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| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
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| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "qquickshadereffectmesh_p.h" |
| 41 | #include <QtQuick/qsggeometry.h> |
| 42 | #include "qquickshadereffect_p.h" |
| 43 | #include "qquickscalegrid_p_p.h" |
| 44 | #include "qquickborderimage_p_p.h" |
| 45 | #include <QtQuick/private/qsgbasicinternalimagenode_p.h> |
| 46 | |
| 47 | QT_BEGIN_NAMESPACE |
| 48 | |
| 49 | static const char qt_position_attribute_name[] = "qt_Vertex" ; |
| 50 | static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0" ; |
| 51 | |
| 52 | const char *qtPositionAttributeName() |
| 53 | { |
| 54 | return qt_position_attribute_name; |
| 55 | } |
| 56 | |
| 57 | const char *qtTexCoordAttributeName() |
| 58 | { |
| 59 | return qt_texcoord_attribute_name; |
| 60 | } |
| 61 | |
| 62 | QQuickShaderEffectMesh::QQuickShaderEffectMesh(QObject *parent) |
| 63 | : QObject(parent) |
| 64 | { |
| 65 | } |
| 66 | |
| 67 | QQuickShaderEffectMesh::QQuickShaderEffectMesh(QObjectPrivate &dd, QObject *parent) |
| 68 | : QObject(dd, parent) |
| 69 | { |
| 70 | } |
| 71 | |
| 72 | /*! |
| 73 | \qmltype GridMesh |
| 74 | \instantiates QQuickGridMesh |
| 75 | \inqmlmodule QtQuick |
| 76 | \since 5.0 |
| 77 | \ingroup qtquick-effects |
| 78 | \brief Defines a mesh with vertices arranged in a grid. |
| 79 | |
| 80 | GridMesh defines a rectangular mesh consisting of vertices arranged in an |
| 81 | evenly spaced grid. It is used to generate \l{QSGGeometry}{geometry}. |
| 82 | The grid resolution is specified with the \l resolution property. |
| 83 | */ |
| 84 | |
| 85 | QQuickGridMesh::QQuickGridMesh(QObject *parent) |
| 86 | : QQuickShaderEffectMesh(parent) |
| 87 | , m_resolution(1, 1) |
| 88 | { |
| 89 | } |
| 90 | |
| 91 | bool QQuickGridMesh::validateAttributes(const QVector<QByteArray> &attributes, int *posIndex) |
| 92 | { |
| 93 | const int attrCount = attributes.count(); |
| 94 | int positionIndex = attributes.indexOf(t: qtPositionAttributeName()); |
| 95 | int texCoordIndex = attributes.indexOf(t: qtTexCoordAttributeName()); |
| 96 | |
| 97 | switch (attrCount) { |
| 98 | case 0: |
| 99 | m_log = QLatin1String("Error: No attributes specified." ); |
| 100 | return false; |
| 101 | case 1: |
| 102 | if (positionIndex != 0) { |
| 103 | m_log = QLatin1String("Error: Missing \'" ) + QLatin1String(qtPositionAttributeName()) |
| 104 | + QLatin1String("\' attribute.\n" ); |
| 105 | return false; |
| 106 | } |
| 107 | break; |
| 108 | case 2: |
| 109 | if (positionIndex == -1 || texCoordIndex == -1) { |
| 110 | m_log.clear(); |
| 111 | if (positionIndex == -1) { |
| 112 | m_log = QLatin1String("Error: Missing \'" ) + QLatin1String(qtPositionAttributeName()) |
| 113 | + QLatin1String("\' attribute.\n" ); |
| 114 | } |
| 115 | if (texCoordIndex == -1) { |
| 116 | m_log += QLatin1String("Error: Missing \'" ) + QLatin1String(qtTexCoordAttributeName()) |
| 117 | + QLatin1String("\' attribute.\n" ); |
| 118 | } |
| 119 | return false; |
| 120 | } |
| 121 | break; |
| 122 | default: |
| 123 | m_log = QLatin1String("Error: Too many attributes specified." ); |
| 124 | return false; |
| 125 | } |
| 126 | |
| 127 | if (posIndex) |
| 128 | *posIndex = positionIndex; |
| 129 | |
| 130 | return true; |
| 131 | } |
| 132 | |
| 133 | QSGGeometry *QQuickGridMesh::updateGeometry(QSGGeometry *geometry, int attrCount, int posIndex, |
| 134 | const QRectF &srcRect, const QRectF &dstRect) |
| 135 | { |
| 136 | int vmesh = m_resolution.height(); |
| 137 | int hmesh = m_resolution.width(); |
| 138 | |
| 139 | if (!geometry) { |
| 140 | Q_ASSERT(attrCount == 1 || attrCount == 2); |
| 141 | geometry = new QSGGeometry(attrCount == 1 |
| 142 | ? QSGGeometry::defaultAttributes_Point2D() |
| 143 | : QSGGeometry::defaultAttributes_TexturedPoint2D(), |
| 144 | (vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2), |
| 145 | QSGGeometry::UnsignedShortType); |
| 146 | |
| 147 | } else { |
| 148 | geometry->allocate(vertexCount: (vmesh + 1) * (hmesh + 1), indexCount: vmesh * 2 * (hmesh + 2)); |
| 149 | } |
| 150 | |
| 151 | QSGGeometry::Point2D *vdata = static_cast<QSGGeometry::Point2D *>(geometry->vertexData()); |
| 152 | |
| 153 | for (int iy = 0; iy <= vmesh; ++iy) { |
| 154 | float fy = iy / float(vmesh); |
| 155 | float y = float(dstRect.top()) + fy * float(dstRect.height()); |
| 156 | float ty = float(srcRect.top()) + fy * float(srcRect.height()); |
| 157 | for (int ix = 0; ix <= hmesh; ++ix) { |
| 158 | float fx = ix / float(hmesh); |
| 159 | for (int ia = 0; ia < attrCount; ++ia) { |
| 160 | if (ia == posIndex) { |
| 161 | vdata->x = float(dstRect.left()) + fx * float(dstRect.width()); |
| 162 | vdata->y = y; |
| 163 | ++vdata; |
| 164 | } else { |
| 165 | vdata->x = float(srcRect.left()) + fx * float(srcRect.width()); |
| 166 | vdata->y = ty; |
| 167 | ++vdata; |
| 168 | } |
| 169 | } |
| 170 | } |
| 171 | } |
| 172 | |
| 173 | quint16 *indices = (quint16 *)geometry->indexDataAsUShort(); |
| 174 | int i = 0; |
| 175 | for (int iy = 0; iy < vmesh; ++iy) { |
| 176 | *(indices++) = i + hmesh + 1; |
| 177 | for (int ix = 0; ix <= hmesh; ++ix, ++i) { |
| 178 | *(indices++) = i + hmesh + 1; |
| 179 | *(indices++) = i; |
| 180 | } |
| 181 | *(indices++) = i - 1; |
| 182 | } |
| 183 | |
| 184 | return geometry; |
| 185 | } |
| 186 | |
| 187 | /*! |
| 188 | \qmlproperty size QtQuick::GridMesh::resolution |
| 189 | |
| 190 | This property holds the grid resolution. The resolution's width and height |
| 191 | specify the number of cells or spacings between vertices horizontally and |
| 192 | vertically respectively. The minimum and default is 1x1, which corresponds |
| 193 | to four vertices in total, one in each corner. |
| 194 | For non-linear vertex transformations, you probably want to set the |
| 195 | resolution higher. |
| 196 | |
| 197 | \table |
| 198 | \row |
| 199 | \li \image declarative-gridmesh.png |
| 200 | \li \qml |
| 201 | import QtQuick 2.0 |
| 202 | |
| 203 | ShaderEffect { |
| 204 | width: 200 |
| 205 | height: 200 |
| 206 | mesh: GridMesh { |
| 207 | resolution: Qt.size(20, 20) |
| 208 | } |
| 209 | property variant source: Image { |
| 210 | source: "qt-logo.png" |
| 211 | sourceSize { width: 200; height: 200 } |
| 212 | } |
| 213 | vertexShader: " |
| 214 | uniform highp mat4 qt_Matrix; |
| 215 | attribute highp vec4 qt_Vertex; |
| 216 | attribute highp vec2 qt_MultiTexCoord0; |
| 217 | varying highp vec2 qt_TexCoord0; |
| 218 | uniform highp float width; |
| 219 | void main() { |
| 220 | highp vec4 pos = qt_Vertex; |
| 221 | highp float d = .5 * smoothstep(0., 1., qt_MultiTexCoord0.y); |
| 222 | pos.x = width * mix(d, 1.0 - d, qt_MultiTexCoord0.x); |
| 223 | gl_Position = qt_Matrix * pos; |
| 224 | qt_TexCoord0 = qt_MultiTexCoord0; |
| 225 | }" |
| 226 | } |
| 227 | \endqml |
| 228 | \endtable |
| 229 | */ |
| 230 | |
| 231 | void QQuickGridMesh::setResolution(const QSize &res) |
| 232 | { |
| 233 | if (res == m_resolution) |
| 234 | return; |
| 235 | if (res.width() < 1 || res.height() < 1) { |
| 236 | return; |
| 237 | } |
| 238 | m_resolution = res; |
| 239 | emit resolutionChanged(); |
| 240 | emit geometryChanged(); |
| 241 | } |
| 242 | |
| 243 | QSize QQuickGridMesh::resolution() const |
| 244 | { |
| 245 | return m_resolution; |
| 246 | } |
| 247 | |
| 248 | /*! |
| 249 | \qmltype BorderImageMesh |
| 250 | \instantiates QQuickBorderImageMesh |
| 251 | \inqmlmodule QtQuick |
| 252 | \since 5.8 |
| 253 | \ingroup qtquick-effects |
| 254 | \brief Defines a mesh with vertices arranged like those of a BorderImage. |
| 255 | |
| 256 | BorderImageMesh provides BorderImage-like capabilities to a ShaderEffect |
| 257 | without the need for a potentially costly ShaderEffectSource. |
| 258 | |
| 259 | The following are functionally equivalent: |
| 260 | \qml |
| 261 | BorderImage { |
| 262 | id: borderImage |
| 263 | border { |
| 264 | left: 10 |
| 265 | right: 10 |
| 266 | top: 10 |
| 267 | bottom: 10 |
| 268 | } |
| 269 | source: "myImage.png" |
| 270 | visible: false |
| 271 | } |
| 272 | ShaderEffectSource { |
| 273 | id: effectSource |
| 274 | sourceItem: borderImage |
| 275 | visible: false |
| 276 | } |
| 277 | ShaderEffect { |
| 278 | property var source: effectSource |
| 279 | ... |
| 280 | } |
| 281 | \endqml |
| 282 | |
| 283 | \qml |
| 284 | Image { |
| 285 | id: image |
| 286 | source: "myImage.png" |
| 287 | visible: false |
| 288 | } |
| 289 | ShaderEffect { |
| 290 | property var source: image |
| 291 | mesh: BorderImageMesh { |
| 292 | border { |
| 293 | left: 10 |
| 294 | right: 10 |
| 295 | top: 10 |
| 296 | bottom: 10 |
| 297 | } |
| 298 | size: image.sourceSize |
| 299 | } |
| 300 | ... |
| 301 | } |
| 302 | \endqml |
| 303 | |
| 304 | But the BorderImageMesh version can typically be better optimized. |
| 305 | */ |
| 306 | QQuickBorderImageMesh::QQuickBorderImageMesh(QObject *parent) |
| 307 | : QQuickShaderEffectMesh(parent), m_border(new QQuickScaleGrid(this)), |
| 308 | m_horizontalTileMode(QQuickBorderImageMesh::Stretch), |
| 309 | m_verticalTileMode(QQuickBorderImageMesh::Stretch) |
| 310 | { |
| 311 | } |
| 312 | |
| 313 | bool QQuickBorderImageMesh::validateAttributes(const QVector<QByteArray> &attributes, int *posIndex) |
| 314 | { |
| 315 | Q_UNUSED(attributes); |
| 316 | Q_UNUSED(posIndex); |
| 317 | return true; |
| 318 | } |
| 319 | |
| 320 | QSGGeometry *QQuickBorderImageMesh::updateGeometry(QSGGeometry *geometry, int attrCount, int posIndex, |
| 321 | const QRectF &srcRect, const QRectF &rect) |
| 322 | { |
| 323 | Q_UNUSED(attrCount); |
| 324 | Q_UNUSED(posIndex); |
| 325 | |
| 326 | QRectF innerSourceRect; |
| 327 | QRectF targetRect; |
| 328 | QRectF innerTargetRect; |
| 329 | QRectF subSourceRect; |
| 330 | |
| 331 | QQuickBorderImagePrivate::calculateRects(border: m_border, sourceSize: m_size, targetSize: rect.size(), horizontalTileMode: m_horizontalTileMode, verticalTileMode: m_verticalTileMode, |
| 332 | devicePixelRatio: 1, targetRect: &targetRect, innerTargetRect: &innerTargetRect, innerSourceRect: &innerSourceRect, subSourceRect: &subSourceRect); |
| 333 | |
| 334 | QRectF sourceRect = srcRect; |
| 335 | QRectF modifiedInnerSourceRect(sourceRect.x() + innerSourceRect.x() * sourceRect.width(), |
| 336 | sourceRect.y() + innerSourceRect.y() * sourceRect.height(), |
| 337 | innerSourceRect.width() * sourceRect.width(), |
| 338 | innerSourceRect.height() * sourceRect.height()); |
| 339 | |
| 340 | geometry = QSGBasicInternalImageNode::updateGeometry(targetRect, innerTargetRect, sourceRect, |
| 341 | innerSourceRect: modifiedInnerSourceRect, subSourceRect, geometry); |
| 342 | |
| 343 | return geometry; |
| 344 | } |
| 345 | |
| 346 | /*! |
| 347 | \qmlpropertygroup QtQuick::BorderImageMesh::border |
| 348 | \qmlproperty int QtQuick::BorderImageMesh::border.left |
| 349 | \qmlproperty int QtQuick::BorderImageMesh::border.right |
| 350 | \qmlproperty int QtQuick::BorderImageMesh::border.top |
| 351 | \qmlproperty int QtQuick::BorderImageMesh::border.bottom |
| 352 | |
| 353 | The 4 border lines (2 horizontal and 2 vertical) break the image into 9 sections, |
| 354 | as shown below: |
| 355 | |
| 356 | \image declarative-scalegrid.png |
| 357 | |
| 358 | Each border line (left, right, top, and bottom) specifies an offset in pixels |
| 359 | from the respective edge of the mesh. By default, each border line has |
| 360 | a value of 0. |
| 361 | |
| 362 | For example, the following definition sets the bottom line 10 pixels up from |
| 363 | the bottom of the mesh: |
| 364 | |
| 365 | \qml |
| 366 | BorderImageMesh { |
| 367 | border.bottom: 10 |
| 368 | // ... |
| 369 | } |
| 370 | \endqml |
| 371 | */ |
| 372 | QQuickScaleGrid *QQuickBorderImageMesh::border() const |
| 373 | { |
| 374 | return m_border; |
| 375 | } |
| 376 | |
| 377 | /*! |
| 378 | \qmlproperty size QtQuick::BorderImageMesh::size |
| 379 | |
| 380 | The base size of the mesh. This generally corresponds to the \l {Image::}{sourceSize} |
| 381 | of the image being used by the ShaderEffect. |
| 382 | */ |
| 383 | QSize QQuickBorderImageMesh::size() const |
| 384 | { |
| 385 | return m_size; |
| 386 | } |
| 387 | |
| 388 | void QQuickBorderImageMesh::setSize(const QSize &size) |
| 389 | { |
| 390 | if (size == m_size) |
| 391 | return; |
| 392 | m_size = size; |
| 393 | Q_EMIT sizeChanged(); |
| 394 | Q_EMIT geometryChanged(); |
| 395 | } |
| 396 | |
| 397 | /*! |
| 398 | \qmlproperty enumeration QtQuick::BorderImageMesh::horizontalTileMode |
| 399 | \qmlproperty enumeration QtQuick::BorderImageMesh::verticalTileMode |
| 400 | |
| 401 | This property describes how to repeat or stretch the middle parts of an image. |
| 402 | |
| 403 | \list |
| 404 | \li BorderImage.Stretch - Scales the image to fit to the available area. |
| 405 | \li BorderImage.Repeat - Tile the image until there is no more space. May crop the last image. |
| 406 | \li BorderImage.Round - Like Repeat, but scales the images down to ensure that the last image is not cropped. |
| 407 | \endlist |
| 408 | |
| 409 | The default tile mode for each property is BorderImage.Stretch. |
| 410 | */ |
| 411 | |
| 412 | QQuickBorderImageMesh::TileMode QQuickBorderImageMesh::horizontalTileMode() const |
| 413 | { |
| 414 | return m_horizontalTileMode; |
| 415 | } |
| 416 | |
| 417 | void QQuickBorderImageMesh::setHorizontalTileMode(TileMode t) |
| 418 | { |
| 419 | if (t == m_horizontalTileMode) |
| 420 | return; |
| 421 | m_horizontalTileMode = t; |
| 422 | Q_EMIT horizontalTileModeChanged(); |
| 423 | Q_EMIT geometryChanged(); |
| 424 | } |
| 425 | |
| 426 | QQuickBorderImageMesh::TileMode QQuickBorderImageMesh::verticalTileMode() const |
| 427 | { |
| 428 | return m_verticalTileMode; |
| 429 | } |
| 430 | |
| 431 | void QQuickBorderImageMesh::setVerticalTileMode(TileMode t) |
| 432 | { |
| 433 | if (t == m_verticalTileMode) |
| 434 | return; |
| 435 | |
| 436 | m_verticalTileMode = t; |
| 437 | Q_EMIT verticalTileModeChanged(); |
| 438 | Q_EMIT geometryChanged(); |
| 439 | } |
| 440 | |
| 441 | QT_END_NAMESPACE |
| 442 | |
| 443 | #include "moc_qquickshadereffectmesh_p.cpp" |
| 444 | |