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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef SHADEREFFECTITEM_H
+#define SHADEREFFECTITEM_H
+
+#include "qsgitem.h"
+
+#include "qsgmaterial.h"
+#include <private/qsgadaptationlayer_p.h>
+#include <private/qsgshadereffectnode_p.h>
+#include "qsgshadereffectmesh_p.h"
+
+#include <QtCore/qpointer.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+
+const char *qtPositionAttributeName();
+const char *qtTexCoordAttributeName();
+
+class QSGContext;
+class QSignalMapper;
+class QSGCustomMaterialShader;
+
+class QSGShaderEffectItem : public QSGItem
+{
+ Q_OBJECT
+ Q_PROPERTY(QByteArray fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged)
+ Q_PROPERTY(QByteArray vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged)
+ Q_PROPERTY(bool blending READ blending WRITE setBlending NOTIFY blendingChanged)
+ Q_PROPERTY(QSGShaderEffectMesh *mesh READ mesh WRITE setMesh NOTIFY meshChanged)
+ Q_PROPERTY(CullMode culling READ cullMode WRITE setCullMode NOTIFY cullModeChanged)
+ Q_ENUMS(CullMode)
+
+public:
+ enum CullMode
+ {
+ NoCulling = QSGShaderEffectMaterial::NoCulling,
+ BackFaceCulling = QSGShaderEffectMaterial::BackFaceCulling,
+ FrontFaceCulling = QSGShaderEffectMaterial::FrontFaceCulling
+ };
+
+ QSGShaderEffectItem(QSGItem *parent = 0);
+ ~QSGShaderEffectItem();
+
+ virtual void componentComplete();
+
+ QByteArray fragmentShader() const { return m_source.fragmentCode; }
+ void setFragmentShader(const QByteArray &code);
+
+ QByteArray vertexShader() const { return m_source.vertexCode; }
+ void setVertexShader(const QByteArray &code);
+
+ bool blending() const { return m_blending; }
+ void setBlending(bool enable);
+
+ QSGShaderEffectMesh *mesh() const { return m_mesh; }
+ void setMesh(QSGShaderEffectMesh *mesh);
+
+ CullMode cullMode() const { return m_cullMode; }
+ void setCullMode(CullMode face);
+
+Q_SIGNALS:
+ void fragmentShaderChanged();
+ void vertexShaderChanged();
+ void blendingChanged();
+ void marginsChanged();
+ void meshChanged();
+ void cullModeChanged();
+
+protected:
+ virtual void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
+ virtual QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
+
+private Q_SLOTS:
+ void changeSource(int index);
+ void updateData();
+ void updateGeometry();
+
+private:
+ friend class QSGCustomMaterialShader;
+ friend class QSGShaderEffectNode;
+
+ void setSource(const QVariant &var, int index);
+ void disconnectPropertySignals();
+ void connectPropertySignals();
+ void reset();
+ void updateProperties();
+ void lookThroughShaderCode(const QByteArray &code);
+
+ QSGShaderEffectProgram m_source;
+ QSGShaderEffectMesh *m_mesh;
+ QSGGridMesh m_defaultMesh;
+ CullMode m_cullMode;
+
+ struct SourceData
+ {
+ QSignalMapper *mapper;
+ QPointer<QSGItem> item;
+ QByteArray name;
+ };
+ QVector<SourceData> m_sources;
+ QSGShaderEffectMaterial m_material;
+
+ uint m_blending : 1;
+ uint m_dirtyData : 1;
+
+ uint m_programDirty : 1;
+ uint m_dirtyMesh : 1;
+ uint m_dirtyGeometry : 1;
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif // SHADEREFFECTITEM_H