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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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QQUICKSHADEREFFECT_P_H
+#define QQUICKSHADEREFFECT_P_H
+
+#include <QtQuick/qquickitem.h>
+
+#include <QtQuick/qsgmaterial.h>
+#include <private/qsgadaptationlayer_p.h>
+#include <private/qquickshadereffectnode_p.h>
+#include "qquickshadereffectmesh_p.h"
+
+#include <QtCore/qpointer.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+const char *qtPositionAttributeName();
+const char *qtTexCoordAttributeName();
+
+class QSGContext;
+class QSignalMapper;
+class QQuickCustomMaterialShader;
+
+class Q_AUTOTEST_EXPORT QQuickShaderEffect : public QQuickItem
+{
+ 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(QVariant mesh READ mesh WRITE setMesh NOTIFY meshChanged)
+ Q_PROPERTY(CullMode culling READ cullMode WRITE setCullMode NOTIFY cullModeChanged)
+ Q_ENUMS(CullMode)
+
+public:
+ enum CullMode
+ {
+ NoCulling = QQuickShaderEffectMaterial::NoCulling,
+ BackFaceCulling = QQuickShaderEffectMaterial::BackFaceCulling,
+ FrontFaceCulling = QQuickShaderEffectMaterial::FrontFaceCulling
+ };
+
+ QQuickShaderEffect(QQuickItem *parent = 0);
+ ~QQuickShaderEffect();
+
+ 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);
+
+ QVariant mesh() const;
+ void setMesh(const QVariant &mesh);
+
+ CullMode cullMode() const { return m_cullMode; }
+ void setCullMode(CullMode face);
+
+Q_SIGNALS:
+ void fragmentShaderChanged();
+ void vertexShaderChanged();
+ void blendingChanged();
+ 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 QQuickCustomMaterialShader;
+ friend class QQuickShaderEffectNode;
+
+ void setSource(const QVariant &var, int index);
+ void disconnectPropertySignals();
+ void connectPropertySignals();
+ void reset();
+ void updateProperties();
+ void lookThroughShaderCode(const QByteArray &code);
+
+ QQuickShaderEffectProgram m_source;
+ QSize m_meshResolution;
+ QQuickShaderEffectMesh *m_mesh;
+ QQuickGridMesh m_defaultMesh;
+ CullMode m_cullMode;
+
+ struct SourceData
+ {
+ QSignalMapper *mapper;
+ QPointer<QQuickItem> sourceObject;
+ QByteArray name;
+ };
+ QVector<SourceData> m_sources;
+
+ 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 // QQUICKSHADEREFFECT_P_H