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diff --git a/examples/quick/scenegraph/rendernode/openglrenderer.cpp b/examples/quick/scenegraph/rendernode/openglrenderer.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** 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 The Qt Company Ltd 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "openglrenderer.h"
+#include <QQuickItem>
+
+#ifndef QT_NO_OPENGL
+
+#include <QOpenGLShaderProgram>
+#include <QOpenGLBuffer>
+#include <QOpenGLFunctions>
+
+OpenGLRenderNode::OpenGLRenderNode(QQuickItem *item)
+ : m_item(item)
+{
+}
+
+OpenGLRenderNode::~OpenGLRenderNode()
+{
+ releaseResources();
+}
+
+void OpenGLRenderNode::releaseResources()
+{
+ delete m_program;
+ m_program = nullptr;
+ delete m_vbo;
+ m_vbo = nullptr;
+}
+
+void OpenGLRenderNode::init()
+{
+ m_program = new QOpenGLShaderProgram;
+
+ static const char *vertexShaderSource =
+ "attribute highp vec4 posAttr;\n"
+ "attribute lowp vec4 colAttr;\n"
+ "varying lowp vec4 col;\n"
+ "uniform highp mat4 matrix;\n"
+ "void main() {\n"
+ " col = colAttr;\n"
+ " gl_Position = matrix * posAttr;\n"
+ "}\n";
+
+ static const char *fragmentShaderSource =
+ "varying lowp vec4 col;\n"
+ "uniform lowp float opacity;\n"
+ "void main() {\n"
+ " gl_FragColor = col * opacity;\n"
+ "}\n";
+
+ m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
+ m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
+ m_program->bindAttributeLocation("posAttr", 0);
+ m_program->bindAttributeLocation("colAttr", 1);
+ m_program->link();
+
+ m_matrixUniform = m_program->uniformLocation("matrix");
+ m_opacityUniform = m_program->uniformLocation("opacity");
+
+ const int VERTEX_SIZE = 6 * sizeof(GLfloat);
+
+ static GLfloat colors[] = {
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f
+ };
+
+ m_vbo = new QOpenGLBuffer;
+ m_vbo->create();
+ m_vbo->bind();
+ m_vbo->allocate(VERTEX_SIZE + sizeof(colors));
+ m_vbo->write(VERTEX_SIZE, colors, sizeof(colors));
+ m_vbo->release();
+}
+
+void OpenGLRenderNode::render(const RenderState *state)
+{
+ if (!m_program)
+ init();
+
+ QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+
+ m_program->bind();
+ m_program->setUniformValue(m_matrixUniform, *state->projectionMatrix() * *matrix());
+ m_program->setUniformValue(m_opacityUniform, float(inheritedOpacity()));
+
+ m_vbo->bind();
+
+ QPointF p0(m_item->width() - 1, m_item->height() - 1);
+ QPointF p1(0, 0);
+ QPointF p2(0, m_item->height() - 1);
+
+ GLfloat vertices[6] = { GLfloat(p0.x()), GLfloat(p0.y()),
+ GLfloat(p1.x()), GLfloat(p1.y()),
+ GLfloat(p2.x()), GLfloat(p2.y()) };
+ m_vbo->write(0, vertices, sizeof(vertices));
+
+ m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2);
+ m_program->setAttributeBuffer(1, GL_FLOAT, sizeof(vertices), 3);
+ m_program->enableAttributeArray(0);
+ m_program->enableAttributeArray(1);
+
+ // Note that clipping (scissor or stencil) is ignored in this example.
+
+ f->glEnable(GL_BLEND);
+ f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ f->glDrawArrays(GL_TRIANGLES, 0, 3);
+}
+
+QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const
+{
+ return BlendState;
+}
+
+QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const
+{
+ return BoundedRectRendering | DepthAwareRendering;
+}
+
+QRectF OpenGLRenderNode::rect() const
+{
+ return QRect(0, 0, m_item->width(), m_item->height());
+}
+
+#endif // QT_NO_OPENGL