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| 49 | ****************************************************************************/ | 
| 50 |  | 
| 51 | #include "noisynode.h" | 
| 52 |  | 
| 53 | #include <QtCore/QRandomGenerator> | 
| 54 | #include <QtQuick/QSGSimpleMaterialShader> | 
| 55 | #include <QtQuick/QSGTexture> | 
| 56 | #include <QtQuick/QQuickWindow> | 
| 57 |  | 
| 58 | #define NOISE_SIZE 64 | 
| 59 |  | 
| 60 | struct NoisyMaterial | 
| 61 | { | 
| 62 |     ~NoisyMaterial() { | 
| 63 |         delete texture; | 
| 64 |     } | 
| 65 |  | 
| 66 |     QColor color; | 
| 67 |     QSGTexture *texture; | 
| 68 | }; | 
| 69 |  | 
| 70 | class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial> | 
| 71 | { | 
| 72 |     QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial) | 
| 73 |  | 
| 74 | public: | 
| 75 |     NoisyShader() { | 
| 76 |         setShaderSourceFile(type: QOpenGLShader::Vertex, sourceFile: ":/scenegraph/graph/shaders/noisy.vsh" ); | 
| 77 |         setShaderSourceFile(type: QOpenGLShader::Fragment, sourceFile: ":/scenegraph/graph/shaders/noisy.fsh" ); | 
| 78 |     } | 
| 79 |  | 
| 80 |     QList<QByteArray> attributes() const override {  return QList<QByteArray>() << "aVertex"  << "aTexCoord" ; } | 
| 81 |  | 
| 82 |     void updateState(const NoisyMaterial *m, const NoisyMaterial *) override { | 
| 83 |  | 
| 84 |         // Set the color | 
| 85 |         program()->setUniformValue(location: id_color, color: m->color); | 
| 86 |  | 
| 87 |         // Bind the texture and set program to use texture unit 0 (the default) | 
| 88 |         m->texture->bind(); | 
| 89 |  | 
| 90 |         // Then set the texture size so we can adjust the texture coordinates accordingly in the | 
| 91 |         // vertex shader.. | 
| 92 |         QSize s = m->texture->textureSize(); | 
| 93 |         program()->setUniformValue(location: id_textureSize, size: QSizeF(1.0 / s.width(), 1.0 / s.height())); | 
| 94 |     } | 
| 95 |  | 
| 96 |     void resolveUniforms() override { | 
| 97 |         id_texture = program()->uniformLocation(name: "texture" ); | 
| 98 |         id_textureSize = program()->uniformLocation(name: "textureSize" ); | 
| 99 |         id_color = program()->uniformLocation(name: "color" ); | 
| 100 |  | 
| 101 |         // We will only use texture unit 0, so set it only once. | 
| 102 |         program()->setUniformValue(location: id_texture, value: 0); | 
| 103 |     } | 
| 104 |  | 
| 105 | private: | 
| 106 |     int id_color = -1; | 
| 107 |     int id_texture = -1; | 
| 108 |     int id_textureSize = -1; | 
| 109 | }; | 
| 110 |  | 
| 111 | NoisyNode::NoisyNode(QQuickWindow *window) | 
| 112 | { | 
| 113 |     // Make some noise... | 
| 114 |     QImage image(NOISE_SIZE, NOISE_SIZE, QImage::Format_RGB32); | 
| 115 |     uint *data = (uint *) image.bits(); | 
| 116 |     for (int i=0; i<NOISE_SIZE * NOISE_SIZE; ++i) { | 
| 117 |         uint g = QRandomGenerator::global()->bounded(highest: 0xff); | 
| 118 |         data[i] = 0xff000000 | (g << 16) | (g << 8) | g; | 
| 119 |     } | 
| 120 |  | 
| 121 |     QSGTexture *t = window->createTextureFromImage(image); | 
| 122 |     t->setFiltering(QSGTexture::Nearest); | 
| 123 |     t->setHorizontalWrapMode(QSGTexture::Repeat); | 
| 124 |     t->setVerticalWrapMode(QSGTexture::Repeat); | 
| 125 |  | 
| 126 |     QSGSimpleMaterial<NoisyMaterial> *m = NoisyShader::createMaterial(); | 
| 127 |     m->state()->texture = t; | 
| 128 |     m->state()->color = QColor::fromRgbF(r: 0.95, g: 0.95, b: 0.97); | 
| 129 |     m->setFlag(flags: QSGMaterial::Blending); | 
| 130 |  | 
| 131 |     setMaterial(m); | 
| 132 |     setFlag(OwnsMaterial, true); | 
| 133 |  | 
| 134 |     QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); | 
| 135 |     QSGGeometry::updateTexturedRectGeometry(g, rect: QRect(), sourceRect: QRect()); | 
| 136 |     setGeometry(g); | 
| 137 |     setFlag(OwnsGeometry, true); | 
| 138 | } | 
| 139 |  | 
| 140 | void NoisyNode::setRect(const QRectF &bounds) | 
| 141 | { | 
| 142 |     QSGGeometry::updateTexturedRectGeometry(g: geometry(), rect: bounds, sourceRect: QRectF(0, 0, 1, 1)); | 
| 143 |     markDirty(bits: QSGNode::DirtyGeometry); | 
| 144 | } | 
| 145 |  |