/**************************************************************************** ** ** 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 "qsgdefaultinternalimagenode_p.h" #include #include #include #include QT_BEGIN_NAMESPACE class SmoothTextureMaterialShader : public QSGTextureMaterialShader { public: SmoothTextureMaterialShader(); void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override; char const *const *attributeNames() const override; protected: void initialize() override; int m_pixelSizeLoc; }; QSGSmoothTextureMaterial::QSGSmoothTextureMaterial() { setFlag(RequiresFullMatrixExceptTranslate, true); setFlag(Blending, true); } void QSGSmoothTextureMaterial::setTexture(QSGTexture *texture) { m_texture = texture; } QSGMaterialType *QSGSmoothTextureMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGSmoothTextureMaterial::createShader() const { return new SmoothTextureMaterialShader; } SmoothTextureMaterialShader::SmoothTextureMaterialShader() { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothtexture.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothtexture.frag")); } void SmoothTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { if (oldEffect == nullptr) { // The viewport is constant, so set the pixel size uniform only once. QRect r = state.viewportRect(); program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height()); } QSGTextureMaterialShader::updateState(state, newEffect, oldEffect); } char const *const *SmoothTextureMaterialShader::attributeNames() const { static char const *const attributes[] = { "vertex", "multiTexCoord", "vertexOffset", "texCoordOffset", nullptr }; return attributes; } void SmoothTextureMaterialShader::initialize() { m_pixelSizeLoc = program()->uniformLocation("pixelSize"); QSGTextureMaterialShader::initialize(); } QSGDefaultInternalImageNode::QSGDefaultInternalImageNode() { setMaterial(&m_materialO); setOpaqueMaterial(&m_material); } void QSGDefaultInternalImageNode::setFiltering(QSGTexture::Filtering filtering) { if (m_material.filtering() == filtering) return; m_material.setFiltering(filtering); m_materialO.setFiltering(filtering); m_smoothMaterial.setFiltering(filtering); markDirty(DirtyMaterial); } void QSGDefaultInternalImageNode::setMipmapFiltering(QSGTexture::Filtering filtering) { if (m_material.mipmapFiltering() == filtering) return; m_material.setMipmapFiltering(filtering); m_materialO.setMipmapFiltering(filtering); m_smoothMaterial.setMipmapFiltering(filtering); markDirty(DirtyMaterial); } void QSGDefaultInternalImageNode::setVerticalWrapMode(QSGTexture::WrapMode wrapMode) { if (m_material.verticalWrapMode() == wrapMode) return; m_material.setVerticalWrapMode(wrapMode); m_materialO.setVerticalWrapMode(wrapMode); m_smoothMaterial.setVerticalWrapMode(wrapMode); markDirty(DirtyMaterial); } void QSGDefaultInternalImageNode::setHorizontalWrapMode(QSGTexture::WrapMode wrapMode) { if (m_material.horizontalWrapMode() == wrapMode) return; m_material.setHorizontalWrapMode(wrapMode); m_materialO.setHorizontalWrapMode(wrapMode); m_smoothMaterial.setHorizontalWrapMode(wrapMode); markDirty(DirtyMaterial); } void QSGDefaultInternalImageNode::updateMaterialAntialiasing() { if (m_antialiasing) { setMaterial(&m_smoothMaterial); setOpaqueMaterial(nullptr); } else { setMaterial(&m_materialO); setOpaqueMaterial(&m_material); } } void QSGDefaultInternalImageNode::setMaterialTexture(QSGTexture *texture) { m_material.setTexture(texture); m_materialO.setTexture(texture); m_smoothMaterial.setTexture(texture); } QSGTexture *QSGDefaultInternalImageNode::materialTexture() const { return m_material.texture(); } bool QSGDefaultInternalImageNode::updateMaterialBlending() { const bool alpha = m_material.flags() & QSGMaterial::Blending; if (materialTexture() && alpha != materialTexture()->hasAlphaChannel()) { m_material.setFlag(QSGMaterial::Blending, !alpha); return true; } return false; } inline static bool isPowerOfTwo(int x) { // Assumption: x >= 1 return x == (x & -x); } bool QSGDefaultInternalImageNode::supportsWrap(const QSize &size) const { bool wrapSupported = true; QOpenGLContext *ctx = QOpenGLContext::currentContext(); #ifndef QT_OPENGL_ES_2 if (ctx->isOpenGLES()) #endif { bool npotSupported = ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat); const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height()); wrapSupported = npotSupported || !isNpot; } return wrapSupported; } QT_END_NAMESPACE