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50 | |
51 | #include "simplematerialitem.h" |
52 | |
53 | #include <QtQuick/qsgsimplematerial.h> |
54 | #include <QtQuick/qsggeometry.h> |
55 | #include <QtQuick/qsgnode.h> |
56 | |
57 | //! [1] |
58 | struct State |
59 | { |
60 | QColor color; |
61 | |
62 | int compare(const State *other) const { |
63 | uint rgb = color.rgba(); |
64 | uint otherRgb = other->color.rgba(); |
65 | |
66 | if (rgb == otherRgb) { |
67 | return 0; |
68 | } else if (rgb < otherRgb) { |
69 | return -1; |
70 | } else { |
71 | return 1; |
72 | } |
73 | } |
74 | }; |
75 | //! [1] |
76 | |
77 | //! [2] |
78 | class Shader : public QSGSimpleMaterialShader<State> |
79 | { |
80 | QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State); |
81 | //! [2] //! [3] |
82 | public: |
83 | |
84 | const char *vertexShader() const override { |
85 | return |
86 | "attribute highp vec4 aVertex; \n" |
87 | "attribute highp vec2 aTexCoord; \n" |
88 | "uniform highp mat4 qt_Matrix; \n" |
89 | "varying highp vec2 texCoord; \n" |
90 | "void main() { \n" |
91 | " gl_Position = qt_Matrix * aVertex; \n" |
92 | " texCoord = aTexCoord; \n" |
93 | "}" ; |
94 | } |
95 | |
96 | const char *fragmentShader() const override { |
97 | return |
98 | "uniform lowp float qt_Opacity; \n" |
99 | "uniform lowp vec4 color; \n" |
100 | "varying highp vec2 texCoord; \n" |
101 | "void main () \n" |
102 | "{ \n" |
103 | " gl_FragColor = texCoord.y * texCoord.x * color * qt_Opacity; \n" |
104 | "}" ; |
105 | } |
106 | //! [3] //! [4] |
107 | QList<QByteArray> attributes() const override |
108 | { |
109 | return QList<QByteArray>() << "aVertex" << "aTexCoord" ; |
110 | } |
111 | //! [4] //! [5] |
112 | void updateState(const State *state, const State *) override |
113 | { |
114 | program()->setUniformValue(location: id_color, color: state->color); |
115 | } |
116 | //! [5] //! [6] |
117 | void resolveUniforms() override |
118 | { |
119 | id_color = program()->uniformLocation(name: "color" ); |
120 | } |
121 | |
122 | private: |
123 | int id_color; |
124 | //! [6] |
125 | }; |
126 | |
127 | |
128 | //! [7] |
129 | class ColorNode : public QSGGeometryNode |
130 | { |
131 | public: |
132 | ColorNode() |
133 | : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4) |
134 | { |
135 | setGeometry(&m_geometry); |
136 | |
137 | QSGSimpleMaterial<State> *material = Shader::createMaterial(); |
138 | material->setFlag(flags: QSGMaterial::Blending); |
139 | setMaterial(material); |
140 | setFlag(OwnsMaterial); |
141 | } |
142 | |
143 | QSGGeometry m_geometry; |
144 | }; |
145 | //! [7] |
146 | |
147 | void SimpleMaterialItem::setColor(const QColor &color) { |
148 | if (m_color != color) { |
149 | m_color = color; |
150 | emit colorChanged(); |
151 | update(); |
152 | } |
153 | } |
154 | |
155 | //! [9] |
156 | QSGNode *SimpleMaterialItem::updatePaintNode(QSGNode *node, QQuickItem::UpdatePaintNodeData *) |
157 | { |
158 | ColorNode *n = static_cast<ColorNode *>(node); |
159 | if (!node) |
160 | n = new ColorNode(); |
161 | |
162 | QSGGeometry::updateTexturedRectGeometry(g: n->geometry(), rect: boundingRect(), sourceRect: QRectF(0, 0, 1, 1)); |
163 | static_cast<QSGSimpleMaterial<State>*>(n->material())->state()->color = m_color; |
164 | |
165 | n->markDirty(bits: QSGNode::DirtyGeometry | QSGNode::DirtyMaterial); |
166 | |
167 | return n; |
168 | } |
169 | //! [9] |
170 | |