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39 | |
40 | #include "scene3dsgmaterialshader_p.h" |
41 | |
42 | #include <qopenglcontext.h> |
43 | #include <qopenglfunctions.h> |
44 | #include <QtGui/qsurfaceformat.h> |
45 | |
46 | #include <scene3dsgmaterial_p.h> |
47 | |
48 | QT_BEGIN_NAMESPACE |
49 | |
50 | namespace { |
51 | |
52 | inline bool isPowerOfTwo(int x) |
53 | { |
54 | // Assumption: x >= 1 |
55 | return x == (x & -x); |
56 | } |
57 | |
58 | } |
59 | |
60 | namespace Qt3DRender { |
61 | |
62 | /*! |
63 | \class Qt3DCore::SCene3DMaterialShader |
64 | \internal |
65 | |
66 | \brief The Qt3DRender::Scene3DSGMaterialShader class is a custom |
67 | QSGMaterialShader subclass instantiated by a Qt3DRender::Scene3DSGMateria1 |
68 | |
69 | The Qt3DRender::Scene3DSGMaterialShader provides a shader that renders a texture |
70 | using premultiplied alpha. |
71 | */ |
72 | |
73 | QSGMaterialType Scene3DSGMaterialShader::type; |
74 | |
75 | Scene3DSGMaterialShader::Scene3DSGMaterialShader() |
76 | : QSGMaterialShader() |
77 | , m_matrixId(-1) |
78 | , m_opacityId(-1) |
79 | , m_visibleId(-1) |
80 | { |
81 | } |
82 | |
83 | const char * const *Scene3DSGMaterialShader::attributeNames() const |
84 | { |
85 | static char const *const attr[] = { "qt_VertexPosition" , "qt_VertexTexCoord" , 0 }; |
86 | return attr; |
87 | } |
88 | |
89 | const char *Scene3DSGMaterialShader::vertexShader() const |
90 | { |
91 | QOpenGLContext *ctx = QOpenGLContext::currentContext(); |
92 | if (ctx->format().version() >= qMakePair(x: 3, y: 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { |
93 | return "" |
94 | "#version 150 core \n" |
95 | "uniform mat4 qt_Matrix; \n" |
96 | "in vec4 qt_VertexPosition; \n" |
97 | "in vec2 qt_VertexTexCoord; \n" |
98 | "out vec2 qt_TexCoord; \n" |
99 | "void main() { \n" |
100 | " qt_TexCoord = qt_VertexTexCoord; \n" |
101 | " gl_Position = qt_Matrix * qt_VertexPosition; \n" |
102 | "}" ; |
103 | } else { |
104 | return "" |
105 | "uniform highp mat4 qt_Matrix; \n" |
106 | "attribute highp vec4 qt_VertexPosition; \n" |
107 | "attribute highp vec2 qt_VertexTexCoord; \n" |
108 | "varying highp vec2 qt_TexCoord; \n" |
109 | "void main() { \n" |
110 | " qt_TexCoord = qt_VertexTexCoord; \n" |
111 | " gl_Position = qt_Matrix * qt_VertexPosition; \n" |
112 | "}" ; |
113 | } |
114 | } |
115 | |
116 | const char *Scene3DSGMaterialShader::fragmentShader() const |
117 | { |
118 | QOpenGLContext *ctx = QOpenGLContext::currentContext(); |
119 | if (ctx->format().version() >= qMakePair(x: 3, y: 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { |
120 | return "" |
121 | "#version 150 core \n" |
122 | "uniform bool visible; \n" |
123 | "uniform sampler2D source; \n" |
124 | "uniform float qt_Opacity; \n" |
125 | "in vec2 qt_TexCoord; \n" |
126 | "out vec4 fragColor; \n" |
127 | "void main() { \n" |
128 | " if (!visible) discard; \n" |
129 | " vec4 p = texture(source, qt_TexCoord); \n" |
130 | " float a = qt_Opacity * p.a; \n" |
131 | " fragColor = vec4(p.rgb * a, a); \n" |
132 | "}" ; |
133 | } else { |
134 | return "" |
135 | "uniform bool visible; \n" |
136 | "uniform highp sampler2D source; \n" |
137 | "uniform highp float qt_Opacity; \n" |
138 | "varying highp vec2 qt_TexCoord; \n" |
139 | "void main() { \n" |
140 | " if (!visible) discard; \n" |
141 | " highp vec4 p = texture2D(source, qt_TexCoord); \n" |
142 | " highp float a = qt_Opacity * p.a; \n" |
143 | " gl_FragColor = vec4(p.rgb * a, a); \n" |
144 | "}" ; |
145 | } |
146 | } |
147 | |
148 | void Scene3DSGMaterialShader::initialize() |
149 | { |
150 | m_matrixId = program()->uniformLocation(name: "qt_Matrix" ); |
151 | m_opacityId = program()->uniformLocation(name: "qt_Opacity" ); |
152 | m_visibleId = program()->uniformLocation(name: "visible" ); |
153 | } |
154 | |
155 | void Scene3DSGMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) |
156 | { |
157 | Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); |
158 | Scene3DSGMaterial *tx = static_cast<Scene3DSGMaterial *>(newEffect); |
159 | Scene3DSGMaterial *oldTx = static_cast<Scene3DSGMaterial *>(oldEffect); |
160 | |
161 | QSGTexture *t = tx->texture(); |
162 | |
163 | if (t != nullptr) { |
164 | bool npotSupported = const_cast<QOpenGLContext *>(state.context()) |
165 | ->functions()->hasOpenGLFeature(feature: QOpenGLFunctions::NPOTTextureRepeat); |
166 | if (!npotSupported) { |
167 | QSize size = t->textureSize(); |
168 | const bool isNpot = !isPowerOfTwo(x: size.width()) || !isPowerOfTwo(x: size.height()); |
169 | if (isNpot) { |
170 | t->setHorizontalWrapMode(QSGTexture::ClampToEdge); |
171 | t->setVerticalWrapMode(QSGTexture::ClampToEdge); |
172 | } |
173 | } |
174 | |
175 | if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) |
176 | t->bind(); |
177 | else |
178 | t->updateBindOptions(); |
179 | } |
180 | |
181 | if (oldTx == nullptr || oldTx->visible() != tx->visible()) |
182 | program()->setUniformValue(location: m_visibleId, value: tx->visible()); |
183 | |
184 | if (state.isMatrixDirty()) |
185 | program()->setUniformValue(location: m_matrixId, value: state.combinedMatrix()); |
186 | |
187 | if (state.isOpacityDirty()) |
188 | program()->setUniformValue(location: m_opacityId, value: state.opacity()); |
189 | } |
190 | |
191 | } // namespace Qt3DRender |
192 | |
193 | QT_END_NAMESPACE |
194 | |