; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec3 sampleFarLeft; \n"
- "varying highp vec3 sampleNearLeft; \n"
- "varying highp vec3 sampleNearRight; \n"
- "varying highp vec3 sampleFarRight; \n"
- "void main() { \n"
- " sampleCoord = tCoord * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- // Calculate neighbour pixel position in item space.
- " highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
- " highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta; \n"
- " highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; \n"
- " highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta; \n"
- " highp vec3 farRight = vCoord.xyw + 0.667 * wDelta; \n"
- // Calculate neighbour texture coordinate.
- " highp vec2 scale = textureScale / fontScale; \n"
- " highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
- " sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); \n"
- " sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
- " sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
- " sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); \n"
- "}";
-}
-
-const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec3 sampleFarLeft; \n"
- "varying highp vec3 sampleNearLeft; \n"
- "varying highp vec3 sampleNearRight; \n"
- "varying highp vec3 sampleFarRight; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp vec4 n; \n"
- " n.x = texture2DProj(_qt_texture, sampleFarLeft).a; \n"
- " n.y = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
- " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
- " n.z = texture2DProj(_qt_texture, sampleNearRight).a; \n"
- " n.w = texture2DProj(_qt_texture, sampleFarRight).a; \n"
-#if 0
- // Blurrier, faster.
- " n = smoothstep(alphaMin, alphaMax, n); \n"
- " c = smoothstep(alphaMin, alphaMax, c); \n"
-#else
- // Sharper, slower.
- " highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); \n"
- " highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); \n"
- " highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d); \n"
- " n = smoothstep(lo.xxyy, hi.xxyy, n); \n"
- " c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); \n"
-#endif
- " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
- "}";
-}
-
-//const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
-// return
-// "#extension GL_OES_standard_derivatives: enable \n"
-// "varying highp vec2 sampleCoord; \n"
-// "uniform sampler2D _qt_texture; \n"
-// "uniform lowp vec4 color; \n"
-// "uniform highp float alphaMin; \n"
-// "uniform highp float alphaMax; \n"
-// "void main() { \n"
-// " highp vec2 delta = dFdx(sampleCoord); \n"
-// " highp vec4 n; \n"
-// " n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; \n"
-// " n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; \n"
-// " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
-// " n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; \n"
-// " n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; \n"
-// " n = smoothstep(alphaMin, alphaMax, n); \n"
-// " c = smoothstep(alphaMin, alphaMax, c); \n"
-// " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
-// "}";
-//}
+QSGHiQSubPixelDistanceFieldTextMaterialShader::QSGHiQSubPixelDistanceFieldTextMaterialShader()
+ : QSGDistanceFieldTextMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag"));
+}
void QSGHiQSubPixelDistanceFieldTextMaterialShader::initialize()
{
@@ -712,52 +550,15 @@ QSGMaterialShader *QSGHiQSubPixelDistanceFieldTextMaterial::createShader() const
class QSGLoQSubPixelDistanceFieldTextMaterialShader : public QSGHiQSubPixelDistanceFieldTextMaterialShader
{
-protected:
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
+public:
+ QSGLoQSubPixelDistanceFieldTextMaterialShader();
};
-const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
- return
- "uniform highp mat4 matrix; \n"
- "uniform highp vec2 textureScale; \n"
- "uniform highp float fontScale; \n"
- "uniform highp vec4 vecDelta; \n"
- "attribute highp vec4 vCoord; \n"
- "attribute highp vec2 tCoord; \n"
- "varying highp vec3 sampleNearLeft; \n"
- "varying highp vec3 sampleNearRight; \n"
- "void main() { \n"
- " highp vec2 sampleCoord = tCoord * textureScale; \n"
- " gl_Position = matrix * vCoord; \n"
- // Calculate neighbour pixel position in item space.
- " highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
- " highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta; \n"
- " highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta; \n"
- // Calculate neighbour texture coordinate.
- " highp vec2 scale = textureScale / fontScale; \n"
- " highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
- " sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
- " sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
- "}";
-}
-
-const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec3 sampleNearLeft; \n"
- "varying highp vec3 sampleNearRight; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp vec2 n; \n"
- " n.x = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
- " n.y = texture2DProj(_qt_texture, sampleNearRight).a; \n"
- " n = smoothstep(alphaMin, alphaMax, n); \n"
- " highp float c = 0.5 * (n.x + n.y); \n"
- " gl_FragColor = vec4(n.x, c, n.y, c) * color.w; \n"
- "}";
+QSGLoQSubPixelDistanceFieldTextMaterialShader::QSGLoQSubPixelDistanceFieldTextMaterialShader()
+ : QSGHiQSubPixelDistanceFieldTextMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.frag"));
}
QSGMaterialType *QSGLoQSubPixelDistanceFieldTextMaterial::type() const
diff --git a/src/quick/scenegraph/scenegraph.pri b/src/quick/scenegraph/scenegraph.pri
index 2bcef43843..aebc2ece9c 100644
--- a/src/quick/scenegraph/scenegraph.pri
+++ b/src/quick/scenegraph/scenegraph.pri
@@ -10,7 +10,8 @@ HEADERS += \
$$PWD/coreapi/qsgnodeupdater_p.h \
$$PWD/coreapi/qsgrenderer_p.h \
$$PWD/coreapi/qsgrendernode_p.h \
- $$PWD/coreapi/qsggeometry_p.h
+ $$PWD/coreapi/qsggeometry_p.h \
+ $$PWD/coreapi/qsgmaterialshader_p.h
SOURCES += \
$$PWD/coreapi/qsgbatchrenderer.cpp \
@@ -20,8 +21,7 @@ SOURCES += \
$$PWD/coreapi/qsgnodeupdater.cpp \
$$PWD/coreapi/qsgrenderer.cpp \
$$PWD/coreapi/qsgrendernode.cpp \
- $$PWD/coreapi/qsgshaderrewriter.cpp \
- scenegraph/util/qsgsimplematerial.cpp
+ $$PWD/coreapi/qsgshaderrewriter.cpp
# Util API
HEADERS += \
@@ -39,7 +39,8 @@ HEADERS += \
$$PWD/util/qsgtexture_p.h \
$$PWD/util/qsgtextureprovider.h \
$$PWD/util/qsgpainternode_p.h \
- $$PWD/util/qsgdistancefieldutil_p.h
+ $$PWD/util/qsgdistancefieldutil_p.h \
+ $$PWD/util/qsgshadersourcebuilder_p.h
SOURCES += \
$$PWD/util/qsgareaallocator.cpp \
@@ -53,7 +54,9 @@ SOURCES += \
$$PWD/util/qsgtexture.cpp \
$$PWD/util/qsgtextureprovider.cpp \
$$PWD/util/qsgpainternode.cpp \
- $$PWD/util/qsgdistancefieldutil.cpp
+ $$PWD/util/qsgdistancefieldutil.cpp \
+ $$PWD/util/qsgsimplematerial.cpp \
+ $$PWD/util/qsgshadersourcebuilder.cpp
# QML / Adaptations API
HEADERS += \
@@ -87,3 +90,41 @@ SOURCES += \
$$PWD/qsgrenderloop.cpp \
$$PWD/qsgthreadedrenderloop.cpp \
$$PWD/qsgwindowsrenderloop.cpp
+
+RESOURCES += \
+ $$PWD/scenegraph.qrc
+
+OTHER_FILES += \
+ $$PWD/shaders/24bittextmask.frag \
+ $$PWD/shaders/8bittextmask.frag \
+ $$PWD/shaders/distancefieldoutlinetext.frag \
+ $$PWD/shaders/distancefieldshiftedtext.frag \
+ $$PWD/shaders/distancefieldshiftedtext.vert \
+ $$PWD/shaders/distancefieldtext.frag \
+ $$PWD/shaders/distancefieldtext.vert \
+ $$PWD/shaders/flatcolor.frag \
+ $$PWD/shaders/flatcolor.vert \
+ $$PWD/shaders/hiqsubpixeldistancefieldtext.frag \
+ $$PWD/shaders/hiqsubpixeldistancefieldtext.vert \
+ $$PWD/shaders/loqsubpixeldistancefieldtext.frag \
+ $$PWD/shaders/loqsubpixeldistancefieldtext.vert \
+ $$PWD/shaders/opaquetexture.frag \
+ $$PWD/shaders/opaquetexture.vert \
+ $$PWD/shaders/outlinedtext.frag \
+ $$PWD/shaders/outlinedtext.vert \
+ $$PWD/shaders/rendernode.frag \
+ $$PWD/shaders/rendernode.vert \
+ $$PWD/shaders/smoothcolor.frag \
+ $$PWD/shaders/smoothcolor.vert \
+ $$PWD/shaders/smoothtexture.frag \
+ $$PWD/shaders/smoothtexture.vert \
+ $$PWD/shaders/stencilclip.frag \
+ $$PWD/shaders/stencilclip.vert \
+ $$PWD/shaders/styledtext.frag \
+ $$PWD/shaders/styledtext.vert \
+ $$PWD/shaders/textmask.frag \
+ $$PWD/shaders/textmask.vert \
+ $$PWD/shaders/texture.frag \
+ $$PWD/shaders/vertexcolor.frag \
+ $$PWD/shaders/vertexcolor.vert
+
diff --git a/src/quick/scenegraph/scenegraph.qrc b/src/quick/scenegraph/scenegraph.qrc
new file mode 100644
index 0000000000..5299ec6d9f
--- /dev/null
+++ b/src/quick/scenegraph/scenegraph.qrc
@@ -0,0 +1,36 @@
+<RCC>
+ <qresource prefix="/scenegraph">
+ <file>shaders/flatcolor.frag</file>
+ <file>shaders/flatcolor.vert</file>
+ <file>shaders/8bittextmask.frag</file>
+ <file>shaders/24bittextmask.frag</file>
+ <file>shaders/opaquetexture.frag</file>
+ <file>shaders/opaquetexture.vert</file>
+ <file>shaders/outlinedtext.frag</file>
+ <file>shaders/outlinedtext.vert</file>
+ <file>shaders/smoothcolor.frag</file>
+ <file>shaders/smoothcolor.vert</file>
+ <file>shaders/smoothtexture.frag</file>
+ <file>shaders/smoothtexture.vert</file>
+ <file>shaders/styledtext.frag</file>
+ <file>shaders/styledtext.vert</file>
+ <file>shaders/textmask.frag</file>
+ <file>shaders/textmask.vert</file>
+ <file>shaders/texture.frag</file>
+ <file>shaders/distancefieldoutlinetext.frag</file>
+ <file>shaders/distancefieldshiftedtext.frag</file>
+ <file>shaders/distancefieldshiftedtext.vert</file>
+ <file>shaders/distancefieldtext.frag</file>
+ <file>shaders/distancefieldtext.vert</file>
+ <file>shaders/hiqsubpixeldistancefieldtext.frag</file>
+ <file>shaders/hiqsubpixeldistancefieldtext.vert</file>
+ <file>shaders/loqsubpixeldistancefieldtext.frag</file>
+ <file>shaders/loqsubpixeldistancefieldtext.vert</file>
+ <file>shaders/vertexcolor.frag</file>
+ <file>shaders/vertexcolor.vert</file>
+ <file>shaders/rendernode.vert</file>
+ <file>shaders/rendernode.frag</file>
+ <file>shaders/stencilclip.frag</file>
+ <file>shaders/stencilclip.vert</file>
+ </qresource>
+</RCC>
diff --git a/src/quick/scenegraph/shaders/24bittextmask.frag b/src/quick/scenegraph/shaders/24bittextmask.frag
new file mode 100644
index 0000000000..ac62e7b642
--- /dev/null
+++ b/src/quick/scenegraph/shaders/24bittextmask.frag
@@ -0,0 +1,10 @@
+varying highp vec2 sampleCoord;
+
+uniform lowp sampler2D texture;
+uniform lowp float color; // just the alpha, really...
+
+void main()
+{
+ lowp vec4 glyph = texture2D(texture, sampleCoord);
+ gl_FragColor = vec4(glyph.rgb * color, glyph.a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/8bittextmask.frag b/src/quick/scenegraph/shaders/8bittextmask.frag
new file mode 100644
index 0000000000..f2f06e8e07
--- /dev/null
+++ b/src/quick/scenegraph/shaders/8bittextmask.frag
@@ -0,0 +1,9 @@
+varying highp vec2 sampleCoord;
+
+uniform lowp sampler2D texture;
+uniform lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color * texture2D(texture, sampleCoord).a;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag b/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag
new file mode 100644
index 0000000000..250ed322a1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag
@@ -0,0 +1,16 @@
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+uniform mediump float outlineAlphaMax0;
+uniform mediump float outlineAlphaMax1;
+
+void main()
+{
+ mediump float d = texture2D(_qt_texture, sampleCoord).a;
+ gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d))
+ * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag b/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag
new file mode 100644
index 0000000000..60c1c7468b
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag
@@ -0,0 +1,17 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a);
+ highp vec4 shifted = styleColor * smoothstep(alphaMin,
+ alphaMax,
+ texture2D(_qt_texture, shiftedSampleCoord).a);
+ gl_FragColor = mix(shifted, color, a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert b/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert
new file mode 100644
index 0000000000..800eadc4f1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert
@@ -0,0 +1,17 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+uniform highp vec2 shift;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ shiftedSampleCoord = (tCoord - shift) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldtext.frag b/src/quick/scenegraph/shaders/distancefieldtext.frag
new file mode 100644
index 0000000000..951fb2a825
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldtext.frag
@@ -0,0 +1,13 @@
+varying highp vec2 sampleCoord;
+
+uniform mediump sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ gl_FragColor = color * smoothstep(alphaMin,
+ alphaMax,
+ texture2D(_qt_texture, sampleCoord).a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldtext.vert b/src/quick/scenegraph/shaders/distancefieldtext.vert
new file mode 100644
index 0000000000..c4963977a5
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldtext.vert
@@ -0,0 +1,13 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/flatcolor.frag b/src/quick/scenegraph/shaders/flatcolor.frag
new file mode 100644
index 0000000000..8c225bf5a4
--- /dev/null
+++ b/src/quick/scenegraph/shaders/flatcolor.frag
@@ -0,0 +1,6 @@
+uniform lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/flatcolor.vert b/src/quick/scenegraph/shaders/flatcolor.vert
new file mode 100644
index 0000000000..a61de97f85
--- /dev/null
+++ b/src/quick/scenegraph/shaders/flatcolor.vert
@@ -0,0 +1,7 @@
+attribute highp vec4 vCoord;
+uniform highp mat4 matrix;
+
+void main()
+{
+ gl_Position = matrix * vCoord;
+}
diff --git a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag
new file mode 100644
index 0000000000..9b65e5f79b
--- /dev/null
+++ b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag
@@ -0,0 +1,58 @@
+varying highp vec2 sampleCoord;
+varying highp vec3 sampleFarLeft;
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+varying highp vec3 sampleFarRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp vec4 n;
+ n.x = texture2DProj(_qt_texture, sampleFarLeft).a;
+ n.y = texture2DProj(_qt_texture, sampleNearLeft).a;
+ highp float c = texture2D(_qt_texture, sampleCoord).a;
+ n.z = texture2DProj(_qt_texture, sampleNearRight).a;
+ n.w = texture2DProj(_qt_texture, sampleFarRight).a;
+#if 0
+ // Blurrier, faster.
+ n = smoothstep(alphaMin, alphaMax, n);
+ c = smoothstep(alphaMin, alphaMax, c);
+#else
+ // Sharper, slower.
+ highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67);
+ highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d);
+ highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d);
+ n = smoothstep(lo.xxyy, hi.xxyy, n);
+ c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c);
+#endif
+ gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
+}
+
+/*
+#extension GL_OES_standard_derivatives: enable
+
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform highp float alphaMin;
+uniform highp float alphaMax;
+
+void main()
+{
+ highp vec2 delta = dFdx(sampleCoord);
+ highp vec4 n;
+ n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a;
+ n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a;
+ highp float c = texture2D(_qt_texture, sampleCoord).a;
+ n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a;
+ n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a;
+ n = smoothstep(alphaMin, alphaMax, n);
+ c = smoothstep(alphaMin, alphaMax, c);
+ gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
+};
+*/ \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert
new file mode 100644
index 0000000000..62768e88e1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert
@@ -0,0 +1,34 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp float fontScale;
+uniform highp vec4 vecDelta;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec3 sampleFarLeft;
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+varying highp vec3 sampleFarRight;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+
+ // Calculate neighbor pixel position in item space.
+ highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
+ highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta;
+ highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta;
+ highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta;
+ highp vec3 farRight = vCoord.xyw + 0.667 * wDelta;
+
+ // Calculate neighbor texture coordinate.
+ highp vec2 scale = textureScale / fontScale;
+ highp vec2 base = sampleCoord - scale * vCoord.xy;
+ sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z);
+ sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
+ sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
+ sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag
new file mode 100644
index 0000000000..61b6c8dd9a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag
@@ -0,0 +1,17 @@
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp vec2 n;
+ n.x = texture2DProj(_qt_texture, sampleNearLeft).a;
+ n.y = texture2DProj(_qt_texture, sampleNearRight).a;
+ n = smoothstep(alphaMin, alphaMax, n);
+ highp float c = 0.5 * (n.x + n.y);
+ gl_FragColor = vec4(n.x, c, n.y, c) * color.w;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert
new file mode 100644
index 0000000000..33cb7efb19
--- /dev/null
+++ b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert
@@ -0,0 +1,27 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp float fontScale;
+uniform highp vec4 vecDelta;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+
+void main()
+{
+ highp vec2 sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+
+ // Calculate neighbor pixel position in item space.
+ highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
+ highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta;
+ highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta;
+
+ // Calculate neighbor texture coordinate.
+ highp vec2 scale = textureScale / fontScale;
+ highp vec2 base = sampleCoord - scale * vCoord.xy;
+ sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
+ sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/opaquetexture.frag b/src/quick/scenegraph/shaders/opaquetexture.frag
new file mode 100644
index 0000000000..b7e07de385
--- /dev/null
+++ b/src/quick/scenegraph/shaders/opaquetexture.frag
@@ -0,0 +1,8 @@
+varying highp vec2 qt_TexCoord;
+
+uniform sampler2D qt_Texture;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, qt_TexCoord);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/opaquetexture.vert b/src/quick/scenegraph/shaders/opaquetexture.vert
new file mode 100644
index 0000000000..32cf02df25
--- /dev/null
+++ b/src/quick/scenegraph/shaders/opaquetexture.vert
@@ -0,0 +1,12 @@
+uniform highp mat4 qt_Matrix;
+
+attribute highp vec4 qt_VertexPosition;
+attribute highp vec2 qt_VertexTexCoord;
+
+varying highp vec2 qt_TexCoord;
+
+void main()
+{
+ qt_TexCoord = qt_VertexTexCoord;
+ gl_Position = qt_Matrix * qt_VertexPosition;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/outlinedtext.frag b/src/quick/scenegraph/shaders/outlinedtext.frag
new file mode 100644
index 0000000000..b3e5475d5d
--- /dev/null
+++ b/src/quick/scenegraph/shaders/outlinedtext.frag
@@ -0,0 +1,21 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 sCoordUp;
+varying highp vec2 sCoordDown;
+varying highp vec2 sCoordLeft;
+varying highp vec2 sCoordRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+
+void main()
+{
+ lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
+ lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a +
+ texture2D(_qt_texture, sCoordDown).a +
+ texture2D(_qt_texture, sCoordLeft).a +
+ texture2D(_qt_texture, sCoordRight).a,
+ 0.0, 1.0) - glyph,
+ 0.0, 1.0);
+ gl_FragColor = outline * styleColor + glyph * color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/outlinedtext.vert b/src/quick/scenegraph/shaders/outlinedtext.vert
new file mode 100644
index 0000000000..ced8afd034
--- /dev/null
+++ b/src/quick/scenegraph/shaders/outlinedtext.vert
@@ -0,0 +1,22 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp vec2 shift;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 sCoordUp;
+varying highp vec2 sCoordDown;
+varying highp vec2 sCoordLeft;
+varying highp vec2 sCoordRight;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
+ sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
+ sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
+ sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/rendernode.frag b/src/quick/scenegraph/shaders/rendernode.frag
new file mode 100644
index 0000000000..b4e9b0209c
--- /dev/null
+++ b/src/quick/scenegraph/shaders/rendernode.frag
@@ -0,0 +1,8 @@
+uniform lowp sampler2D tex;
+
+varying highp vec2 t;
+
+void main()
+{
+ gl_FragColor = texture2D(tex, t);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/rendernode.vert b/src/quick/scenegraph/shaders/rendernode.vert
new file mode 100644
index 0000000000..fbfe9ef8ae
--- /dev/null
+++ b/src/quick/scenegraph/shaders/rendernode.vert
@@ -0,0 +1,10 @@
+attribute highp vec4 av;
+attribute highp vec2 at;
+
+varying highp vec2 t;
+
+void main()
+{
+ gl_Position = av;
+ t = at;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothcolor.frag b/src/quick/scenegraph/shaders/smoothcolor.frag
new file mode 100644
index 0000000000..71de9dbfc2
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothcolor.frag
@@ -0,0 +1,6 @@
+varying lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothcolor.vert b/src/quick/scenegraph/shaders/smoothcolor.vert
new file mode 100644
index 0000000000..df70fea92a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothcolor.vert
@@ -0,0 +1,45 @@
+uniform highp vec2 pixelSize;
+uniform highp mat4 matrix;
+uniform lowp float opacity;
+
+attribute highp vec4 vertex;
+attribute lowp vec4 vertexColor;
+attribute highp vec2 vertexOffset;
+
+varying lowp vec4 color;
+
+void main()
+{
+ highp vec4 pos = matrix * vertex;
+ gl_Position = pos;
+
+ if (vertexOffset.x != 0.) {
+ highp vec4 delta = matrix[0] * vertexOffset.x;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ if (vertexOffset.y != 0.) {
+ highp vec4 delta = matrix[1] * vertexOffset.y;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ color = vertexColor * opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothtexture.frag b/src/quick/scenegraph/shaders/smoothtexture.frag
new file mode 100644
index 0000000000..e4f6359f3d
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothtexture.frag
@@ -0,0 +1,9 @@
+uniform sampler2D qt_Texture;
+
+varying highp vec2 texCoord;
+varying lowp float vertexOpacity;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothtexture.vert b/src/quick/scenegraph/shaders/smoothtexture.vert
new file mode 100644
index 0000000000..1ce824a68f
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothtexture.vert
@@ -0,0 +1,52 @@
+uniform highp vec2 pixelSize;
+uniform highp mat4 qt_Matrix;
+uniform lowp float opacity;
+
+attribute highp vec4 vertex;
+attribute highp vec2 multiTexCoord;
+attribute highp vec2 vertexOffset;
+attribute highp vec2 texCoordOffset;
+
+varying highp vec2 texCoord;
+varying lowp float vertexOpacity;
+
+void main()
+{
+ highp vec4 pos = qt_Matrix * vertex;
+ gl_Position = pos;
+ texCoord = multiTexCoord;
+
+ if (vertexOffset.x != 0.) {
+ highp vec4 delta = qt_Matrix[0] * vertexOffset.x;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ texCoord.x += scale * texCoordOffset.x;
+ }
+
+ if (vertexOffset.y != 0.) {
+ highp vec4 delta = qt_Matrix[1] * vertexOffset.y;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ texCoord.y += scale * texCoordOffset.y;
+ }
+
+ bool onEdge = any(notEqual(vertexOffset, vec2(0.)));
+ bool outerEdge = all(equal(texCoordOffset, vec2(0.)));
+ vertexOpacity = onEdge && outerEdge ? 0. : opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/stencilclip.frag b/src/quick/scenegraph/shaders/stencilclip.frag
new file mode 100644
index 0000000000..70b7717977
--- /dev/null
+++ b/src/quick/scenegraph/shaders/stencilclip.frag
@@ -0,0 +1,4 @@
+void main()
+{
+ gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); // Trolltech green ftw!
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/stencilclip.vert b/src/quick/scenegraph/shaders/stencilclip.vert
new file mode 100644
index 0000000000..0e546c8112
--- /dev/null
+++ b/src/quick/scenegraph/shaders/stencilclip.vert
@@ -0,0 +1,8 @@
+attribute highp vec4 vCoord;
+
+uniform highp mat4 matrix;
+
+void main()
+{
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/styledtext.frag b/src/quick/scenegraph/shaders/styledtext.frag
new file mode 100644
index 0000000000..662dbef2fc
--- /dev/null
+++ b/src/quick/scenegraph/shaders/styledtext.frag
@@ -0,0 +1,14 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+
+void main()
+{
+ lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
+ lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph,
+ 0.0, 1.0);
+ gl_FragColor = style * styleColor + glyph * color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/styledtext.vert b/src/quick/scenegraph/shaders/styledtext.vert
new file mode 100644
index 0000000000..3ad9497b65
--- /dev/null
+++ b/src/quick/scenegraph/shaders/styledtext.vert
@@ -0,0 +1,16 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp vec2 shift;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ shiftedSampleCoord = (tCoord - shift) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/textmask.frag b/src/quick/scenegraph/shaders/textmask.frag
new file mode 100644
index 0000000000..7715688ecc
--- /dev/null
+++ b/src/quick/scenegraph/shaders/textmask.frag
@@ -0,0 +1,10 @@
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+
+void main()
+{
+ lowp vec4 glyph = texture2D(_qt_texture, sampleCoord);
+ gl_FragColor = vec4(glyph.rgb * color.a, glyph.a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/textmask.vert b/src/quick/scenegraph/shaders/textmask.vert
new file mode 100644
index 0000000000..1f45e9cf71
--- /dev/null
+++ b/src/quick/scenegraph/shaders/textmask.vert
@@ -0,0 +1,13 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+}
diff --git a/src/quick/scenegraph/shaders/texture.frag b/src/quick/scenegraph/shaders/texture.frag
new file mode 100644
index 0000000000..2d97f2e66a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/texture.frag
@@ -0,0 +1,9 @@
+varying highp vec2 qt_TexCoord;
+
+uniform sampler2D qt_Texture;
+uniform lowp float opacity;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/vertexcolor.frag b/src/quick/scenegraph/shaders/vertexcolor.frag
new file mode 100644
index 0000000000..71de9dbfc2
--- /dev/null
+++ b/src/quick/scenegraph/shaders/vertexcolor.frag
@@ -0,0 +1,6 @@
+varying lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/vertexcolor.vert b/src/quick/scenegraph/shaders/vertexcolor.vert
new file mode 100644
index 0000000000..750d520114
--- /dev/null
+++ b/src/quick/scenegraph/shaders/vertexcolor.vert
@@ -0,0 +1,13 @@
+attribute highp vec4 vertexCoord;
+attribute highp vec4 vertexColor;
+
+uniform highp mat4 matrix;
+uniform highp float opacity;
+
+varying lowp vec4 color;
+
+void main()
+{
+ gl_Position = matrix * vertexCoord;
+ color = vertexColor * opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/util/qsgflatcolormaterial.cpp b/src/quick/scenegraph/util/qsgflatcolormaterial.cpp
index 83264e2930..c603c62a20 100644
--- a/src/quick/scenegraph/util/qsgflatcolormaterial.cpp
+++ b/src/quick/scenegraph/util/qsgflatcolormaterial.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgflatcolormaterial.h"
+#include <private/qsgmaterialshader_p.h>
#include <qopenglshaderprogram.h>
@@ -48,6 +49,8 @@ QT_BEGIN_NAMESPACE
class FlatColorMaterialShader : public QSGMaterialShader
{
public:
+ FlatColorMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@@ -55,8 +58,6 @@ public:
private:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_matrix_id;
int m_color_id;
@@ -64,6 +65,13 @@ private:
QSGMaterialType FlatColorMaterialShader::type;
+FlatColorMaterialShader::FlatColorMaterialShader()
+ : QSGMaterialShader(*new QSGMaterialShaderPrivate)
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/flatcolor.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/flatcolor.frag"));
+}
+
void FlatColorMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
@@ -98,23 +106,6 @@ void FlatColorMaterialShader::initialize()
m_color_id = program()->uniformLocation("color");
}
-const char *FlatColorMaterialShader::vertexShader() const {
- return
- "attribute highp vec4 vCoord; \n"
- "uniform highp mat4 matrix; \n"
- "void main() { \n"
- " gl_Position = matrix * vCoord; \n"
- "}";
-}
-
-const char *FlatColorMaterialShader::fragmentShader() const {
- return
- "uniform lowp vec4 color; \n"
- "void main() { \n"
- " gl_FragColor = color; \n"
- "}";
-}
-
/*!
diff --git a/src/quick/scenegraph/util/qsgshadersourcebuilder.cpp b/src/quick/scenegraph/util/qsgshadersourcebuilder.cpp
new file mode 100644
index 0000000000..c7dd1a9799
--- /dev/null
+++ b/src/quick/scenegraph/util/qsgshadersourcebuilder.cpp
@@ -0,0 +1,106 @@
+/****************************************************************************
+**
+** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional
+** rights. These rights are described in the Digia 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgshadersourcebuilder_p.h"
+
+#include <QtGui/qopenglshaderprogram.h>
+
+#include <QtCore/qdebug.h>
+#include <QtCore/qfile.h>
+
+QT_BEGIN_NAMESPACE
+
+QSGShaderSourceBuilder::QSGShaderSourceBuilder()
+{
+}
+
+void QSGShaderSourceBuilder::initializeProgramFromFiles(QOpenGLShaderProgram *program,
+ const QString &vertexShader,
+ const QString &fragmentShader)
+{
+ Q_ASSERT(program);
+ program->removeAllShaders();
+
+ QSGShaderSourceBuilder builder;
+
+ builder.appendSourceFile(vertexShader);
+ program->addShaderFromSourceCode(QOpenGLShader::Vertex, builder.source());
+ builder.clear();
+
+ builder.appendSourceFile(fragmentShader);
+ program->addShaderFromSourceCode(QOpenGLShader::Fragment, builder.source());
+}
+
+QByteArray QSGShaderSourceBuilder::source() const
+{
+ return m_source;
+}
+
+void QSGShaderSourceBuilder::clear()
+{
+ m_source.clear();
+}
+
+void QSGShaderSourceBuilder::appendSource(const QByteArray &source)
+{
+ m_source += source;
+}
+
+void QSGShaderSourceBuilder::appendSourceFile(const QString &fileName)
+{
+ const QString resolvedFileName = resolveShaderPath(fileName);
+ QFile f(fileName);
+ if (!f.open(QIODevice::ReadOnly | QIODevice::Text)) {
+ qWarning() << "Failed to find shader" << resolvedFileName;
+ return;
+ }
+ m_source += f.readAll();
+}
+
+QString QSGShaderSourceBuilder::resolveShaderPath(const QString &path) const
+{
+ // For now, just return the path unaltered.
+ // TODO: Resolve to more specific filename based upon OpenGL profile and
+ // version, platform, GPU type etc
+ return path;
+}
+
+QT_END_NAMESPACE
diff --git a/src/quick/scenegraph/util/qsgshadersourcebuilder_p.h b/src/quick/scenegraph/util/qsgshadersourcebuilder_p.h
new file mode 100644
index 0000000000..8def250d4f
--- /dev/null
+++ b/src/quick/scenegraph/util/qsgshadersourcebuilder_p.h
@@ -0,0 +1,77 @@
+/****************************************************************************
+**
+** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional
+** rights. These rights are described in the Digia 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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QSGSHADERSOURCEBUILDER_P_H
+#define QSGSHADERSOURCEBUILDER_P_H
+
+#include <private/qtquickglobal_p.h>
+
+#include <QtCore/qbytearray.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLShaderProgram;
+
+class Q_QUICK_PRIVATE_EXPORT QSGShaderSourceBuilder
+{
+public:
+ QSGShaderSourceBuilder();
+
+ static void initializeProgramFromFiles(QOpenGLShaderProgram *program,
+ const QString &vertexShader,
+ const QString &fragmentShader);
+
+ QByteArray source() const;
+ void clear();
+
+ void appendSource(const QByteArray &source);
+ void appendSourceFile(const QString &fileName);
+
+protected:
+ virtual QString resolveShaderPath(const QString &path) const;
+
+private:
+ QByteArray m_source;
+};
+
+QT_END_NAMESPACE
+
+#endif // QSGSHADERSOURCEBUILDER_P_H
diff --git a/src/quick/scenegraph/util/qsgtexturematerial.cpp b/src/quick/scenegraph/util/qsgtexturematerial.cpp
index ba98c83682..df55404504 100644
--- a/src/quick/scenegraph/util/qsgtexturematerial.cpp
+++ b/src/quick/scenegraph/util/qsgtexturematerial.cpp
@@ -54,36 +54,15 @@ inline static bool isPowerOfTwo(int x)
}
#endif
-const char qt_scenegraph_texture_material_vertex_code[] =
- "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 qt_scenegraph_texture_material_fragment[] =
- "varying highp vec2 qt_TexCoord; \n"
- "uniform sampler2D qt_Texture; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n"
- "}";
-
-
-const char *QSGOpaqueTextureMaterialShader::vertexShader() const
-{
- return qt_scenegraph_texture_material_vertex_code;
-}
+QSGMaterialType QSGOpaqueTextureMaterialShader::type;
-const char *QSGOpaqueTextureMaterialShader::fragmentShader() const
+QSGOpaqueTextureMaterialShader::QSGOpaqueTextureMaterialShader()
+ : QSGMaterialShader()
{
- return qt_scenegraph_texture_material_fragment;
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/opaquetexture.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/opaquetexture.frag"));
}
-QSGMaterialType QSGOpaqueTextureMaterialShader::type;
-
char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
{
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
@@ -353,14 +332,6 @@ int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
a material in the scene graph.
*/
-static const char qt_scenegraph_texture_material_opacity_fragment[] =
- "varying highp vec2 qt_TexCoord; \n"
- "uniform sampler2D qt_Texture; \n"
- "uniform lowp float opacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n"
- "}";
-
QSGMaterialType QSGTextureMaterialShader::type;
@@ -385,6 +356,12 @@ QSGMaterialShader *QSGTextureMaterial::createShader() const
return new QSGTextureMaterialShader;
}
+QSGTextureMaterialShader::QSGTextureMaterialShader()
+ : QSGOpaqueTextureMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/texture.frag"));
+}
+
void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
@@ -400,9 +377,4 @@ void QSGTextureMaterialShader::initialize()
m_opacity_id = program()->uniformLocation("opacity");
}
-const char *QSGTextureMaterialShader::fragmentShader() const
-{
- return qt_scenegraph_texture_material_opacity_fragment;
-}
-
QT_END_NAMESPACE
diff --git a/src/quick/scenegraph/util/qsgtexturematerial_p.h b/src/quick/scenegraph/util/qsgtexturematerial_p.h
index 077337d211..db65d85738 100644
--- a/src/quick/scenegraph/util/qsgtexturematerial_p.h
+++ b/src/quick/scenegraph/util/qsgtexturematerial_p.h
@@ -50,6 +50,8 @@ QT_BEGIN_NAMESPACE
class Q_QUICK_PRIVATE_EXPORT QSGOpaqueTextureMaterialShader : public QSGMaterialShader
{
public:
+ QSGOpaqueTextureMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@@ -57,8 +59,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_matrix_id;
};
@@ -66,14 +66,14 @@ protected:
class QSGTextureMaterialShader : public QSGOpaqueTextureMaterialShader
{
public:
+ QSGTextureMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual void initialize();
static QSGMaterialType type;
protected:
- virtual const char *fragmentShader() const;
-
int m_opacity_id;
};
diff --git a/src/quick/scenegraph/util/qsgvertexcolormaterial.cpp b/src/quick/scenegraph/util/qsgvertexcolormaterial.cpp
index f205f34ce4..ef2455f702 100644
--- a/src/quick/scenegraph/util/qsgvertexcolormaterial.cpp
+++ b/src/quick/scenegraph/util/qsgvertexcolormaterial.cpp
@@ -48,6 +48,8 @@ QT_BEGIN_NAMESPACE
class QSGVertexColorMaterialShader : public QSGMaterialShader
{
public:
+ QSGVertexColorMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
@@ -55,8 +57,6 @@ public:
private:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_matrix_id;
int m_opacity_id;
@@ -64,6 +64,13 @@ private:
QSGMaterialType QSGVertexColorMaterialShader::type;
+QSGVertexColorMaterialShader::QSGVertexColorMaterialShader()
+ : QSGMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/vertexcolor.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/vertexcolor.frag"));
+}
+
void QSGVertexColorMaterialShader::updateState(const RenderState &state, QSGMaterial * /*newEffect*/, QSGMaterial *)
{
if (state.isOpacityDirty())
@@ -85,28 +92,6 @@ void QSGVertexColorMaterialShader::initialize()
m_opacity_id = program()->uniformLocation("opacity");
}
-const char *QSGVertexColorMaterialShader::vertexShader() const {
- return
- "attribute highp vec4 vertexCoord; \n"
- "attribute highp vec4 vertexColor; \n"
- "uniform highp mat4 matrix; \n"
- "uniform highp float opacity; \n"
- "varying lowp vec4 color; \n"
- "void main() { \n"
- " gl_Position = matrix * vertexCoord; \n"
- " color = vertexColor * opacity; \n"
- "}";
-}
-
-const char *QSGVertexColorMaterialShader::fragmentShader() const {
- return
- "varying lowp vec4 color; \n"
- "void main() { \n"
- " gl_FragColor = color; \n"
- "}";
-}
-
-
/*!
\class QSGVertexColorMaterial