1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
// 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 "qsgdefaultinternalrectanglenode_p.h"
#include <QtQuick/qsgvertexcolormaterial.h>
#include <QtQuick/qsgtexturematerial.h>
#include <QtQuick/private/qsgcontext_p.h>
#include <QtCore/qmath.h>
#include <QtCore/qvarlengtharray.h>
QT_BEGIN_NAMESPACE
class SmoothColorMaterialRhiShader : public QSGMaterialShader
{
public:
SmoothColorMaterialRhiShader(int viewCount);
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
SmoothColorMaterialRhiShader::SmoothColorMaterialRhiShader(int viewCount)
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.vert.qsb"), viewCount);
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.frag.qsb"), viewCount);
}
bool SmoothColorMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
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 (oldMaterial == nullptr) {
// The viewport is constant, so set the pixel size uniform only once.
const QRect r = state.viewportRect();
const QVector2D v(2.0f / r.width(), 2.0f / r.height());
Q_ASSERT(sizeof(v) == 8);
memcpy(buf->data() + 64 * shaderMatrixCount, &v, 8);
changed = true;
}
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(buf->data() + 64 * shaderMatrixCount + 8, &opacity, 4);
changed = true;
}
return changed;
}
QSGSmoothColorMaterial::QSGSmoothColorMaterial()
{
setFlag(RequiresFullMatrixExceptTranslate, true);
setFlag(Blending, true);
}
int QSGSmoothColorMaterial::compare(const QSGMaterial *) const
{
// all state in vertex attributes -> all smoothcolor materials are equal
return 0;
}
QSGMaterialType *QSGSmoothColorMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGSmoothColorMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
{
Q_UNUSED(renderMode);
return new SmoothColorMaterialRhiShader(viewCount());
}
QSGDefaultInternalRectangleNode::QSGDefaultInternalRectangleNode()
{
setMaterial(&m_material);
}
void QSGDefaultInternalRectangleNode::updateMaterialAntialiasing()
{
if (m_antialiasing)
setMaterial(&m_smoothMaterial);
else
setMaterial(&m_material);
}
void QSGDefaultInternalRectangleNode::updateMaterialBlending(QSGNode::DirtyState *state)
{
// smoothed material is always blended, so no change in material state
if (material() == &m_material) {
bool wasBlending = (m_material.flags() & QSGMaterial::Blending);
bool isBlending = (m_gradient_stops.size() > 0 && !m_gradient_is_opaque)
|| (m_color.alpha() < 255 && m_color.alpha() != 0)
|| (m_pen_width > 0 && m_border_color.alpha() < 255);
if (wasBlending != isBlending) {
m_material.setFlag(QSGMaterial::Blending, isBlending);
*state |= QSGNode::DirtyMaterial;
}
}
}
QT_END_NAMESPACE
|