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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 SHADEREFFECTNODE_H
+#define SHADEREFFECTNODE_H
+
+#include "qsgnode.h"
+#include "qsgmaterial.h"
+#include <private/qsgtextureprovider_p.h>
+#include <qsgitem.h>
+
+#include <QtCore/qsharedpointer.h>
+#include <QtCore/qpointer.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+
+struct QSGShaderEffectMaterialKey {
+ QByteArray vertexCode;
+ QByteArray fragmentCode;
+ const char *className;
+
+ bool operator == (const QSGShaderEffectMaterialKey &other) const;
+};
+
+uint qHash(const QSGShaderEffectMaterialKey &key);
+
+// TODO: Implement support for multisampling.
+struct QSGShaderEffectProgram : public QSGShaderEffectMaterialKey
+{
+ QSGShaderEffectProgram() : respectsOpacity(false), respectsMatrix(false) {}
+
+ QVector<QByteArray> attributeNames;
+ QSet<QByteArray> uniformNames;
+
+ uint respectsOpacity : 1;
+ uint respectsMatrix : 1;
+};
+
+
+class QSGCustomMaterialShader;
+class QSGShaderEffectMaterial : public QSGMaterial
+{
+public:
+ enum CullMode
+ {
+ NoCulling,
+ BackFaceCulling,
+ FrontFaceCulling
+ };
+
+ QSGShaderEffectMaterial();
+ virtual QSGMaterialType *type() const;
+ virtual QSGMaterialShader *createShader() const;
+ virtual int compare(const QSGMaterial *other) const;
+
+ void setCullMode(CullMode face);
+ CullMode cullMode() const;
+
+ void setProgramSource(const QSGShaderEffectProgram &);
+ void setUniforms(const QVector<QPair<QByteArray, QVariant> > &uniformValues);
+ void setTextureProviders(const QVector<QPair<QByteArray, QPointer<QSGItem> > > &textures);
+ const QVector<QPair<QByteArray, QPointer<QSGItem> > > &textureProviders() const;
+ void updateTextures() const;
+
+protected:
+ friend class QSGShaderEffectItem;
+ friend class QSGCustomMaterialShader;
+
+ // The type pointer needs to be unique. It is not safe to let the type object be part of the
+ // QSGShaderEffectMaterial, since it can be deleted and a new one constructed on top of the old
+ // one. The new QSGShaderEffectMaterial would then get the same type pointer as the old one, and
+ // CustomMaterialShaders based on the old one would incorrectly be used together with the new
+ // one. To guarantee that the type pointer is unique, the type object must live as long as
+ // there are any CustomMaterialShaders of that type.
+ QSharedPointer<QSGMaterialType> m_type;
+
+ QSGShaderEffectProgram m_source;
+ QVector<QPair<QByteArray, QVariant> > m_uniformValues;
+ QVector<QPair<QByteArray, QPointer<QSGItem> > > m_textures;
+ CullMode m_cullMode;
+
+ static QHash<QSGShaderEffectMaterialKey, QSharedPointer<QSGMaterialType> > materialMap;
+};
+
+
+class QSGShaderEffectMesh;
+
+class QSGShaderEffectNode : public QObject, public QSGGeometryNode
+{
+ Q_OBJECT
+public:
+ QSGShaderEffectNode();
+ virtual ~QSGShaderEffectNode();
+
+ virtual void preprocess();
+
+private Q_SLOTS:
+ void markDirtyTexture();
+
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif // SHADEREFFECTNODE_H