/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKSHADEREFFECT_P_H #define QQUICKSHADEREFFECT_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include "qquickshadereffectmesh_p.h" #include QT_BEGIN_NAMESPACE const char *qtPositionAttributeName(); const char *qtTexCoordAttributeName(); class QSGContext; class QSignalMapper; class QQuickCustomMaterialShader; // Common class for QQuickShaderEffect and QQuickCustomParticle. struct Q_QUICK_PRIVATE_EXPORT QQuickShaderEffectCommon { typedef QQuickShaderEffectMaterialKey Key; typedef QQuickShaderEffectMaterial::UniformData UniformData; ~QQuickShaderEffectCommon(); void disconnectPropertySignals(QQuickItem *item, Key::ShaderType shaderType); void connectPropertySignals(QQuickItem *item, Key::ShaderType shaderType); void updateParseLog(bool ignoreAttributes); void lookThroughShaderCode(QQuickItem *item, Key::ShaderType shaderType, const QByteArray &code); void updateShader(QQuickItem *item, Key::ShaderType shaderType); void updateMaterial(QQuickShaderEffectNode *node, QQuickShaderEffectMaterial *material, bool updateUniforms, bool updateUniformValues, bool updateTextureProviders); void updateWindow(QQuickWindow *window); // Called by slots in QQuickShaderEffect: void sourceDestroyed(QObject *object); void propertyChanged(QQuickItem *item, int mappedId, bool *textureProviderChanged); Key source; QVector attributes; QVector uniformData[Key::ShaderTypeCount]; QVector signalMappers[Key::ShaderTypeCount]; QString parseLog; }; class Q_QUICK_PRIVATE_EXPORT QQuickShaderEffect : public QQuickItem { Q_OBJECT Q_PROPERTY(QByteArray fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged) Q_PROPERTY(QByteArray vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged) Q_PROPERTY(bool blending READ blending WRITE setBlending NOTIFY blendingChanged) Q_PROPERTY(QVariant mesh READ mesh WRITE setMesh NOTIFY meshChanged) Q_PROPERTY(CullMode cullMode READ cullMode WRITE setCullMode NOTIFY cullModeChanged) Q_PROPERTY(QString log READ log NOTIFY logChanged) Q_PROPERTY(Status status READ status NOTIFY statusChanged) Q_PROPERTY(bool supportsAtlasTextures READ supportsAtlasTextures WRITE setSupportsAtlasTextures NOTIFY supportsAtlasTexturesChanged REVISION 1) public: enum CullMode { NoCulling = QQuickShaderEffectMaterial::NoCulling, BackFaceCulling = QQuickShaderEffectMaterial::BackFaceCulling, FrontFaceCulling = QQuickShaderEffectMaterial::FrontFaceCulling }; Q_ENUM(CullMode) enum Status { Compiled, Uncompiled, Error }; Q_ENUM(Status) QQuickShaderEffect(QQuickItem *parent = 0); ~QQuickShaderEffect(); QByteArray fragmentShader() const { return m_common.source.sourceCode[Key::FragmentShader]; } void setFragmentShader(const QByteArray &code); QByteArray vertexShader() const { return m_common.source.sourceCode[Key::VertexShader]; } void setVertexShader(const QByteArray &code); bool blending() const { return m_blending; } void setBlending(bool enable); QVariant mesh() const; void setMesh(const QVariant &mesh); CullMode cullMode() const { return m_cullMode; } void setCullMode(CullMode face); QString log() const { return m_log; } Status status() const { return m_status; } bool supportsAtlasTextures() const { return m_supportsAtlasTextures; } void setSupportsAtlasTextures(bool supports); QString parseLog(); bool event(QEvent *) Q_DECL_OVERRIDE; Q_SIGNALS: void fragmentShaderChanged(); void vertexShaderChanged(); void blendingChanged(); void meshChanged(); void cullModeChanged(); void logChanged(); void statusChanged(); void supportsAtlasTexturesChanged(); protected: void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry) Q_DECL_OVERRIDE; QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *) Q_DECL_OVERRIDE; void componentComplete() Q_DECL_OVERRIDE; void itemChange(ItemChange change, const ItemChangeData &value) Q_DECL_OVERRIDE; private Q_SLOTS: void updateGeometry(); void updateGeometryIfAtlased(); void updateLogAndStatus(const QString &log, int status); void sourceDestroyed(QObject *object); void propertyChanged(int mappedId); private: friend class QQuickCustomMaterialShader; friend class QQuickShaderEffectNode; typedef QQuickShaderEffectMaterialKey Key; typedef QQuickShaderEffectMaterial::UniformData UniformData; QSize m_meshResolution; QQuickShaderEffectMesh *m_mesh; QQuickGridMesh m_defaultMesh; CullMode m_cullMode; QString m_log; Status m_status; QQuickShaderEffectCommon m_common; uint m_blending : 1; uint m_dirtyUniforms : 1; uint m_dirtyUniformValues : 1; uint m_dirtyTextureProviders : 1; uint m_dirtyProgram : 1; uint m_dirtyParseLog : 1; uint m_dirtyMesh : 1; uint m_dirtyGeometry : 1; uint m_customVertexShader : 1; uint m_supportsAtlasTextures : 1; }; QT_END_NAMESPACE #endif // QQUICKSHADEREFFECT_P_H