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-rw-r--r--examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc26
1 files changed, 13 insertions, 13 deletions
diff --git a/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc b/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc
index 67ca2d8dbd..d7de1613e4 100644
--- a/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc
+++ b/examples/quick/scenegraph/simplematerial/doc/src/simplematerial.qdoc
@@ -47,7 +47,7 @@
material state is what we assign to each individual node; in this
case to give them different colors.
- \snippet scenegraph/simplematerial/simplematerial.cpp 1
+ \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
@@ -55,7 +55,7 @@
compare function which the scene graph can use to reorder the node
rendering.
- \snippet scenegraph/simplematerial/simplematerial.cpp 2
+ \snippet scenegraph/simplematerial/simplematerialitem.cpp 2
Next we define the material shader, by subclassing a template
instantiation of \l QSGSimpleMaterialShader with our \c State.
@@ -74,21 +74,21 @@
classes. Using the same \c State class in multiple shaders will
will lead to undefined behavior.
- \snippet scenegraph/simplematerial/simplematerial.cpp 3
+ \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/simplematerial.cpp 4
+ \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/simplematerial.cpp 6
+ \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()
@@ -96,7 +96,7 @@
to worry about resolving \c qt_Opacity or \c qt_Matrix as these
are handled by the baseclass.
- \snippet scenegraph/simplematerial/simplematerial.cpp 5
+ \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
@@ -105,7 +105,7 @@
use case, where all the colors are different, the updateState()
function will be called once for every node.
- \snippet scenegraph/simplematerial/simplematerial.cpp 7
+ \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.
@@ -129,12 +129,13 @@
Finally, we tell the node to take ownership of the material, so we
do not have to explicitly memory-manage it.
- \snippet scenegraph/simplematerial/simplematerial.cpp 8
+ \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 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/simplematerial.cpp 9
+ \snippet scenegraph/simplematerial/simplematerialitem.cpp 9
Whenever the Item has changed graphically, the \l
QQuickItem::updatePaintNode() function is called.
@@ -159,9 +160,8 @@
\snippet 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.
+ The \c main() function of the application opens up a \l QQuickView
+ with our QML file.
\snippet scenegraph/simplematerial/main.qml 1