/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. 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These rights are described in the Digia 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickshadereffectmesh_p.h" #include #include "qquickshadereffect_p.h" QT_BEGIN_NAMESPACE 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) { connect(this, SIGNAL(resolutionChanged()), this, SIGNAL(geometryChanged())); } QSGGeometry *QQuickGridMesh::updateGeometry(QSGGeometry *geometry, const QVector &attributes, const QRectF &dstRect) { int vmesh = m_resolution.height(); int hmesh = m_resolution.width(); int attrCount = attributes.count(); int positionIndex = attributes.indexOf(qtPositionAttributeName()); int texCoordIndex = attributes.indexOf(qtTexCoordAttributeName()); if (!geometry) { switch (attrCount) { case 0: m_log = QLatin1String("Error: No attributes specified."); return 0; case 1: if (positionIndex != 0) { m_log = QLatin1String("Error: Missing \'"); m_log += QLatin1String(qtPositionAttributeName()); m_log += QLatin1String("\' attribute.\n"); return 0; } break; case 2: if (positionIndex == -1 || texCoordIndex == -1) { m_log.clear(); if (positionIndex == -1) { m_log = QLatin1String("Error: Missing \'"); m_log += QLatin1String(qtPositionAttributeName()); m_log += QLatin1String("\' attribute.\n"); } if (texCoordIndex == -1) { m_log += QLatin1String("Error: Missing \'"); m_log += QLatin1String(qtTexCoordAttributeName()); m_log += QLatin1String("\' attribute.\n"); } return 0; } break; default: m_log = QLatin1String("Error: Too many attributes specified."); return 0; } geometry = new QSGGeometry(attrCount == 1 ? QSGGeometry::defaultAttributes_Point2D() : QSGGeometry::defaultAttributes_TexturedPoint2D(), (vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2), GL_UNSIGNED_SHORT); } else { geometry->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2)); } QSGGeometry::Point2D *vdata = static_cast(geometry->vertexData()); QRectF srcRect(0, 0, 1, 1); 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 == positionIndex) { 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(); } QSize QQuickGridMesh::resolution() const { return m_resolution; } QT_END_NAMESPACE