diff options
Diffstat (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp')
-rw-r--r-- | src/declarative/scenegraph/util/qsgtexturematerial.cpp | 200 |
1 files changed, 200 insertions, 0 deletions
diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp new file mode 100644 index 0000000000..717bf82090 --- /dev/null +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -0,0 +1,200 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qsgtexturematerial_p.h" + +#include <qglshaderprogram.h> + +QT_BEGIN_NAMESPACE + +const char qt_scenegraph_texture_material_vertex_code[] = + "uniform highp mat4 qt_Matrix; \n" + "attribute highp vec4 qt_VertexPosition; \n" + "attribute highp vec2 qt_VertexTexCoord; \n" + "varying highp vec2 qt_TexCoord; \n" + "void main() { \n" + " qt_TexCoord = qt_VertexTexCoord; \n" + " gl_Position = qt_Matrix * qt_VertexPosition; \n" + "}"; + +const char qt_scenegraph_texture_material_fragment[] = + "varying highp vec2 qt_TexCoord; \n" + "uniform sampler2D qt_Texture; \n" + "void main() { \n" + " gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n" + "}"; + + +const char *QSGTextureMaterialShader::vertexShader() const +{ + return qt_scenegraph_texture_material_vertex_code; +} + +const char *QSGTextureMaterialShader::fragmentShader() const +{ + return qt_scenegraph_texture_material_fragment; +} + +QSGMaterialType QSGTextureMaterialShader::type; + +char const *const *QSGTextureMaterialShader::attributeNames() const +{ + static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; + return attr; +} + +void QSGTextureMaterialShader::initialize() +{ + m_matrix_id = m_program.uniformLocation("qt_Matrix"); +} + +void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +{ + Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); + QSGTextureMaterial *tx = static_cast<QSGTextureMaterial *>(newEffect); + QSGTextureMaterial *oldTx = static_cast<QSGTextureMaterial *>(oldEffect); + + QSGTexture *t = tx->texture(); + + t->setFiltering(tx->filtering()); + t->setHorizontalWrapMode(tx->horizontalWrapMode()); + t->setVerticalWrapMode(tx->verticalWrapMode()); + t->setMipmapFiltering(tx->mipmapFiltering()); + + if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) + t->bind(); + else + t->updateBindOptions(); + + if (state.isMatrixDirty()) + m_program.setUniformValue(m_matrix_id, state.combinedMatrix()); +} + + +QSGTextureMaterial::QSGTextureMaterial() + : m_texture(0) + , m_filtering(QSGTexture::Nearest) + , m_mipmap_filtering(QSGTexture::Nearest) + , m_horizontal_wrap(QSGTexture::ClampToEdge) + , m_vertical_wrap(QSGTexture::ClampToEdge) +{ +} + + + +QSGMaterialType *QSGTextureMaterial::type() const +{ + return &QSGTextureMaterialShader::type; +} + +QSGMaterialShader *QSGTextureMaterial::createShader() const +{ + return new QSGTextureMaterialShader; +} + + +void QSGTextureMaterial::setTexture(QSGTexture *texture) +{ + m_texture = texture; + setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false); +} + + +int QSGTextureMaterial::compare(const QSGMaterial *o) const +{ + Q_ASSERT(o && type() == o->type()); + const QSGTextureMaterial *other = static_cast<const QSGTextureMaterial *>(o); + if (int diff = m_texture->textureId() - other->texture()->textureId()) + return diff; + return int(m_filtering) - int(other->m_filtering); +} + +// QSGTextureMaterialWithOpacity + +static const char qt_scenegraph_texture_material_opacity_fragment[] = + "varying highp vec2 qt_TexCoord; \n" + "uniform sampler2D qt_Texture; \n" + "uniform lowp float opacity; \n" + "void main() { \n" + " gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n" + "}"; + +class TextureMaterialWithOpacityShader : public QSGTextureMaterialShader +{ +public: + virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); + virtual void initialize(); + + static QSGMaterialType type; + +protected: + virtual const char *fragmentShader() const { return qt_scenegraph_texture_material_opacity_fragment; } + + int m_opacity_id; +}; +QSGMaterialType TextureMaterialWithOpacityShader::type; + +QSGMaterialType *QSGTextureMaterialWithOpacity::type() const +{ + return &TextureMaterialWithOpacityShader::type; +} + +QSGMaterialShader *QSGTextureMaterialWithOpacity::createShader() const +{ + return new TextureMaterialWithOpacityShader; +} + +void TextureMaterialWithOpacityShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +{ + Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); + if (state.isOpacityDirty()) + m_program.setUniformValue(m_opacity_id, state.opacity()); + + QSGTextureMaterialShader::updateState(state, newEffect, oldEffect); +} + +void TextureMaterialWithOpacityShader::initialize() +{ + QSGTextureMaterialShader::initialize(); + m_opacity_id = m_program.uniformLocation("opacity"); +} + +QT_END_NAMESPACE |