/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** 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 QQUICKSHADEREFFECTNODE_P_H #define QQUICKSHADEREFFECTNODE_P_H #include #include #include #include #include #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE struct QQuickShaderEffectMaterialKey { QByteArray vertexCode; QByteArray fragmentCode; const char *className; bool operator == (const QQuickShaderEffectMaterialKey &other) const; }; uint qHash(const QQuickShaderEffectMaterialKey &key); // TODO: Implement support for multisampling. struct QQuickShaderEffectProgram : public QQuickShaderEffectMaterialKey { QQuickShaderEffectProgram() : respectsOpacity(false), respectsMatrix(false) {} QVector attributeNames; QSet uniformNames; uint respectsOpacity : 1; uint respectsMatrix : 1; }; class QQuickCustomMaterialShader; class QQuickShaderEffectNode; class QQuickShaderEffectMaterial : public QSGMaterial { public: enum CullMode { NoCulling, BackFaceCulling, FrontFaceCulling }; explicit QQuickShaderEffectMaterial(QQuickShaderEffectNode *node = 0); virtual QSGMaterialType *type() const; virtual QSGMaterialShader *createShader() const; virtual int compare(const QSGMaterial *other) const; void setCullMode(CullMode face); CullMode cullMode() const; void setProgramSource(const QQuickShaderEffectProgram &); void setUniforms(const QVector > &uniformValues); void setTextureProviders(const QVector > &textures); const QVector > &textureProviders() const; void updateTextures() const; 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; QQuickShaderEffectProgram m_source; QVector > m_uniformValues; QVector > m_textures; CullMode m_cullMode; QQuickShaderEffectNode *m_node; bool m_emittedLogChanged; static QHash > materialMap; }; class QSGShaderEffectMesh; class QQuickShaderEffectNode : public QObject, public QSGGeometryNode { Q_OBJECT public: QQuickShaderEffectNode(); virtual ~QQuickShaderEffectNode(); virtual void preprocess(); QQuickShaderEffectMaterial *shaderMaterial() { return &m_material; } Q_SIGNALS: void logAndStatusChanged(const QString &, int status); private Q_SLOTS: void markDirtyTexture(); private: QQuickShaderEffectMaterial m_material; }; QT_END_NAMESPACE QT_END_HEADER #endif // QQUICKSHADEREFFECTNODE_P_H