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diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12spritenode.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12spritenode.cpp
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+++ b/src/plugins/scenegraph/d3d12/qsgd3d12spritenode.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgd3d12spritenode_p.h"
+#include "qsgd3d12material_p.h"
+
+#include "vs_sprite.hlslh"
+#include "ps_sprite.hlslh"
+
+QT_BEGIN_NAMESPACE
+
+struct SpriteVertex
+{
+ float x;
+ float y;
+ float tx;
+ float ty;
+};
+
+struct SpriteVertices
+{
+ SpriteVertex v1;
+ SpriteVertex v2;
+ SpriteVertex v3;
+ SpriteVertex v4;
+};
+
+class QSGD3D12SpriteMaterial : public QSGD3D12Material
+{
+public:
+ QSGD3D12SpriteMaterial();
+ ~QSGD3D12SpriteMaterial();
+
+ QSGMaterialType *type() const override { static QSGMaterialType type; return &type; }
+
+ int compare(const QSGMaterial *other) const override
+ {
+ return this - static_cast<const QSGD3D12SpriteMaterial *>(other);
+ }
+
+ int constantBufferSize() const override;
+ void preparePipeline(QSGD3D12PipelineState *pipelineState) override;
+ UpdateResults updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *pipelineState,
+ ExtraState *extraState,
+ quint8 *constantBuffer) override;
+
+ QSGTexture *texture;
+
+ float animT;
+ float animX1;
+ float animY1;
+ float animX2;
+ float animY2;
+ float animW;
+ float animH;
+};
+
+QSGD3D12SpriteMaterial::QSGD3D12SpriteMaterial()
+ : texture(nullptr),
+ animT(0.0f),
+ animX1(0.0f),
+ animY1(0.0f),
+ animX2(0.0f),
+ animY2(0.0f),
+ animW(1.0f),
+ animH(1.0f)
+{
+ setFlag(Blending, true);
+}
+
+QSGD3D12SpriteMaterial::~QSGD3D12SpriteMaterial()
+{
+ delete texture;
+}
+
+static const int SPRITE_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int SPRITE_CB_SIZE_1 = 4 * sizeof(float); // float4
+static const int SPRITE_CB_SIZE_2 = 3 * sizeof(float); // float3
+static const int SPRITE_CB_SIZE_3 = sizeof(float); // float
+static const int SPRITE_CB_SIZE = SPRITE_CB_SIZE_0 + SPRITE_CB_SIZE_1 + SPRITE_CB_SIZE_2 + SPRITE_CB_SIZE_3;
+
+int QSGD3D12SpriteMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(SPRITE_CB_SIZE);
+}
+
+void QSGD3D12SpriteMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_Sprite;
+ pipelineState->shaders.vsSize = sizeof(g_VS_Sprite);
+ pipelineState->shaders.ps = g_PS_Sprite;
+ pipelineState->shaders.psSize = sizeof(g_PS_Sprite);
+
+ pipelineState->shaders.rootSig.textureViewCount = 1;
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12SpriteMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = UpdatedConstantBuffer;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty())
+ memcpy(p, state.combinedMatrix().constData(), SPRITE_CB_SIZE_0);
+ p += SPRITE_CB_SIZE_0;
+
+ {
+ const float v[] = { animX1, animY1, animX2, animY2 };
+ memcpy(p, v, SPRITE_CB_SIZE_1);
+ }
+ p += SPRITE_CB_SIZE_1;
+
+ {
+ const float v[] = { animW, animH, animT };
+ memcpy(p, v, SPRITE_CB_SIZE_2);
+ }
+ p += SPRITE_CB_SIZE_2;
+
+ if (state.isOpacityDirty()) {
+ const float opacity = state.opacity();
+ memcpy(p, &opacity, SPRITE_CB_SIZE_3);
+ }
+
+ texture->bind();
+
+ return r;
+}
+
+static QSGGeometry::Attribute Sprite_Attributes[] = {
+ QSGGeometry::Attribute::createWithAttributeType(0, 2, QSGGeometry::FloatType, QSGGeometry::PositionAttribute),
+ QSGGeometry::Attribute::createWithAttributeType(1, 2, QSGGeometry::FloatType, QSGGeometry::TexCoordAttribute),
+};
+
+static QSGGeometry::AttributeSet Sprite_AttributeSet = { 2, 4 * sizeof(float), Sprite_Attributes };
+
+QSGD3D12SpriteNode::QSGD3D12SpriteNode()
+ : m_material(new QSGD3D12SpriteMaterial)
+ , m_geometryDirty(true)
+ , m_sheetSize(QSize(64, 64))
+{
+ m_geometry = new QSGGeometry(Sprite_AttributeSet, 4, 6);
+ m_geometry->setDrawingMode(QSGGeometry::DrawTriangles);
+
+ quint16 *indices = m_geometry->indexDataAsUShort();
+ indices[0] = 0;
+ indices[1] = 1;
+ indices[2] = 2;
+ indices[3] = 1;
+ indices[4] = 3;
+ indices[5] = 2;
+
+ setGeometry(m_geometry);
+ setMaterial(m_material);
+ setFlag(OwnsGeometry, true);
+ setFlag(OwnsMaterial, true);
+}
+
+void QSGD3D12SpriteNode::setTexture(QSGTexture *texture)
+{
+ m_material->texture = texture;
+ m_geometryDirty = true;
+ markDirty(DirtyMaterial);
+}
+
+void QSGD3D12SpriteNode::setTime(float time)
+{
+ m_material->animT = time;
+ markDirty(DirtyMaterial);
+}
+
+void QSGD3D12SpriteNode::setSourceA(const QPoint &source)
+{
+ if (m_sourceA != source) {
+ m_sourceA = source;
+ m_material->animX1 = static_cast<float>(source.x()) / m_sheetSize.width();
+ m_material->animY1 = static_cast<float>(source.y()) / m_sheetSize.height();
+ markDirty(DirtyMaterial);
+ }
+}
+
+void QSGD3D12SpriteNode::setSourceB(const QPoint &source)
+{
+ if (m_sourceB != source) {
+ m_sourceB = source;
+ m_material->animX2 = static_cast<float>(source.x()) / m_sheetSize.width();
+ m_material->animY2 = static_cast<float>(source.y()) / m_sheetSize.height();
+ markDirty(DirtyMaterial);
+ }
+}
+
+void QSGD3D12SpriteNode::setSpriteSize(const QSize &size)
+{
+ if (m_spriteSize != size) {
+ m_spriteSize = size;
+ m_material->animW = static_cast<float>(size.width()) / m_sheetSize.width();
+ m_material->animH = static_cast<float>(size.height()) / m_sheetSize.height();
+ markDirty(DirtyMaterial);
+ }
+}
+
+void QSGD3D12SpriteNode::setSheetSize(const QSize &size)
+{
+ if (m_sheetSize != size) {
+ m_sheetSize = size;
+
+ // Update all dependent properties
+ m_material->animX1 = static_cast<float>(m_sourceA.x()) / m_sheetSize.width();
+ m_material->animY1 = static_cast<float>(m_sourceA.y()) / m_sheetSize.height();
+ m_material->animX2 = static_cast<float>(m_sourceB.x()) / m_sheetSize.width();
+ m_material->animY2 = static_cast<float>(m_sourceB.y()) / m_sheetSize.height();
+ m_material->animW = static_cast<float>(m_spriteSize.width()) / m_sheetSize.width();
+ m_material->animH = static_cast<float>(m_spriteSize.height()) / m_sheetSize.height();
+
+ markDirty(DirtyMaterial);
+ }
+}
+
+void QSGD3D12SpriteNode::setSize(const QSizeF &size)
+{
+ if (m_size != size) {
+ m_size = size;
+ m_geometryDirty = true;
+ }
+}
+
+void QSGD3D12SpriteNode::setFiltering(QSGTexture::Filtering filtering)
+{
+ m_material->texture->setFiltering(filtering);
+ markDirty(DirtyMaterial);
+}
+
+void QSGD3D12SpriteNode::update()
+{
+ if (m_geometryDirty) {
+ m_geometryDirty = false;
+ updateGeometry();
+ }
+}
+
+void QSGD3D12SpriteNode::updateGeometry()
+{
+ if (!m_material->texture)
+ return;
+
+ SpriteVertices *p = static_cast<SpriteVertices *>(m_geometry->vertexData());
+ const QRectF texRect = m_material->texture->normalizedTextureSubRect();
+
+ p->v1.tx = texRect.topLeft().x();
+ p->v1.ty = texRect.topLeft().y();
+
+ p->v2.tx = texRect.topRight().x();
+ p->v2.ty = texRect.topRight().y();
+
+ p->v3.tx = texRect.bottomLeft().x();
+ p->v3.ty = texRect.bottomLeft().y();
+
+ p->v4.tx = texRect.bottomRight().x();
+ p->v4.ty = texRect.bottomRight().y();
+
+ p->v1.x = 0;
+ p->v1.y = 0;
+
+ p->v2.x = m_size.width();
+ p->v2.y = 0;
+
+ p->v3.x = 0;
+ p->v3.y = m_size.height();
+
+ p->v4.x = m_size.width();
+ p->v4.y = m_size.height();
+
+ markDirty(DirtyGeometry);
+}
+
+QT_END_NAMESPACE