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diff --git a/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc b/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc deleted file mode 100644 index d7de1613e4..0000000000 --- a/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc +++ /dev/null @@ -1,180 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU Free Documentation License Usage -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. Please review the following information to ensure -** the GNU Free Documentation License version 1.3 requirements -** will be met: https://www.gnu.org/licenses/fdl-1.3.html. -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example scenegraph/simplematerial - \title Scene Graph - Simple Material - \ingroup qtquickexamples - \brief Shows how to define a scene graph material to fill a shape. - - \image simplematerial-example.jpg - - In this example, we will make use of the \l - QSGSimpleMaterialShader class to fill a shape in the scene - graph. This is a convenience class intended to avoid a lot of the - boilerplate code required when creating materials with the \l - QSGMaterial, \l QSGMaterialShader and \l QSGMaterialType classes - directly. - - A simple material consists of two parts: the material state and - the material shader. The material shader has one instance per - scene graph and contains the actual OpenGL shader program and - information about which attributes and uniforms it uses. The - material state is what we assign to each individual node; in this - case to give them different colors. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 1 - - The first thing we do when creating custom materials with the - simplified scheme is to create a state class. In this case the - state class contains only one member, a QColor. It also defines a - compare function which the scene graph can use to reorder the node - rendering. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 2 - - Next we define the material shader, by subclassing a template - instantiation of \l QSGSimpleMaterialShader with our \c State. - - Then we use the macro \l QSG_DECLARE_SIMPLE_COMPARABLE_SHADER() - which will generate some boilerplate code for us. Since our \c - State class has a compare function, we declare that the states can - be compared. It would have been possible to remove the \c - State::compare() function and instead declare the shader with \l - QSG_DECLARE_SIMPLE_SHADER(), but this could then reduce performance - in certain use cases. - - The state struct is used as a template parameter to - automatically generate a \l QSGMaterialType for us, so it is - crucial that the pair of shader and state are made up of unique - classes. Using the same \c State class in multiple shaders will - will lead to undefined behavior. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 3 - - Next comes the declaration of the shader source code, where we - define a vertex and fragment shader. The simple material assumes - the presence of \c qt_Matrix in the vertex shader and \c - qt_Opacity in the fragment shader. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 4 - - We reimplement the \c attributes function to return the name of - the \c aVertex and \c aTexCoord attributes. These attributes - will be mapped to attribute indices 0 and 1 in the node's - geometry. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 6 - - Uniforms can be accessed either by name or by index, where index - is faster than name. We reimplement the \c resolveUniforms() - function to find the index of the \c color uniform. We do not have - to worry about resolving \c qt_Opacity or \c qt_Matrix as these - are handled by the baseclass. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 5 - - The \c updateState() function is called once for every unique - state and we use it to update the shader program with the current - color. The previous state is passed in as a second parameter so - that the user can update only that which has changed. In our - use case, where all the colors are different, the updateState() - function will be called once for every node. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 7 - - The \c ColorNode class is supposed to draw something, so it needs - to be a subclass of \l QSGGeometryNode. - - Since our shader expects both a position and a texture coordinate, - we use the default attribute set \l - QSGGeometry::defaultAttributes_TexturedPoint2D() and declare that - the geometry consists of a total of four vertices. To avoid the - allocation, we make the QSGGeometry a member of the - QSGGeometryNode. - - When we used the macro \l QSG_DECLARE_SIMPLE_COMPARABLE_SHADER() above, - it defined the \c createMaterial() function which we use to - instantiate materials for our \c State struct. - - As we will be making use of opacity in our custom material, we - need to set the \l QSGMaterial::Blending flag. The scene graph may - use this flag to either disable or enable \c GL_BLEND when drawing - the node or to reorder the drawing of the node. - - Finally, we tell the node to take ownership of the material, so we - do not have to explicitly memory-manage it. - - \snippet scenegraph/simplematerial/simplematerialitem.h 8 - - Since the Item is providing its own graphics to the scene graph, - we set the flag \l QQuickItem::ItemHasContents. We also make sure - the item is exposed to QML by adding the QML_ELEMENT macro. - - \snippet scenegraph/simplematerial/simplematerialitem.cpp 9 - - Whenever the Item has changed graphically, the \l - QQuickItem::updatePaintNode() function is called. - - \note The scene graph may be rendered in a different thread than the - GUI thread and \l QQuickItem::updatePaintNode() is one of the few - places where it is safe to access properties of the QML - object. Any interaction with the scene graph from a custom \l - QQuickItem should be contained within this function. The function is - called on the rendering thread while the GUI thread is blocked. - - The first time this function is called for an \c Item instance, - the node will be 0, and so we create a new one. For every consecutive - call, the node will be what we returned previously. There are - scenarios where the scene graph will be removed and rebuilt from - scratch however, so one should always check the node and recreate - it if required. - - Once we have a \c ColorNode, we update its geometry and material - state. Finally, we notify the scene graph that the node has - undergone changes to its geometry and material. - - \snippet scenegraph/simplematerial/simplematerial.cpp 11 - - The \c main() function of the application opens up a \l QQuickView - with our QML file. - - \snippet scenegraph/simplematerial/main.qml 1 - - In the QML file, we import our custom type so we can instantiate - it. - - \snippet scenegraph/simplematerial/main.qml 2 - - Then we create a column containing three instances of our custom item, - each with a different color. - - \snippet scenegraph/simplematerial/main.qml 3 - - And finally we overlay a short descriptive text. - - */ |