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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtQml module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\class QSGSimpleMaterialShader
\brief The QSGSimpleMaterialShader class provides a convenient way of
building custom materials for the scene graph.
\inmodule QtQuick
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<Color>
{
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<QByteArray> attributes() const {
return QList<QByteArray>() << "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<Color> *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 implemenation must be
instantiated with a unique C++ type.
*/
/*!
\fn char const *const *QSGSimpleMaterialShader::attributeNames() const
\internal
*/
/*!
\fn void QSGSimpleMaterialShader::initialize()
\internal
*/
/*!
\fn void QSGSimpleMaterialShader::resolveUniforms()
\internal
*/
/*!
\fn const char *QSGSimpleMaterialShader::uniformMatrixName() const
\internal
*/
/*!
\fn const char *QSGSimpleMaterialShader::uniformOpacityName() const
\internal
*/
/*!
\fn void QSGSimpleMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
\internal
*/
/*!
\fn QList<QByteArray> 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
\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
\sa QSGSimpleMaterialShader
*/
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