/**************************************************************************** ** ** Copyright (C) 2012 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. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKSHADEREFFECT_P_H #define QQUICKSHADEREFFECT_P_H #include #include #include #include #include "qquickshadereffectmesh_p.h" #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE const char *qtPositionAttributeName(); const char *qtTexCoordAttributeName(); class QSGContext; class QSignalMapper; class QQuickCustomMaterialShader; class Q_AUTOTEST_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 culling READ cullMode WRITE setCullMode NOTIFY cullModeChanged) Q_PROPERTY(QString log READ log NOTIFY logChanged) Q_PROPERTY(Status status READ status NOTIFY statusChanged) Q_ENUMS(CullMode) Q_ENUMS(Status) public: enum CullMode { NoCulling = QQuickShaderEffectMaterial::NoCulling, BackFaceCulling = QQuickShaderEffectMaterial::BackFaceCulling, FrontFaceCulling = QQuickShaderEffectMaterial::FrontFaceCulling }; enum Status { Compiled, Uncompiled, Error }; QQuickShaderEffect(QQuickItem *parent = 0); ~QQuickShaderEffect(); QByteArray fragmentShader() const { return m_source.fragmentCode; } void setFragmentShader(const QByteArray &code); QByteArray vertexShader() const { return m_source.vertexCode; } 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; } void ensureCompleted(); QString parseLog() { return m_parseLog; } Q_SIGNALS: void fragmentShaderChanged(); void vertexShaderChanged(); void blendingChanged(); void meshChanged(); void cullModeChanged(); void logChanged(); void statusChanged(); protected: virtual void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry); virtual QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); virtual void itemChange(ItemChange change, const ItemChangeData &value); private Q_SLOTS: void changeSource(int index); void updateData(); void updateGeometry(); void updateLogAndStatus(const QString &log, int status); private: friend class QQuickCustomMaterialShader; friend class QQuickShaderEffectNode; void setSource(const QVariant &var, int index); void disconnectPropertySignals(); void connectPropertySignals(); void reset(); void updateProperties(); void lookThroughShaderCode(const QByteArray &code); QQuickShaderEffectProgram m_source; QSize m_meshResolution; QQuickShaderEffectMesh *m_mesh; QQuickGridMesh m_defaultMesh; CullMode m_cullMode; QString m_log; Status m_status; struct SourceData { QSignalMapper *mapper; QPointer sourceObject; QByteArray name; }; QVector m_sources; QString m_parseLog; uint m_blending : 1; uint m_dirtyData : 1; uint m_programDirty : 1; uint m_dirtyMesh : 1; uint m_dirtyGeometry : 1; uint m_complete : 1; }; QT_END_NAMESPACE QT_END_HEADER #endif // QQUICKSHADEREFFECT_P_H