/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickshadereffectmesh_p.h" #include #include "qquickshadereffect_p.h" #include "qquickscalegrid_p_p.h" #include "qquickborderimage_p_p.h" #include QT_BEGIN_NAMESPACE static const char qt_position_attribute_name[] = "qt_Vertex"; static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0"; const char *qtPositionAttributeName() { return qt_position_attribute_name; } const char *qtTexCoordAttributeName() { return qt_texcoord_attribute_name; } QQuickShaderEffectMesh::QQuickShaderEffectMesh(QObject *parent) : QObject(parent) { } /*! \qmltype GridMesh \instantiates QQuickGridMesh \inqmlmodule QtQuick \since 5.0 \ingroup qtquick-effects \brief Defines a mesh with vertices arranged in a grid GridMesh defines a rectangular mesh consisting of vertices arranged in an evenly spaced grid. It is used to generate \l{QSGGeometry}{geometry}. The grid resolution is specified with the \l resolution property. */ QQuickGridMesh::QQuickGridMesh(QObject *parent) : QQuickShaderEffectMesh(parent) , m_resolution(1, 1) { } bool QQuickGridMesh::validateAttributes(const QVector &attributes, int *posIndex) { const int attrCount = attributes.count(); int positionIndex = attributes.indexOf(qtPositionAttributeName()); int texCoordIndex = attributes.indexOf(qtTexCoordAttributeName()); switch (attrCount) { case 0: m_log = QLatin1String("Error: No attributes specified."); return false; case 1: if (positionIndex != 0) { m_log = QLatin1String("Error: Missing \'") + QLatin1String(qtPositionAttributeName()) + QLatin1String("\' attribute.\n"); return false; } break; case 2: if (positionIndex == -1 || texCoordIndex == -1) { m_log.clear(); if (positionIndex == -1) { m_log = QLatin1String("Error: Missing \'") + QLatin1String(qtPositionAttributeName()) + QLatin1String("\' attribute.\n"); } if (texCoordIndex == -1) { m_log += QLatin1String("Error: Missing \'") + QLatin1String(qtTexCoordAttributeName()) + QLatin1String("\' attribute.\n"); } return false; } break; default: m_log = QLatin1String("Error: Too many attributes specified."); return false; } if (posIndex) *posIndex = positionIndex; return true; } QSGGeometry *QQuickGridMesh::updateGeometry(QSGGeometry *geometry, int attrCount, int posIndex, const QRectF &srcRect, const QRectF &dstRect) { int vmesh = m_resolution.height(); int hmesh = m_resolution.width(); if (!geometry) { Q_ASSERT(attrCount == 1 || attrCount == 2); geometry = new QSGGeometry(attrCount == 1 ? QSGGeometry::defaultAttributes_Point2D() : QSGGeometry::defaultAttributes_TexturedPoint2D(), (vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2), QSGGeometry::UnsignedShortType); } else { geometry->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2)); } QSGGeometry::Point2D *vdata = static_cast(geometry->vertexData()); for (int iy = 0; iy <= vmesh; ++iy) { float fy = iy / float(vmesh); float y = float(dstRect.top()) + fy * float(dstRect.height()); float ty = float(srcRect.top()) + fy * float(srcRect.height()); for (int ix = 0; ix <= hmesh; ++ix) { float fx = ix / float(hmesh); for (int ia = 0; ia < attrCount; ++ia) { if (ia == posIndex) { vdata->x = float(dstRect.left()) + fx * float(dstRect.width()); vdata->y = y; ++vdata; } else { vdata->x = float(srcRect.left()) + fx * float(srcRect.width()); vdata->y = ty; ++vdata; } } } } quint16 *indices = (quint16 *)geometry->indexDataAsUShort(); int i = 0; for (int iy = 0; iy < vmesh; ++iy) { *(indices++) = i + hmesh + 1; for (int ix = 0; ix <= hmesh; ++ix, ++i) { *(indices++) = i + hmesh + 1; *(indices++) = i; } *(indices++) = i - 1; } return geometry; } /*! \qmlproperty size QtQuick::GridMesh::resolution This property holds the grid resolution. The resolution's width and height specify the number of cells or spacings between vertices horizontally and vertically respectively. The minimum and default is 1x1, which corresponds to four vertices in total, one in each corner. For non-linear vertex transformations, you probably want to set the resolution higher. \table \row \li \image declarative-gridmesh.png \li \qml import QtQuick 2.0 ShaderEffect { width: 200 height: 200 mesh: GridMesh { resolution: Qt.size(20, 20) } property variant source: Image { source: "qt-logo.png" sourceSize { width: 200; height: 200 } } vertexShader: " uniform highp mat4 qt_Matrix; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 qt_TexCoord0; uniform highp float width; void main() { highp vec4 pos = qt_Vertex; highp float d = .5 * smoothstep(0., 1., qt_MultiTexCoord0.y); pos.x = width * mix(d, 1.0 - d, qt_MultiTexCoord0.x); gl_Position = qt_Matrix * pos; qt_TexCoord0 = qt_MultiTexCoord0; }" } \endqml \endtable */ void QQuickGridMesh::setResolution(const QSize &res) { if (res == m_resolution) return; if (res.width() < 1 || res.height() < 1) { return; } m_resolution = res; emit resolutionChanged(); emit geometryChanged(); } QSize QQuickGridMesh::resolution() const { return m_resolution; } /*! \qmltype BorderImageMesh \instantiates QQuickBorderImageMesh \inqmlmodule QtQuick \since 5.8 \ingroup qtquick-effects \brief Defines a mesh with vertices arranged like those of a BorderImage. BorderImageMesh provides BorderImage-like capabilities to a ShaderEffect without the need for a potentially costly ShaderEffectSource. The following are functionally equivalent: \qml BorderImage { id: borderImage border { left: 10 right: 10 top: 10 bottom: 10 } source: "myImage.png" visible: false } ShaderEffectSource { id: effectSource sourceItem: borderImage visible: false } ShaderEffect { property var source: effectSource ... } \endqml \qml Image { id: image source: "myImage.png" visible: false } ShaderEffect { property var source: image mesh: BorderImageMesh { border { left: 10 right: 10 top: 10 bottom: 10 } size: image.sourceSize } ... } \endqml But the BorderImageMesh version can typically be better optimized. */ QQuickBorderImageMesh::QQuickBorderImageMesh(QObject *parent) : QQuickShaderEffectMesh(parent), m_border(new QQuickScaleGrid(this)), m_horizontalTileMode(QQuickBorderImageMesh::Stretch), m_verticalTileMode(QQuickBorderImageMesh::Stretch) { } bool QQuickBorderImageMesh::validateAttributes(const QVector &attributes, int *posIndex) { Q_UNUSED(attributes); Q_UNUSED(posIndex); return true; } QSGGeometry *QQuickBorderImageMesh::updateGeometry(QSGGeometry *geometry, int attrCount, int posIndex, const QRectF &srcRect, const QRectF &rect) { Q_UNUSED(attrCount); Q_UNUSED(posIndex); QRectF innerSourceRect; QRectF targetRect; QRectF innerTargetRect; QRectF subSourceRect; QQuickBorderImagePrivate::calculateRects(m_border, m_size, rect.size(), m_horizontalTileMode, m_verticalTileMode, 1, &targetRect, &innerTargetRect, &innerSourceRect, &subSourceRect); QRectF sourceRect = srcRect; QRectF modifiedInnerSourceRect(sourceRect.x() + innerSourceRect.x() * sourceRect.width(), sourceRect.y() + innerSourceRect.y() * sourceRect.height(), innerSourceRect.width() * sourceRect.width(), innerSourceRect.height() * sourceRect.height()); geometry = QSGBasicInternalImageNode::updateGeometry(targetRect, innerTargetRect, sourceRect, modifiedInnerSourceRect, subSourceRect, geometry); return geometry; } /*! \qmlpropertygroup QtQuick::BorderImageMesh::border \qmlproperty int QtQuick::BorderImageMesh::border.left \qmlproperty int QtQuick::BorderImageMesh::border.right \qmlproperty int QtQuick::BorderImageMesh::border.top \qmlproperty int QtQuick::BorderImageMesh::border.bottom The 4 border lines (2 horizontal and 2 vertical) break the image into 9 sections, as shown below: \image declarative-scalegrid.png Each border line (left, right, top, and bottom) specifies an offset in pixels from the respective edge of the mesh. By default, each border line has a value of 0. For example, the following definition sets the bottom line 10 pixels up from the bottom of the mesh: \qml BorderImageMesh { border.bottom: 10 // ... } \endqml */ QQuickScaleGrid *QQuickBorderImageMesh::border() const { return m_border; } /*! \qmlproperty size QtQuick::BorderImageMesh::size The base size of the mesh. This generally corresponds to the \l {Image::}{sourceSize} of the image being used by the ShaderEffect. */ QSize QQuickBorderImageMesh::size() const { return m_size; } void QQuickBorderImageMesh::setSize(const QSize &size) { if (size == m_size) return; m_size = size; Q_EMIT sizeChanged(); Q_EMIT geometryChanged(); } /*! \qmlproperty enumeration QtQuick::BorderImageMesh::horizontalTileMode \qmlproperty enumeration QtQuick::BorderImageMesh::verticalTileMode This property describes how to repeat or stretch the middle parts of an image. \list \li BorderImage.Stretch - Scales the image to fit to the available area. \li BorderImage.Repeat - Tile the image until there is no more space. May crop the last image. \li BorderImage.Round - Like Repeat, but scales the images down to ensure that the last image is not cropped. \endlist The default tile mode for each property is BorderImage.Stretch. */ QQuickBorderImageMesh::TileMode QQuickBorderImageMesh::horizontalTileMode() const { return m_horizontalTileMode; } void QQuickBorderImageMesh::setHorizontalTileMode(TileMode t) { if (t == m_horizontalTileMode) return; m_horizontalTileMode = t; Q_EMIT horizontalTileModeChanged(); Q_EMIT geometryChanged(); } QQuickBorderImageMesh::TileMode QQuickBorderImageMesh::verticalTileMode() const { return m_verticalTileMode; } void QQuickBorderImageMesh::setVerticalTileMode(TileMode t) { if (t == m_verticalTileMode) return; m_verticalTileMode = t; Q_EMIT verticalTileModeChanged(); Q_EMIT geometryChanged(); } QT_END_NAMESPACE #include "moc_qquickshadereffectmesh_p.cpp"