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Diffstat (limited to 'src/quick/items/qquickshadereffectmesh.cpp')
-rw-r--r-- | src/quick/items/qquickshadereffectmesh.cpp | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffectmesh.cpp b/src/quick/items/qquickshadereffectmesh.cpp new file mode 100644 index 0000000000..3154ac7cfd --- /dev/null +++ b/src/quick/items/qquickshadereffectmesh.cpp @@ -0,0 +1,216 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qquickshadereffectmesh_p.h" +#include <QtQuick/qsggeometry.h> +#include "qquickshadereffect_p.h" + +QT_BEGIN_NAMESPACE + +QQuickShaderEffectMesh::QQuickShaderEffectMesh(QObject *parent) + : QObject(parent) +{ +} + +/*! + \qmlclass GridMesh QQuickGridMesh + \inqmlmodule QtQuick 2 + \ingroup qml-utility-elements + \brief GridMesh defines a mesh with vertices arranged in a grid. + + GridMesh defines a rectangular mesh consisting of vertices arranged in an + evenly spaced grid. It is used to generate \l{QSGGeometry}{geometry}. + The grid resolution is specified with the \l resolution property. +*/ + +QQuickGridMesh::QQuickGridMesh(QObject *parent) + : QQuickShaderEffectMesh(parent) + , m_resolution(1, 1) +{ + connect(this, SIGNAL(resolutionChanged()), this, SIGNAL(geometryChanged())); +} + +QSGGeometry *QQuickGridMesh::updateGeometry(QSGGeometry *geometry, const QVector<QByteArray> &attributes, const QRectF &dstRect) const +{ + int vmesh = m_resolution.height(); + int hmesh = m_resolution.width(); + int attrCount = attributes.count(); + + if (!geometry) { + bool error = true; + Q_UNUSED(error) + switch (attrCount) { + case 0: + qWarning("QQuickGridMesh:: No attributes specified."); + break; + case 1: + if (attributes.at(0) == qtPositionAttributeName()) { + error = false; + break; + } + qWarning("QQuickGridMesh:: Missing \'%s\' attribute.", + qtPositionAttributeName()); + break; + case 2: + if (attributes.contains(qtPositionAttributeName()) + && attributes.contains(qtTexCoordAttributeName())) + { + error = false; + break; + } + qWarning("QQuickGridMesh:: Missing \'%s\' or \'%s\' attribute.", + qtPositionAttributeName(), qtTexCoordAttributeName()); + break; + default: + qWarning("QQuickGridMesh:: Too many attributes specified."); + break; + } + + geometry = new QSGGeometry(attrCount == 1 + ? QSGGeometry::defaultAttributes_Point2D() + : QSGGeometry::defaultAttributes_TexturedPoint2D(), + (vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2), + GL_UNSIGNED_SHORT); + + } else { + geometry->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2)); + } + + QSGGeometry::Point2D *vdata = static_cast<QSGGeometry::Point2D *>(geometry->vertexData()); + + bool positionFirst = attributes.at(0) == qtPositionAttributeName(); + + QRectF srcRect(0, 0, 1, 1); + for (int iy = 0; iy <= vmesh; ++iy) { + float fy = iy / float(vmesh); + float y = float(dstRect.top()) + fy * float(dstRect.height()); + float ty = float(srcRect.top()) + fy * float(srcRect.height()); + for (int ix = 0; ix <= hmesh; ++ix) { + float fx = ix / float(hmesh); + for (int ia = 0; ia < attrCount; ++ia) { + if (positionFirst == (ia == 0)) { + vdata->x = float(dstRect.left()) + fx * float(dstRect.width()); + vdata->y = y; + ++vdata; + } else { + vdata->x = float(srcRect.left()) + fx * float(srcRect.width()); + vdata->y = ty; + ++vdata; + } + } + } + } + + quint16 *indices = (quint16 *)geometry->indexDataAsUShort(); + int i = 0; + for (int iy = 0; iy < vmesh; ++iy) { + *(indices++) = i + hmesh + 1; + for (int ix = 0; ix <= hmesh; ++ix, ++i) { + *(indices++) = i + hmesh + 1; + *(indices++) = i; + } + *(indices++) = i - 1; + } + + return geometry; +} + +/*! + \qmlproperty size QtQuick2::GridMesh::resolution + + This property holds the grid resolution. The resolution's width and height + specify the number of cells or spacings between vertices horizontally and + vertically respectively. The minimum and default is 1x1, which corresponds + to four vertices in total, one in each corner. + For non-linear vertex transformations, you probably want to set the + resolution higher. + + \row + \o \image declarative-gridmesh.png + \o \qml + import QtQuick 2.0 + + ShaderEffect { + width: 200 + height: 200 + mesh: GridMesh { + resolution: Qt.size(20, 20) + } + property variant source: Image { + source: "qt-logo.png" + sourceSize { width: 200; height: 200 } + smooth: true + } + vertexShader: " + uniform highp mat4 qt_Matrix; + attribute highp vec4 qt_Vertex; + attribute highp vec2 qt_MultiTexCoord0; + varying highp vec2 qt_TexCoord0; + uniform highp float width; + void main() { + highp vec4 pos = qt_Vertex; + highp float d = .5 * smoothstep(0., 1., qt_MultiTexCoord0.y); + pos.x = width * mix(d, 1.0 - d, qt_MultiTexCoord0.x); + gl_Position = qt_Matrix * pos; + qt_TexCoord0 = qt_MultiTexCoord0; + }" + } + \endqml + \endrow +*/ + +void QQuickGridMesh::setResolution(const QSize &res) +{ + if (res == m_resolution) + return; + if (res.width() < 1 || res.height() < 1) { + return; + } + m_resolution = res; + emit resolutionChanged(); +} + +QSize QQuickGridMesh::resolution() const +{ + return m_resolution; +} + +QT_END_NAMESPACE |