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diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp
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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.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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