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diff --git a/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc b/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc new file mode 100644 index 0000000000..20d244fe99 --- /dev/null +++ b/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc @@ -0,0 +1,180 @@ +/**************************************************************************** +** +** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** 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 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 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: http://www.gnu.org/copyleft/fdl.html. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example quick/scenegraph/simplematerial + \title Simple Material Example + \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 quick/scenegraph/simplematerial/simplematerial.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 quick/scenegraph/simplematerial/simplematerial.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 usecases. + + 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 quick/scenegraph/simplematerial/simplematerial.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 quick/scenegraph/simplematerial/simplematerial.cpp 4 + + We reimplement the \c attributes function to return the name of + the \c aVertex and \c aTexCoord attribute names. These attributes + will be mapped to attribute indices 0 and 1 in the node's + geometry. + + \snippet quick/scenegraph/simplematerial/simplematerial.cpp 6 + + Uniforms can be accessed either by name or by index, where index + is faster than name, so 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 quick/scenegraph/simplematerial/simplematerial.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 + usecase, where all the colors are different, the updateState will + be called once for every node. + + \snippet quick/scenegraph/simplematerial/simplematerial.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 define that + the geometry consists of a total of four vertices. To avoid the + allocation, we make the QSGGeometry a member of the + QSGGeometryNode. + + When 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 memorymanage it. + + \snippet quick/scenegraph/simplematerial/simplematerial.cpp 8 + + Since the Item is providing its own graphics to the scene graph, + we set the flag \l QQuickItem::ItemHasContents. + + \snippet quick/scenegraph/simplematerial/simplematerial.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 to 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 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 quick/scenegraph/simplematerial/simplematerial.cpp 11 + + The \c main() function of the application adds the custom QML type + using \l qmlRegisterType() and opens up a \l QQuickView with our + QML file. + + \snippet quick/scenegraph/simplematerial/main.qml 1 + + In the QML file, we import our custom type so we can instantiate + it. + + \snippet quick/scenegraph/simplematerial/main.qml 2 + + Then we create a column of three instances of our custom item, + each with a different color. + + \snippet quick/scenegraph/simplematerial/main.qml 3 + + And finally we overlay a short descriptive text. + + */ |