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diff --git a/src/quick/scenegraph/qsgdefaultinternalrectanglenode.cpp b/src/quick/scenegraph/qsgdefaultinternalrectanglenode.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 "qsgdefaultinternalrectanglenode_p.h"
+
+#include <QtQuick/qsgvertexcolormaterial.h>
+#include <QtQuick/qsgtexturematerial.h>
+
+#include <QtQuick/private/qsgcontext_p.h>
+
+#include <QtCore/qmath.h>
+#include <QtCore/qvarlengtharray.h>
+
+QT_BEGIN_NAMESPACE
+
+class SmoothColorMaterialShader : public QSGMaterialShader
+{
+public:
+ SmoothColorMaterialShader();
+
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+ virtual char const *const *attributeNames() const;
+
+private:
+ virtual void initialize();
+
+ int m_matrixLoc;
+ int m_opacityLoc;
+ int m_pixelSizeLoc;
+};
+
+SmoothColorMaterialShader::SmoothColorMaterialShader()
+ : QSGMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.frag"));
+}
+
+void SmoothColorMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *oldEffect)
+{
+ if (state.isOpacityDirty())
+ program()->setUniformValue(m_opacityLoc, state.opacity());
+
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
+
+ if (oldEffect == 0) {
+ // The viewport is constant, so set the pixel size uniform only once.
+ QRect r = state.viewportRect();
+ program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height());
+ }
+}
+
+char const *const *SmoothColorMaterialShader::attributeNames() const
+{
+ static char const *const attributes[] = {
+ "vertex",
+ "vertexColor",
+ "vertexOffset",
+ 0
+ };
+ return attributes;
+}
+
+void SmoothColorMaterialShader::initialize()
+{
+ m_matrixLoc = program()->uniformLocation("matrix");
+ m_opacityLoc = program()->uniformLocation("opacity");
+ m_pixelSizeLoc = program()->uniformLocation("pixelSize");
+}
+
+QSGSmoothColorMaterial::QSGSmoothColorMaterial()
+{
+ setFlag(RequiresFullMatrixExceptTranslate, true);
+ setFlag(Blending, true);
+}
+
+int QSGSmoothColorMaterial::compare(const QSGMaterial *) const
+{
+ return 0;
+}
+
+QSGMaterialType *QSGSmoothColorMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGSmoothColorMaterial::createShader() const
+{
+ return new SmoothColorMaterialShader;
+}
+
+QSGDefaultInternalRectangleNode::QSGDefaultInternalRectangleNode()
+{
+ setMaterial(&m_material);
+}
+
+void QSGDefaultInternalRectangleNode::updateMaterialAntialiasing()
+{
+ if (m_antialiasing)
+ setMaterial(&m_smoothMaterial);
+ else
+ setMaterial(&m_material);
+}
+
+void QSGDefaultInternalRectangleNode::updateMaterialBlending(QSGNode::DirtyState *state)
+{
+ // smoothed material is always blended, so no change in material state
+ if (material() == &m_material) {
+ bool wasBlending = (m_material.flags() & QSGMaterial::Blending);
+ bool isBlending = (m_gradient_stops.size() > 0 && !m_gradient_is_opaque)
+ || (m_color.alpha() < 255 && m_color.alpha() != 0)
+ || (m_pen_width > 0 && m_border_color.alpha() < 255);
+ if (wasBlending != isBlending) {
+ m_material.setFlag(QSGMaterial::Blending, isBlending);
+ *state |= QSGNode::DirtyMaterial;
+ }
+ }
+}
+
+QT_END_NAMESPACE