/**************************************************************************** ** ** 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. For further information ** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional ** rights. 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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; }; 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; }; 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; QVector attributes; QVector uniforms[QQuickShaderEffectMaterialKey::ShaderTypeCount]; QVector textureProviders; CullMode cullMode; 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(); virtual void preprocess(); Q_SIGNALS: void logAndStatusChanged(const QString &, int status); private Q_SLOTS: void markDirtyTexture(); void textureProviderDestroyed(QObject *object); }; QT_END_NAMESPACE #endif // QQUICKSHADEREFFECTNODE_P_H