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| 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 | |