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| 2 | ** |
| 3 | ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). |
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| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
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| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
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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 | |