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+/****************************************************************************
+**
+** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef FBITEM_H
+#define FBITEM_H
+
+#include <QQuickFramebufferObject>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+#include <QOpenGLShaderProgram>
+#include <QVector3D>
+#include "logo.h"
+
+struct StateBinder;
+
+class FbItemRenderer : public QQuickFramebufferObject::Renderer
+{
+public:
+ FbItemRenderer(bool multisample);
+ void synchronize(QQuickFramebufferObject *item) Q_DECL_OVERRIDE;
+ void render() Q_DECL_OVERRIDE;
+ QOpenGLFramebufferObject *createFramebufferObject(const QSize &size) Q_DECL_OVERRIDE;
+
+private:
+ void ensureInit();
+ void initBuf();
+ void setupVertexAttribs();
+ void initProgram();
+ void updateDirtyUniforms();
+
+ bool m_inited;
+ bool m_multisample;
+ QMatrix4x4 m_proj;
+ QMatrix4x4 m_camera;
+ QMatrix4x4 m_baseWorld;
+ QMatrix4x4 m_world;
+ QOpenGLVertexArrayObject m_vao;
+ QOpenGLBuffer m_logoVbo;
+ Logo m_logo;
+ QScopedPointer<QOpenGLShaderProgram> m_program;
+ int m_projMatrixLoc;
+ int m_camMatrixLoc;
+ int m_worldMatrixLoc;
+ int m_normalMatrixLoc;
+ int m_lightPosLoc;
+ QVector3D m_rotation;
+
+ enum Dirty {
+ DirtyProjection = 0x01,
+ DirtyCamera = 0x02,
+ DirtyWorld = 0x04,
+ DirtyLight = 0x08,
+ DirtyAll = 0xFF
+ };
+ int m_dirty;
+
+ friend struct StateBinder;
+};
+
+class FbItem : public QQuickFramebufferObject
+{
+ Q_OBJECT
+ Q_PROPERTY(QVector3D eye READ eye WRITE setEye)
+ Q_PROPERTY(QVector3D target READ target WRITE setTarget)
+ Q_PROPERTY(QVector3D rotation READ rotation WRITE setRotation)
+ Q_PROPERTY(bool multisample READ multisample WRITE setMultisample)
+
+public:
+ explicit FbItem(QQuickItem *parent = 0);
+
+ QQuickFramebufferObject::Renderer *createRenderer() const Q_DECL_OVERRIDE;
+
+ QVector3D eye() const { return m_eye; }
+ void setEye(const QVector3D &v);
+ QVector3D target() const { return m_target; }
+ void setTarget(const QVector3D &v);
+
+ QVector3D rotation() const { return m_rotation; }
+ void setRotation(const QVector3D &v);
+
+ enum SyncState {
+ CameraNeedsSync = 0x01,
+ RotationNeedsSync = 0x02,
+ AllNeedsSync = 0xFF
+ };
+ int swapSyncState();
+
+ bool multisample() const { return m_multisample; }
+ void setMultisample(bool m) { m_multisample = m; }
+
+private:
+ QVector3D m_eye;
+ QVector3D m_target;
+ QVector3D m_rotation;
+ int m_syncState;
+ bool m_multisample;
+};
+
+#endif // FBITEM_H