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-rw-r--r--src/quick/scenegraph/qsgdefaultimagenode.cpp76
1 files changed, 10 insertions, 66 deletions
diff --git a/src/quick/scenegraph/qsgdefaultimagenode.cpp b/src/quick/scenegraph/qsgdefaultimagenode.cpp
index 11d0e5dbeb..926c0c1f4a 100644
--- a/src/quick/scenegraph/qsgdefaultimagenode.cpp
+++ b/src/quick/scenegraph/qsgdefaultimagenode.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qsgdefaultimagenode_p.h"
+#include <private/qsgmaterialshader_p.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qmath.h>
@@ -75,13 +76,13 @@ namespace
class SmoothTextureMaterialShader : public QSGTextureMaterialShader
{
public:
+ SmoothTextureMaterialShader();
+
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
int m_pixelSizeLoc;
};
@@ -109,6 +110,13 @@ QSGMaterialShader *QSGSmoothTextureMaterial::createShader() const
return new SmoothTextureMaterialShader;
}
+SmoothTextureMaterialShader::SmoothTextureMaterialShader()
+ : QSGTextureMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/smoothtexture.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/smoothtexture.frag"));
+}
+
void SmoothTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
if (oldEffect == 0) {
@@ -137,70 +145,6 @@ void SmoothTextureMaterialShader::initialize()
QSGTextureMaterialShader::initialize();
}
-const char *SmoothTextureMaterialShader::vertexShader() const
-{
- return
- "uniform highp vec2 pixelSize; \n"
- "uniform highp mat4 qt_Matrix; \n"
- "uniform lowp float opacity; \n"
- "attribute highp vec4 vertex; \n"
- "attribute highp vec2 multiTexCoord; \n"
- "attribute highp vec2 vertexOffset; \n"
- "attribute highp vec2 texCoordOffset; \n"
- "varying highp vec2 texCoord; \n"
- "varying lowp float vertexOpacity; \n"
- "void main() { \n"
- " highp vec4 pos = qt_Matrix * vertex; \n"
- " gl_Position = pos; \n"
- " texCoord = multiTexCoord; \n"
-
- " if (vertexOffset.x != 0.) { \n"
- " highp vec4 delta = qt_Matrix[0] * vertexOffset.x; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " texCoord.x += scale * texCoordOffset.x; \n"
- " } \n"
-
- " if (vertexOffset.y != 0.) { \n"
- " highp vec4 delta = qt_Matrix[1] * vertexOffset.y; \n"
- " highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; \n"
- " highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); \n"
- " dir -= ndir * delta.w * pos.w; \n"
- " highp float numerator = dot(dir, ndir * pos.w * pos.w); \n"
- " highp float scale = 0.0; \n"
- " if (numerator < 0.0) \n"
- " scale = 1.0; \n"
- " else \n"
- " scale = min(1.0, numerator / dot(dir, dir)); \n"
- " gl_Position += scale * delta; \n"
- " texCoord.y += scale * texCoordOffset.y; \n"
- " } \n"
-
- " bool onEdge = any(notEqual(vertexOffset, vec2(0.))); \n"
- " bool outerEdge = all(equal(texCoordOffset, vec2(0.))); \n"
- " vertexOpacity = onEdge && outerEdge ? 0. : opacity; \n"
- "}";
-}
-
-const char *SmoothTextureMaterialShader::fragmentShader() const
-{
- return
- "uniform sampler2D qt_Texture; \n"
- "varying highp vec2 texCoord; \n"
- "varying lowp float vertexOpacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity; \n"
- "}";
-}
-
QSGDefaultImageNode::QSGDefaultImageNode()
: m_innerSourceRect(0, 0, 1, 1)
, m_subSourceRect(0, 0, 1, 1)