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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 QSGSIMPLEMATERIAL_H
+#define QSGSIMPLEMATERIAL_H
+
+#include <QtQuick/qsgmaterial.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+template <typename State>
+class QSGSimpleMaterialShader : public QSGMaterialShader
+{
+public:
+ void initialize() {
+ QSGMaterialShader::initialize();
+
+ m_id_matrix = program()->uniformLocation(uniformMatrixName());
+ if (m_id_matrix < 0) {
+ qFatal("QSGSimpleMaterialShader does not implement 'uniform highp mat4 %s;' in its vertex shader",
+ uniformMatrixName());
+ }
+
+ const char *opacity = uniformOpacityName();
+ if (opacity) {
+ m_id_opacity = program()->uniformLocation(uniformOpacityName());
+ if (m_id_opacity < 0) {
+ qFatal("QSGSimpleMaterialShader does not implement 'uniform lowp float %s' in its fragment shader",
+ uniformOpacityName());
+ }
+ } else {
+ m_id_opacity = -1;
+ }
+
+ resolveUniforms();
+ }
+
+ const char *uniformMatrixName() const { return "qt_Matrix"; }
+ const char *uniformOpacityName() const { return "qt_Opacity"; }
+
+ void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
+
+ virtual void updateState(const State *newState, const State *oldState) = 0;
+
+ virtual void resolveUniforms() {}
+
+ virtual QList<QByteArray> attributes() const = 0;
+
+ char const *const *attributeNames() const
+ {
+ if (m_attribute_pointers.size())
+ return m_attribute_pointers.constData();
+
+ QList<QByteArray> names = attributes();
+
+ // Calculate the total number of bytes needed, so we don't get rellocs and
+ // bad pointers while copying over the individual names.
+ // Add an extra byte pr entry for the '\0' char.
+ int total = 0;
+ for (int i=0; i<names.size(); ++i)
+ total += names.at(i).size() + 1;
+ m_attribute_name_data.reserve(total);
+
+ // Copy over the names
+ for (int i=0; i<names.size(); ++i) {
+ m_attribute_pointers << m_attribute_name_data.constData() + m_attribute_name_data.size();
+ m_attribute_name_data.append(names.at(i));
+ m_attribute_name_data.append('\0');
+ }
+
+ // Append the "null" terminator
+ m_attribute_pointers << 0;
+
+ return m_attribute_pointers.constData();
+ }
+
+private:
+ int m_id_matrix;
+ int m_id_opacity;
+
+ mutable QByteArray m_attribute_name_data;
+ mutable QVector<const char *> m_attribute_pointers;
+};
+
+#define QSG_DECLARE_SIMPLE_SHADER(Shader, State) \
+static QSGMaterialShader *createShader() \
+{ \
+ return new Shader; \
+} \
+public: \
+static QSGSimpleMaterial<State> *createMaterial() \
+{ \
+ return new QSGSimpleMaterial<State>(createShader); \
+}
+
+
+typedef QSGMaterialShader *(*PtrShaderCreateFunc)();
+
+
+template <typename State>
+class QSGSimpleMaterial : public QSGMaterial
+{
+
+public:
+ QSGSimpleMaterial(const State &state, PtrShaderCreateFunc func)
+ : m_state(state)
+ , m_func(func)
+ {
+ }
+
+ QSGSimpleMaterial(PtrShaderCreateFunc func)
+ : m_func(func)
+ {
+ }
+
+ QSGMaterialShader *createShader() const { return m_func(); }
+ QSGMaterialType *type() const { return &m_type; }
+
+ State *state() { return &m_state; }
+ const State *state() const { return &m_state; }
+
+private:
+ static QSGMaterialType m_type;
+ State m_state;
+ PtrShaderCreateFunc m_func;
+};
+
+#define QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State) \
+static QSGMaterialShader *createShader() \
+{ \
+ return new Shader; \
+} \
+public: \
+static QSGSimpleMaterialComparableMaterial<State> *createMaterial() \
+{ \
+ return new QSGSimpleMaterialComparableMaterial<State>(createShader); \
+}
+
+template <typename State>
+class QSGSimpleMaterialComparableMaterial : public QSGSimpleMaterial<State>
+{
+
+public:
+ QSGSimpleMaterialComparableMaterial(const State &state, PtrShaderCreateFunc func)
+ : QSGSimpleMaterial<State>(state, func) {}
+
+ QSGSimpleMaterialComparableMaterial(PtrShaderCreateFunc func)
+ : QSGSimpleMaterial<State>(func) {}
+
+ int compare(const QSGMaterial *other) const {
+ return QSGSimpleMaterialComparableMaterial<State>::state()->compare(static_cast<const QSGSimpleMaterialComparableMaterial<State> *>(other)->state());
+ }
+};
+
+
+template <typename State>
+QSGMaterialType QSGSimpleMaterial<State>::m_type;
+
+
+template <typename State>
+Q_INLINE_TEMPLATE void QSGSimpleMaterialShader<State>::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
+{
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_id_matrix, state.combinedMatrix());
+ if (state.isOpacityDirty() && m_id_opacity >= 0)
+ program()->setUniformValue(m_id_opacity, state.opacity());
+
+ State *ns = static_cast<QSGSimpleMaterial<State> *>(newMaterial)->state();
+ State *old = 0;
+ if (oldMaterial)
+ old = static_cast<QSGSimpleMaterial<State> *>(oldMaterial)->state();
+ updateState(ns, old);
+}
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+
+#endif