/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtWebEngine 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 "stream_video_node.h" #include namespace QtWebEngineCore { class StreamVideoMaterialShader : public QSGMaterialShader { public: StreamVideoMaterialShader(TextureTarget target) : m_target(target) { } virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial); char const *const *attributeNames() const override { static const char *names[] = { "a_position", "a_texCoord", 0 }; return names; } protected: const char *vertexShader() const override { // Keep in sync with cc::VertexShaderVideoTransform static const char *shader = "attribute highp vec4 a_position;\n" "attribute mediump vec2 a_texCoord;\n" "uniform highp mat4 matrix;\n" "uniform highp mat4 texMatrix;\n" "varying mediump vec2 v_texCoord;\n" "void main() {\n" " gl_Position = matrix * a_position;\n" " v_texCoord = vec4(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)).xy;\n" "}"; return shader; } const char *fragmentShader() const override { // Keep in sync with cc::FragmentShaderRGBATexAlpha static const char *shaderExternal = "#extension GL_OES_EGL_image_external : require\n" "varying mediump vec2 v_texCoord;\n" "uniform samplerExternalOES s_texture;\n" "uniform lowp float alpha;\n" "void main() {\n" " lowp vec4 texColor = texture2D(s_texture, v_texCoord);\n" " gl_FragColor = texColor * alpha;\n" "}"; static const char *shader2DRect = "#extension GL_ARB_texture_rectangle : require\n" "varying mediump vec2 v_texCoord;\n" "uniform sampler2DRect s_texture;\n" "uniform lowp float alpha;\n" "void main() {\n" " lowp vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" " gl_FragColor = texColor * alpha;\n" "}"; if (m_target == ExternalTarget) return shaderExternal; else return shader2DRect; } virtual void initialize() { m_id_matrix = program()->uniformLocation("matrix"); m_id_sTexture = program()->uniformLocation("s_texture"); m_id_texMatrix = program()->uniformLocation("texMatrix"); m_id_opacity = program()->uniformLocation("alpha"); } int m_id_matrix; int m_id_texMatrix; int m_id_sTexture; int m_id_opacity; TextureTarget m_target; }; void StreamVideoMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(oldMaterial); StreamVideoMaterial *mat = static_cast(newMaterial); program()->setUniformValue(m_id_sTexture, 0); mat->m_texture->bind(); if (state.isOpacityDirty()) program()->setUniformValue(m_id_opacity, state.opacity()); if (state.isMatrixDirty()) program()->setUniformValue(m_id_matrix, state.combinedMatrix()); program()->setUniformValue(m_id_texMatrix, mat->m_texMatrix); } StreamVideoMaterial::StreamVideoMaterial(QSGTexture *texture, TextureTarget target) : m_texture(texture) , m_target(target) { } QSGMaterialShader *StreamVideoMaterial::createShader() const { return new StreamVideoMaterialShader(m_target); } StreamVideoNode::StreamVideoNode(QSGTexture *texture, bool flip, TextureTarget target) : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4) , m_flip(flip) { setGeometry(&m_geometry); setFlag(QSGNode::OwnsMaterial); m_material = new StreamVideoMaterial(texture, target); setMaterial(m_material); } void StreamVideoNode::setRect(const QRectF &rect) { if (m_flip) QSGGeometry::updateTexturedRectGeometry(geometry(), rect, QRectF(0, 1, 1, -1)); else QSGGeometry::updateTexturedRectGeometry(geometry(), rect, QRectF(0, 0, 1, 1)); } void StreamVideoNode::setTextureMatrix(const QMatrix4x4 &matrix) { m_material->m_texMatrix = matrix; } } // namespace