/**************************************************************************** ** ** 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" QT_BEGIN_NAMESPACE class QSGVertexColorMaterialRhiShader : public QSGMaterialShader { public: QSGVertexColorMaterialRhiShader(); bool updateUniformData(RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override; }; QSGVertexColorMaterialRhiShader::QSGVertexColorMaterialRhiShader() { setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.vert.qsb")); setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.frag.qsb")); } bool QSGVertexColorMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial * /*newEffect*/, QSGMaterial * /*oldEffect*/) { bool changed = false; QByteArray *buf = state.uniformData(); if (state.isMatrixDirty()) { const QMatrix4x4 m = state.combinedMatrix(); memcpy(buf->data(), m.constData(), 64); changed = true; } if (state.isOpacityDirty()) { const float opacity = state.opacity(); memcpy(buf->data() + 64, &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() const { return new QSGVertexColorMaterialRhiShader; } QT_END_NAMESPACE