/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKSHADEREFFECTNODE_P_H #define QQUICKSHADEREFFECTNODE_P_H #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE struct QQuickShaderEffectMaterialKey { enum ShaderType { VertexShader, FragmentShader, ShaderTypeCount }; QByteArray sourceCode[ShaderTypeCount]; const char *className; bool operator == (const QQuickShaderEffectMaterialKey &other) const; bool operator != (const QQuickShaderEffectMaterialKey &other) const; }; uint qHash(const QQuickShaderEffectMaterialKey &key); class QQuickCustomMaterialShader; class QQuickShaderEffectNode; class Q_QUICK_PRIVATE_EXPORT QQuickShaderEffectMaterial : public QSGMaterial { public: struct UniformData { enum SpecialType { None, Sampler, SubRect, Opacity, Matrix }; QByteArray name; QVariant value; SpecialType specialType; bool operator == (const UniformData &other) const; }; enum CullMode { NoCulling, BackFaceCulling, FrontFaceCulling }; explicit QQuickShaderEffectMaterial(QQuickShaderEffectNode *node = 0); QSGMaterialType *type() const Q_DECL_OVERRIDE; QSGMaterialShader *createShader() const Q_DECL_OVERRIDE; int compare(const QSGMaterial *other) const Q_DECL_OVERRIDE; QVector attributes; QVector uniforms[QQuickShaderEffectMaterialKey::ShaderTypeCount]; QVector textureProviders; CullMode cullMode; bool geometryUsesTextureSubRect; void setProgramSource(const QQuickShaderEffectMaterialKey &source); void updateTextures() const; void invalidateTextureProvider(QSGTextureProvider *provider); protected: friend class QQuickCustomMaterialShader; // The type pointer needs to be unique. It is not safe to let the type object be part of the // QQuickShaderEffectMaterial, since it can be deleted and a new one constructed on top of the old // one. The new QQuickShaderEffectMaterial would then get the same type pointer as the old one, and // CustomMaterialShaders based on the old one would incorrectly be used together with the new // one. To guarantee that the type pointer is unique, the type object must live as long as // there are any CustomMaterialShaders of that type. QSharedPointer m_type; QQuickShaderEffectMaterialKey m_source; QQuickShaderEffectNode *m_node; bool m_emittedLogChanged; static QHash > materialMap; }; class QSGShaderEffectMesh; class Q_QUICK_PRIVATE_EXPORT QQuickShaderEffectNode : public QObject, public QSGGeometryNode { Q_OBJECT public: QQuickShaderEffectNode(); virtual ~QQuickShaderEffectNode(); void preprocess() Q_DECL_OVERRIDE; Q_SIGNALS: void logAndStatusChanged(const QString &, int status); private Q_SLOTS: void markDirtyTexture(); void textureProviderDestroyed(QObject *object); }; QT_END_NAMESPACE #endif // QQUICKSHADEREFFECTNODE_P_H