/**************************************************************************** ** ** 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 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 QtDeclarative 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