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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 "qsgvertexcolormaterial.h"
+
+#include <qopenglshaderprogram.h>
+
+QT_BEGIN_NAMESPACE
+
+class QSGVertexColorMaterialShader : public QSGMaterialShader
+{
+public:
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+ virtual char const *const *attributeNames() const;
+
+ static QSGMaterialType type;
+
+private:
+ virtual void initialize();
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+
+ int m_matrix_id;
+ int m_opacity_id;
+};
+
+QSGMaterialType QSGVertexColorMaterialShader::type;
+
+void QSGVertexColorMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
+{
+ if (!(newEffect->flags() & QSGMaterial::Blending) || state.isOpacityDirty())
+ program()->setUniformValue(m_opacity_id, state.opacity());
+
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_matrix_id, state.combinedMatrix());
+}
+
+char const *const *QSGVertexColorMaterialShader::attributeNames() const
+{
+ static const char *const attr[] = { "vertexCoord", "vertexColor", 0 };
+ return attr;
+}
+
+void QSGVertexColorMaterialShader::initialize()
+{
+ m_matrix_id = program()->uniformLocation("matrix");
+ m_opacity_id = program()->uniformLocation("opacity");
+}
+
+const char *QSGVertexColorMaterialShader::vertexShader() const {
+ return
+ "attribute highp vec4 vertexCoord; \n"
+ "attribute highp vec4 vertexColor; \n"
+ "uniform highp mat4 matrix; \n"
+ "uniform highp float opacity; \n"
+ "varying lowp vec4 color; \n"
+ "void main() { \n"
+ " gl_Position = matrix * vertexCoord; \n"
+ " color = vertexColor * opacity; \n"
+ "}";
+}
+
+const char *QSGVertexColorMaterialShader::fragmentShader() const {
+ return
+ "varying lowp vec4 color; \n"
+ "void main() { \n"
+ " gl_FragColor = color; \n"
+ "}";
+}
+
+
+
+/*!
+ \class QSGVertexColorMaterial
+ \brief The QSGVertexColorMaterial class provides a convenient way of rendering per-vertex
+ colored geometry in the scene graph.
+
+ \inmodule QtQuick
+
+ The vertex color material will give each vertex in a geometry a color. Pixels between
+ vertices will be linearly interpolated. The colors can contain transparency.
+
+ The geometry to be rendered with vertex color must have the following layout. Attribute
+ position 0 must contain vertices. Attribute position 1 must contain colors, a tuple of
+ 4 values with RGBA layout. Both floats in the range of 0 to 1 and unsigned bytes in
+ the range 0 to 255 are valid for the color values. The
+ QSGGeometry::defaultAttributes_ColoredPoint2D() constructs an attribute set
+ compatible with this material.
+
+ The vertex color material respects both current opacity and current matrix when
+ updating it's rendering state.
+ */
+
+
+QSGVertexColorMaterial::QSGVertexColorMaterial()
+{
+ setFlag(Blending, true);
+}
+
+
+/*!
+ int QSGVertexColorMaterial::compare() const
+
+ As the vertex color material has all its state in the vertex attributes,
+ all materials will be equal.
+
+ \internal
+ */
+
+int QSGVertexColorMaterial::compare(const QSGMaterial * /* other */) const
+{
+ return 0;
+}
+
+/*!
+ \internal
+ */
+
+QSGMaterialType *QSGVertexColorMaterial::type() const
+{
+ return &QSGVertexColorMaterialShader::type;
+}
+
+
+
+/*!
+ \internal
+ */
+
+QSGMaterialShader *QSGVertexColorMaterial::createShader() const
+{
+ return new QSGVertexColorMaterialShader;
+}
+
+QT_END_NAMESPACE