/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qandroidsgvideonode.h" #include #include QT_BEGIN_NAMESPACE class QAndroidSGVideoNodeMaterialShader : public QSGMaterialShader { public: void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial); char const *const *attributeNames() const { static const char *names[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; return names; } protected: const char *vertexShader() const { const char *shader = "uniform highp mat4 qt_Matrix; \n" "attribute highp vec4 qt_VertexPosition; \n" "attribute highp vec2 qt_VertexTexCoord; \n" "varying highp vec2 qt_TexCoord; \n" "void main() { \n" " qt_TexCoord = qt_VertexTexCoord; \n" " gl_Position = qt_Matrix * qt_VertexPosition; \n" "}"; return shader; } const char *fragmentShader() const { static const char *shader = "uniform sampler2D rgbTexture;" "uniform lowp float opacity;" "" "varying highp vec2 qt_TexCoord;" "" "void main()" "{" " gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;" "}"; return shader; } void initialize() { m_id_matrix = program()->uniformLocation("qt_Matrix"); m_id_Texture = program()->uniformLocation("rgbTexture"); m_id_opacity = program()->uniformLocation("opacity"); } int m_id_matrix; int m_id_Texture; int m_id_opacity; }; class QAndroidSGVideoNodeMaterial : public QSGMaterial { public: QAndroidSGVideoNodeMaterial() : m_textureId(0) , m_textureUpdated(false) , m_opacity(1.0) { setFlag(Blending, false); } QSGMaterialType *type() const { static QSGMaterialType theType; return &theType; } QSGMaterialShader *createShader() const { return new QAndroidSGVideoNodeMaterialShader; } int compare(const QSGMaterial *other) const { const QAndroidSGVideoNodeMaterial *m = static_cast(other); int diff = m_textureId - m->m_textureId; if (diff) return diff; return (m_opacity > m->m_opacity) ? 1 : -1; } void updateBlending() { setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true); } void updateTexture(GLuint id, const QSize &size) { if (m_textureId != id || m_textureSize != size) { m_textureId = id; m_textureSize = size; m_textureUpdated = true; } } void bind() { glBindTexture(GL_TEXTURE_2D, m_textureId); if (m_textureUpdated) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); m_textureUpdated = false; } } QSize m_textureSize; GLuint m_textureId; bool m_textureUpdated; qreal m_opacity; }; QAndroidSGVideoNode::QAndroidSGVideoNode(const QVideoSurfaceFormat &format) : m_format(format) { setFlags(OwnsMaterial | UsePreprocess); m_material = new QAndroidSGVideoNodeMaterial; setMaterial(m_material); } QAndroidSGVideoNode::~QAndroidSGVideoNode() { m_frame = QVideoFrame(); } void QAndroidSGVideoNode::setCurrentFrame(const QVideoFrame &frame) { QMutexLocker lock(&m_frameMutex); m_frame = frame; markDirty(DirtyMaterial); } void QAndroidSGVideoNodeMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(oldMaterial); QAndroidSGVideoNodeMaterial *mat = static_cast(newMaterial); program()->setUniformValue(m_id_Texture, 0); mat->bind(); if (state.isOpacityDirty()) { mat->m_opacity = state.opacity(); mat->updateBlending(); program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity)); } if (state.isMatrixDirty()) program()->setUniformValue(m_id_matrix, state.combinedMatrix()); } void QAndroidSGVideoNode::preprocess() { QMutexLocker lock(&m_frameMutex); GLuint texId = 0; if (m_frame.isValid()) texId = m_frame.handle().toUInt(); m_material->updateTexture(texId, m_frame.size()); } QT_END_NAMESPACE