/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "noisynode.h" #include #include #include #include #define NOISE_SIZE 64 struct NoisyMaterial { ~NoisyMaterial() { delete texture; } QColor color; QSGTexture *texture; }; class NoisyShader : public QSGSimpleMaterialShader { QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial) public: NoisyShader() { setShaderSourceFile(QOpenGLShader::Vertex, ":/scenegraph/graph/shaders/noisy.vsh"); setShaderSourceFile(QOpenGLShader::Fragment, ":/scenegraph/graph/shaders/noisy.fsh"); } QList attributes() const override { return QList() << "aVertex" << "aTexCoord"; } void updateState(const NoisyMaterial *m, const NoisyMaterial *) override { // Set the color program()->setUniformValue(id_color, m->color); // Bind the texture and set program to use texture unit 0 (the default) m->texture->bind(); // Then set the texture size so we can adjust the texture coordinates accordingly in the // vertex shader.. QSize s = m->texture->textureSize(); program()->setUniformValue(id_textureSize, QSizeF(1.0 / s.width(), 1.0 / s.height())); } void resolveUniforms() override { id_texture = program()->uniformLocation("texture"); id_textureSize = program()->uniformLocation("textureSize"); id_color = program()->uniformLocation("color"); // We will only use texture unit 0, so set it only once. program()->setUniformValue(id_texture, 0); } private: int id_color = -1; int id_texture = -1; int id_textureSize = -1; }; NoisyNode::NoisyNode(QQuickWindow *window) { // Make some noise... QImage image(NOISE_SIZE, NOISE_SIZE, QImage::Format_RGB32); uint *data = (uint *) image.bits(); for (int i=0; ibounded(0xff); data[i] = 0xff000000 | (g << 16) | (g << 8) | g; } QSGTexture *t = window->createTextureFromImage(image); t->setFiltering(QSGTexture::Nearest); t->setHorizontalWrapMode(QSGTexture::Repeat); t->setVerticalWrapMode(QSGTexture::Repeat); QSGSimpleMaterial *m = NoisyShader::createMaterial(); m->state()->texture = t; m->state()->color = QColor::fromRgbF(0.95, 0.95, 0.97); m->setFlag(QSGMaterial::Blending); setMaterial(m); setFlag(OwnsMaterial, true); QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect()); setGeometry(g); setFlag(OwnsGeometry, true); } void NoisyNode::setRect(const QRectF &bounds) { QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1)); markDirty(QSGNode::DirtyGeometry); }