/**************************************************************************** ** ** 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 "qsgvertexcolormaterial.h" #if QT_CONFIG(opengl) # include #endif QT_BEGIN_NAMESPACE class QSGVertexColorMaterialShader : public QSGMaterialShader { public: QSGVertexColorMaterialShader(); virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual char const *const *attributeNames() const; static QSGMaterialType type; private: virtual void initialize(); #if QT_CONFIG(opengl) int m_matrix_id; int m_opacity_id; #endif }; QSGMaterialType QSGVertexColorMaterialShader::type; QSGVertexColorMaterialShader::QSGVertexColorMaterialShader() : QSGMaterialShader() { #if QT_CONFIG(opengl) setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/vertexcolor.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/vertexcolor.frag")); #endif } void QSGVertexColorMaterialShader::updateState(const RenderState &state, QSGMaterial * /*newEffect*/, QSGMaterial *) { #if QT_CONFIG(opengl) if (state.isOpacityDirty()) program()->setUniformValue(m_opacity_id, state.opacity()); if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); #else Q_UNUSED(state) #endif } char const *const *QSGVertexColorMaterialShader::attributeNames() const { static const char *const attr[] = { "vertexCoord", "vertexColor", 0 }; return attr; } void QSGVertexColorMaterialShader::initialize() { #if QT_CONFIG(opengl) m_matrix_id = program()->uniformLocation("matrix"); m_opacity_id = program()->uniformLocation("opacity"); #endif } /*! \class QSGVertexColorMaterial \brief The QSGVertexColorMaterial class provides a convenient way of rendering per-vertex colored geometry in the scene graph. \inmodule QtQuick \ingroup qtquick-scenegraph-materials \warning This utility class is only functional when running with the OpenGL backend of the Qt Quick scenegraph. The vertex color material will give each vertex in a geometry a color. Pixels between vertices will be linearly interpolated. The colors can contain transparency. The geometry to be rendered with vertex color must have the following layout. Attribute position 0 must contain vertices. Attribute position 1 must contain colors, a tuple of 4 values with RGBA layout. Both floats in the range of 0 to 1 and unsigned bytes in the range 0 to 255 are valid for the color values. \note The rendering pipeline expects pixels with premultiplied alpha. QSGGeometry::defaultAttributes_ColoredPoint2D() can be used to construct an attribute set that is compatible with this material. The vertex color material respects both current opacity and current matrix when updating it's rendering state. */ /*! Creates a new vertex color material. */ QSGVertexColorMaterial::QSGVertexColorMaterial() { setFlag(Blending, true); } /*! int QSGVertexColorMaterial::compare() const As the vertex color material has all its state in the vertex attributes, all materials will be equal. \internal */ int QSGVertexColorMaterial::compare(const QSGMaterial * /* other */) const { return 0; } /*! \internal */ QSGMaterialType *QSGVertexColorMaterial::type() const { return &QSGVertexColorMaterialShader::type; } /*! \internal */ QSGMaterialShader *QSGVertexColorMaterial::createShader() const { return new QSGVertexColorMaterialShader; } QT_END_NAMESPACE