/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 "openglrenderer.h" #include #ifndef QT_NO_OPENGL #include #include #include OpenGLRenderNode::OpenGLRenderNode(QQuickItem *item) : m_item(item) { } OpenGLRenderNode::~OpenGLRenderNode() { releaseResources(); } void OpenGLRenderNode::releaseResources() { delete m_program; m_program = nullptr; delete m_vbo; m_vbo = nullptr; } void OpenGLRenderNode::init() { m_program = new QOpenGLShaderProgram; static const char *vertexShaderSource = "attribute highp vec4 posAttr;\n" "attribute lowp vec4 colAttr;\n" "varying lowp vec4 col;\n" "uniform highp mat4 matrix;\n" "void main() {\n" " col = colAttr;\n" " gl_Position = matrix * posAttr;\n" "}\n"; static const char *fragmentShaderSource = "varying lowp vec4 col;\n" "uniform lowp float opacity;\n" "void main() {\n" " gl_FragColor = col * opacity;\n" "}\n"; m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource); m_program->bindAttributeLocation("posAttr", 0); m_program->bindAttributeLocation("colAttr", 1); m_program->link(); m_matrixUniform = m_program->uniformLocation("matrix"); m_opacityUniform = m_program->uniformLocation("opacity"); const int VERTEX_SIZE = 6 * sizeof(GLfloat); static GLfloat colors[] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; m_vbo = new QOpenGLBuffer; m_vbo->create(); m_vbo->bind(); m_vbo->allocate(VERTEX_SIZE + sizeof(colors)); m_vbo->write(VERTEX_SIZE, colors, sizeof(colors)); m_vbo->release(); } void OpenGLRenderNode::render(const RenderState *state) { if (!m_program) init(); QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); m_program->bind(); m_program->setUniformValue(m_matrixUniform, *state->projectionMatrix() * *matrix()); m_program->setUniformValue(m_opacityUniform, float(inheritedOpacity())); m_vbo->bind(); QPointF p0(m_item->width() - 1, m_item->height() - 1); QPointF p1(0, 0); QPointF p2(0, m_item->height() - 1); GLfloat vertices[6] = { GLfloat(p0.x()), GLfloat(p0.y()), GLfloat(p1.x()), GLfloat(p1.y()), GLfloat(p2.x()), GLfloat(p2.y()) }; m_vbo->write(0, vertices, sizeof(vertices)); m_program->setAttributeBuffer(0, GL_FLOAT, 0, 2); m_program->setAttributeBuffer(1, GL_FLOAT, sizeof(vertices), 3); m_program->enableAttributeArray(0); m_program->enableAttributeArray(1); // Note that clipping (scissor or stencil) is ignored in this example. f->glEnable(GL_BLEND); f->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); f->glDrawArrays(GL_TRIANGLES, 0, 3); } QSGRenderNode::StateFlags OpenGLRenderNode::changedStates() const { return BlendState; } QSGRenderNode::RenderingFlags OpenGLRenderNode::flags() const { return BoundedRectRendering | DepthAwareRendering; } QRectF OpenGLRenderNode::rect() const { return QRect(0, 0, m_item->width(), m_item->height()); } #endif // QT_NO_OPENGL