/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, 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. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgflatcolormaterial.h" #include QT_BEGIN_NAMESPACE class FlatColorMaterialShader : 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_color_id; }; QSGMaterialType FlatColorMaterialShader::type; void FlatColorMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGFlatColorMaterial *oldMaterial = static_cast(oldEffect); QSGFlatColorMaterial *newMaterial = static_cast(newEffect); const QColor &c = newMaterial->color(); if (oldMaterial == 0 || c != oldMaterial->color() || state.isOpacityDirty()) { float opacity = state.opacity(); QVector4D v(c.redF() * c.alphaF() * opacity, c.greenF() * c.alphaF() * opacity, c.blueF() * c.alphaF() * opacity, c.alphaF() * opacity); m_program.setUniformValue(m_color_id, v); } if (state.isMatrixDirty()) m_program.setUniformValue(m_matrix_id, state.combinedMatrix()); } char const *const *FlatColorMaterialShader::attributeNames() const { static char const *const attr[] = { "vCoord", 0 }; return attr; } void FlatColorMaterialShader::initialize() { m_matrix_id = m_program.uniformLocation("matrix"); m_color_id = m_program.uniformLocation("color"); } const char *FlatColorMaterialShader::vertexShader() const { return "attribute highp vec4 vCoord; \n" "uniform highp mat4 matrix; \n" "void main() { \n" " gl_Position = matrix * vCoord; \n" "}"; } const char *FlatColorMaterialShader::fragmentShader() const { return "uniform lowp vec4 color; \n" "void main() { \n" " gl_FragColor = color; \n" "}"; } QSGFlatColorMaterial::QSGFlatColorMaterial() : m_color(QColor(255, 255, 255)) { } void QSGFlatColorMaterial::setColor(const QColor &color) { m_color = color; setFlag(Blending, m_color.alpha() != 0xff); } QSGMaterialType *QSGFlatColorMaterial::type() const { return &FlatColorMaterialShader::type; } QSGMaterialShader *QSGFlatColorMaterial::createShader() const { return new FlatColorMaterialShader; } QT_END_NAMESPACE