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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
60struct NoisyMaterial
61{
62 ~NoisyMaterial() {
63 delete texture;
64 }
65
66 QColor color;
67 QSGTexture *texture;
68};
69
70class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial>
71{
72 QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial)
73
74public:
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
105private:
106 int id_color = -1;
107 int id_texture = -1;
108 int id_textureSize = -1;
109};
110
111NoisyNode::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
140void 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

source code of qtdeclarative/examples/quick/scenegraph/graph/noisynode.cpp