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These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \class QSGSimpleMaterialShader \brief The QSGSimpleMaterialShader class provides a convenient way of building custom materials for the scene graph. \inmodule QtQuick \ingroup qtquick-scenegraph-materials Where the QSGMaterial and QSGMaterialShader API requires a bit of boilerplate code to create a functioning material, the QSGSimpleMaterialShader tries to hide some of this through the use of templates. QSGSimpleMaterialShader::vertexShader() and QSGSimpleMaterialShader::fragmentShader() are used to specify the actual shader source code. The names of the vertex attributes should be listed in the QSGSimpleMaterialShader::attributes() QSGSimpleMaterialShader::updateState() is used to push the material state to the OpenGL shader program. The actual OpenGL shader program is accessible through the QSGSimpleMaterialShader::program() function. Each QSGSimpleMaterialShader implementation operates on a unique state struct. The state struct must be declared using the \c {QSG_DECLARE_SIMPLE_SHADER} macro. Here is a simple example of a custom solid-color: \code struct Color { float r, g, b, a; }; class MinimalShader : public QSGSimpleMaterialShader { QSG_DECLARE_SIMPLE_SHADER(MinimalShader, Color) public: const char *vertexShader() const { return "attribute highp vec4 vertex; \n" "uniform highp mat4 qt_Matrix; \n" "void main() { \n" " gl_Position = qt_Matrix * vertex; \n" "}"; } const char *fragmentShader() const { return "uniform lowp float qt_Opacity; \n" "uniform lowp vec4 color; \n" "void main() { \n" " gl_FragColor = color * qt_Opacity; \n" "}"; } QList attributes() const { return QList() << "vertex"; } void updateState(const Color *color, const Color *) { program()->setUniformValue("color", color->r, color->g, color->b, color->a); } }; \endcode Instances of materials using this shader can be created using the createMaterial() function which will be defined by the QSG_DECLARE_SIMPLE_SHADER macro. \code QSGSimpleMaterial *material = MinimalShader::createMaterial(); material->state()->r = 1; material->state()->g = 0; material->state()->b = 0; material->state()->a = 1; node->setMaterial(material); \endcode The scene graph will often try to find materials that have the same or at least similar state so that these can be batched together inside the renderer, which gives better performance. To specify sortable material states, use QSG_DECLARE_SIMPLE_COMPARABLE_SHADER instead of QSG_DECLARE_SIMPLE_SHADER. The state struct must then also define the function: \code int compare(const Type *other) const; \endcode \warning The QSGSimpleMaterialShader relies on template instantiation to create a QSGMaterialType which the scene graph renderer internally uses to identify this shader. For this reason, the unique QSGSimpleMaterialShader implementation must be instantiated with a unique C++ type. \note All classes with QSG prefix should be used solely on the scene graph's rendering thread. See \l {Scene Graph and Rendering} for more information. \sa {Scene Graph - Simple Material} */ /*! \macro QSG_DECLARE_SIMPLE_SHADER(Shader, State) \relates QSGSimpleMaterialShader This macro is used to declare a QSGMaterialType and a \c createMaterial() function for \a Shader with the given \a State. */ /*! \macro QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State) \relates QSGSimpleMaterialShader This macro is used to declare a QSGMaterialType and a \c createMaterial() function for \a Shader with the given \a State, where the \a State class must define a compare function on the form: \code int compare(const State *other) const; \endcode */ /*! \fn char const *const *QSGSimpleMaterialShader::attributeNames() const \internal */ /*! \fn void QSGSimpleMaterialShader::initialize() \internal */ /*! \fn void QSGSimpleMaterialShader::resolveUniforms() Reimplement this function to resolve the location of named uniforms in the shader program. This function is called when the material shader is initialized. */ /*! \fn const char *QSGSimpleMaterialShader::uniformMatrixName() const Reimplement this function to give a different name to the uniform for item transformation. The default value is \c qt_Matrix. */ /*! \fn const char *QSGSimpleMaterialShader::uniformOpacityName() const Reimplement this function to give a different name to the uniform for item opacity. The default value is \c qt_Opacity. If the shader program does not implement the item opacity, the implemented function should return a null pointer. */ /*! \fn void QSGSimpleMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) \internal */ /*! \fn QList QSGSimpleMaterialShader::attributes() const Returns a list of names, declaring the vertex attributes in the vertex shader. */ /*! \fn void QSGSimpleMaterialShader::updateState(const State *newState, const State *oldState) Called whenever the state of this shader should be updated from \a oldState to \a newState, typical for each new set of geometries being drawn. Both the old and the new state are passed in so that the implementation can compare and minimize the state changes when applicable. */ /*! \class QSGSimpleMaterial \inmodule QtQuick \ingroup qtquick-scenegraph-materials \brief The QSGSimpleMaterial class is a template generated class used to store the state used with a QSGSimpleMateralShader. The state of the material is accessible through the template generated state() function. \inmodule QtQuick \note All classes with QSG prefix should be used solely on the scene graph's rendering thread. See \l {Scene Graph and Rendering} for more information. \sa QSGSimpleMaterialShader */