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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.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgtexturematerial_p.h"
+
+#include <QtGui/qopenglshaderprogram.h>
+#include <QtGui/qopenglfunctions.h>
+
+QT_BEGIN_NAMESPACE
+
+inline static bool isPowerOfTwo(int x)
+{
+ // Assumption: x >= 1
+ return x == (x & -x);
+}
+
+const char qt_scenegraph_texture_material_vertex_code[] =
+ "uniform highp mat4 qt_Matrix; \n"
+ "attribute highp vec4 qt_VertexPosition; \n"
+ "attribute highp vec2 qt_VertexTexCoord; \n"
+ "varying highp vec2 qt_TexCoord; \n"
+ "void main() { \n"
+ " qt_TexCoord = qt_VertexTexCoord; \n"
+ " gl_Position = qt_Matrix * qt_VertexPosition; \n"
+ "}";
+
+const char qt_scenegraph_texture_material_fragment[] =
+ "varying highp vec2 qt_TexCoord; \n"
+ "uniform sampler2D qt_Texture; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n"
+ "}";
+
+
+const char *QSGOpaqueTextureMaterialShader::vertexShader() const
+{
+ return qt_scenegraph_texture_material_vertex_code;
+}
+
+const char *QSGOpaqueTextureMaterialShader::fragmentShader() const
+{
+ return qt_scenegraph_texture_material_fragment;
+}
+
+QSGMaterialType QSGOpaqueTextureMaterialShader::type;
+
+char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
+{
+ static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
+ return attr;
+}
+
+void QSGOpaqueTextureMaterialShader::initialize()
+{
+ m_matrix_id = program()->uniformLocation("qt_Matrix");
+}
+
+void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
+ QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newEffect);
+ QSGOpaqueTextureMaterial *oldTx = static_cast<QSGOpaqueTextureMaterial *>(oldEffect);
+
+ QSGTexture *t = tx->texture();
+
+ t->setFiltering(tx->filtering());
+#ifdef QT_OPENGL_ES_2
+ bool npotSupported = QOpenGLFunctions(const_cast<QOpenGLContext *>(state.context())).hasOpenGLFeature(QOpenGLFunctions::NPOTTextures);
+ QSize size = t->textureSize();
+ bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
+ if (!npotSupported && isNpot) {
+ t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
+ t->setVerticalWrapMode(QSGTexture::ClampToEdge);
+ } else
+#endif
+ {
+ t->setHorizontalWrapMode(tx->horizontalWrapMode());
+ t->setVerticalWrapMode(tx->verticalWrapMode());
+ }
+ t->setMipmapFiltering(tx->mipmapFiltering());
+
+ if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId())
+ t->bind();
+ else
+ t->updateBindOptions();
+
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_matrix_id, state.combinedMatrix());
+}
+
+
+/*!
+ \class QSGOpaqueTextureMaterial
+ \brief The QSGOpaqueTextureMaterial class provides a convenient way of
+ rendering textured geometry in the scene graph.
+
+ The opaque textured material will fill every pixel in a geometry with
+ the supplied texture. The material does not respect the opacity of the
+ QSGMaterialShader::RenderState, so opacity nodes in the parent chain
+ of nodes using this material, have no effect.
+
+ The geometry to be rendered with an opaque texture material requires
+ vertices in attribute location 0 and texture coordinates in attribute
+ location 1. The texture coordinate is a 2-dimensional floating-point
+ tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
+ attribute set compatible with this material.
+
+ The texture to be rendered is can be set using setTexture(). How the
+ texure should be rendered can be specified using setMipmapFiltering(),
+ setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
+ The rendering state is set on the texture instance just before it
+ is bound.
+
+ The opaque textured material respects the current matrix and the alpha
+ channel of the texture. It will disregard the accumulated opacity in
+ the scenegraph.
+
+ A texture material must have a texture set before it is used as
+ a material in the scene graph.
+ */
+
+
+
+/*!
+ Creates a new QSGOpaqueTextureMaterial.
+
+ The default mipmap filtering and filtering mode is set to
+ QSGTexture::Nearest. The default wrap modes is set to
+ QSGTexture::ClampToEdge.
+
+ */
+QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial()
+ : m_texture(0)
+ , m_filtering(QSGTexture::Nearest)
+ , m_mipmap_filtering(QSGTexture::Nearest)
+ , m_horizontal_wrap(QSGTexture::ClampToEdge)
+ , m_vertical_wrap(QSGTexture::ClampToEdge)
+{
+}
+
+
+/*!
+ \internal
+ */
+QSGMaterialType *QSGOpaqueTextureMaterial::type() const
+{
+ return &QSGOpaqueTextureMaterialShader::type;
+}
+
+/*!
+ \internal
+ */
+QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const
+{
+ return new QSGOpaqueTextureMaterialShader;
+}
+
+
+
+/*!
+ \fn QSGTexture *QSGOpaqueTextureMaterial::texture() const
+
+ Returns this texture material's texture.
+ */
+
+
+
+/*!
+ Sets the texture of this material to \a texture.
+
+ The material does not take ownership over the texture.
+ */
+
+void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture)
+{
+ m_texture = texture;
+ setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
+}
+
+
+
+/*!
+ \fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering)
+
+ Sets the mipmap mode to \a filtering.
+
+ The mipmap filtering mode is set on the texture instance just before the
+ texture is bound for rendering.
+
+ If the texture does not have mipmapping support, enabling mipmapping has no
+ effect.
+ */
+
+
+
+/*!
+ \fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const
+
+ Returns this material's mipmap filtering mode.
+
+ The default mipmap mode is QSGTexture::Nearest.
+ */
+
+
+
+/*!
+ \fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering)
+
+ Sets the filtering to \a filtering.
+
+ The filtering mode is set on the texture instance just before the texture
+ is bound for rendering.
+ */
+
+
+
+/*!
+ \fn QSGTexture::Filtering filtering() const
+
+ Returns this material's filtering mode.
+
+ The default filtering is QSGTexture::Nearest.
+ */
+
+
+
+/*!
+ \fn void setHorizontalWrapMode(QSGTexture::WrapMode mode)
+
+ Sets the horizontal wrap mode to \a mode.
+
+ The horizontal wrap mode is set on the texture instance just before the texture
+ is bound for rendering.
+ */
+
+
+
+ /*!
+ \fn QSGTexture::WrapMode horizontalWrapMode() const
+
+ Returns this material's horizontal wrap mode.
+
+ The default horizontal wrap mode is QSGTexutre::ClampToEdge
+ */
+
+
+
+/*!
+ \fn void setVerticalWrapMode(QSGTexture::WrapMode mode)
+
+ Sets the vertical wrap mode to \a mode.
+
+ The vertical wrap mode is set on the texture instance just before the texture
+ is bound for rendering.
+ */
+
+
+
+ /*!
+ \fn QSGTexture::WrapMode verticalWrapMode() const
+
+ Returns this material's vertical wrap mode.
+
+ The default vertical wrap mode is QSGTexutre::ClampToEdge
+ */
+
+
+
+/*!
+ \internal
+ */
+
+int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
+{
+ Q_ASSERT(o && type() == o->type());
+ const QSGOpaqueTextureMaterial *other = static_cast<const QSGOpaqueTextureMaterial *>(o);
+ if (int diff = m_texture->textureId() - other->texture()->textureId())
+ return diff;
+ return int(m_filtering) - int(other->m_filtering);
+}
+
+
+
+/*!
+ \class QSGTextureMaterial
+ \brief The QSGTextureMaterial class provides a convenient way of
+ rendering textured geometry in the scene graph.
+
+ The textured material will fill every pixel in a geometry with
+ the supplied texture.
+
+ The geometry to be rendered with a texture material requires
+ vertices in attribute location 0 and texture coordinates in attribute
+ location 1. The texture coordinate is a 2-dimensional floating-point
+ tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
+ attribute set compatible with this material.
+
+ The texture to be rendered is set using setTexture(). How the
+ texure should be rendered can be specified using setMipmapFiltering(),
+ setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
+ The rendering state is set on the texture instance just before it
+ is bound.
+
+ The textured material respects the current matrix and the alpha
+ channel of the texture. It will also respect the accumulated opacity
+ in the scenegraph.
+
+ A texture material must have a texture set before it is used as
+ a material in the scene graph.
+ */
+
+static const char qt_scenegraph_texture_material_opacity_fragment[] =
+ "varying highp vec2 qt_TexCoord; \n"
+ "uniform sampler2D qt_Texture; \n"
+ "uniform lowp float opacity; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n"
+ "}";
+
+class QSGTextureMaterialShader : public QSGOpaqueTextureMaterialShader
+{
+public:
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+ virtual void initialize();
+
+ static QSGMaterialType type;
+
+protected:
+ virtual const char *fragmentShader() const { return qt_scenegraph_texture_material_opacity_fragment; }
+
+ int m_opacity_id;
+};
+QSGMaterialType QSGTextureMaterialShader::type;
+
+
+
+/*!
+ \internal
+ */
+
+QSGMaterialType *QSGTextureMaterial::type() const
+{
+ return &QSGTextureMaterialShader::type;
+}
+
+
+
+/*!
+ \internal
+ */
+
+QSGMaterialShader *QSGTextureMaterial::createShader() const
+{
+ return new QSGTextureMaterialShader;
+}
+
+void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
+ if (state.isOpacityDirty())
+ program()->setUniformValue(m_opacity_id, state.opacity());
+
+ QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect);
+}
+
+void QSGTextureMaterialShader::initialize()
+{
+ QSGOpaqueTextureMaterialShader::initialize();
+ m_opacity_id = program()->uniformLocation("opacity");
+}
+
+QT_END_NAMESPACE