// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qsgvertexcolormaterial.h" QT_BEGIN_NAMESPACE class QSGVertexColorMaterialRhiShader : public QSGMaterialShader { public: QSGVertexColorMaterialRhiShader(int viewCount); bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; }; QSGVertexColorMaterialRhiShader::QSGVertexColorMaterialRhiShader(int viewCount) { setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.vert.qsb"), viewCount); setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.frag.qsb"), viewCount); } bool QSGVertexColorMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *) { bool changed = false; QByteArray *buf = state.uniformData(); const int shaderMatrixCount = newMaterial->viewCount(); const int matrixCount = qMin(state.projectionMatrixCount(), shaderMatrixCount); for (int viewIndex = 0; viewIndex < matrixCount; ++viewIndex) { if (state.isMatrixDirty()) { const QMatrix4x4 m = state.combinedMatrix(viewIndex); memcpy(buf->data() + 64 * viewIndex, m.constData(), 64); changed = true; } } if (state.isOpacityDirty()) { const float opacity = state.opacity(); memcpy(buf->data() + 64 * shaderMatrixCount, &opacity, 4); changed = true; } return changed; } /*! \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 default 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 { static QSGMaterialType type; return &type; } /*! \internal */ QSGMaterialShader *QSGVertexColorMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const { Q_UNUSED(renderMode); return new QSGVertexColorMaterialRhiShader(viewCount()); } QT_END_NAMESPACE