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| 39 | |
| 40 | /*! |
| 41 | \class QSGSimpleMaterialShader |
| 42 | |
| 43 | \brief The QSGSimpleMaterialShader class provides a convenient way of |
| 44 | building custom OpenGL-based materials for the scene graph. |
| 45 | |
| 46 | \inmodule QtQuick |
| 47 | \ingroup qtquick-scenegraph-materials |
| 48 | |
| 49 | \deprecated |
| 50 | |
| 51 | \warning This utility class is only functional when running with the legacy |
| 52 | OpenGL renderer of the Qt Quick scenegraph. Its usage is not recommended in |
| 53 | new application code. |
| 54 | |
| 55 | Where the QSGMaterial and QSGMaterialShader API requires a bit of |
| 56 | boilerplate code to create a functioning material, the |
| 57 | QSGSimpleMaterialShader tries to hide some of this through the use |
| 58 | of templates. |
| 59 | |
| 60 | QSGSimpleMaterialShader::vertexShader() and |
| 61 | QSGSimpleMaterialShader::fragmentShader() are used to specify the |
| 62 | actual shader source code. The names of the vertex attributes |
| 63 | should be listed in the QSGSimpleMaterialShader::attributes() |
| 64 | |
| 65 | QSGSimpleMaterialShader::updateState() is used to push the material |
| 66 | state to the OpenGL shader program. |
| 67 | |
| 68 | The actual OpenGL shader program is accessible through the |
| 69 | QSGSimpleMaterialShader::program() function. |
| 70 | |
| 71 | Each QSGSimpleMaterialShader implementation operates on a unique |
| 72 | state struct. The state struct must be declared using the |
| 73 | \c {QSG_DECLARE_SIMPLE_SHADER} macro. |
| 74 | |
| 75 | Here is a simple example of a custom solid-color: |
| 76 | |
| 77 | \code |
| 78 | struct Color |
| 79 | { |
| 80 | float r, g, b, a; |
| 81 | }; |
| 82 | |
| 83 | class MinimalShader : public QSGSimpleMaterialShader<Color> |
| 84 | { |
| 85 | QSG_DECLARE_SIMPLE_SHADER(MinimalShader, Color) |
| 86 | public: |
| 87 | |
| 88 | const char *vertexShader() const { |
| 89 | return |
| 90 | "attribute highp vec4 vertex; \n" |
| 91 | "uniform highp mat4 qt_Matrix; \n" |
| 92 | "void main() { \n" |
| 93 | " gl_Position = qt_Matrix * vertex; \n" |
| 94 | "}"; |
| 95 | } |
| 96 | |
| 97 | const char *fragmentShader() const { |
| 98 | return |
| 99 | "uniform lowp float qt_Opacity; \n" |
| 100 | "uniform lowp vec4 color; \n" |
| 101 | "void main() { \n" |
| 102 | " gl_FragColor = color * qt_Opacity; \n" |
| 103 | "}"; |
| 104 | } |
| 105 | |
| 106 | QList<QByteArray> attributes() const { |
| 107 | return QList<QByteArray>() << "vertex"; |
| 108 | } |
| 109 | |
| 110 | void updateState(const Color *color, const Color *) { |
| 111 | program()->setUniformValue("color", color->r, color->g, color->b, color->a); |
| 112 | } |
| 113 | |
| 114 | }; |
| 115 | \endcode |
| 116 | |
| 117 | Instances of materials using this shader can be created using the |
| 118 | createMaterial() function which will be defined by the |
| 119 | QSG_DECLARE_SIMPLE_SHADER macro. |
| 120 | |
| 121 | \code |
| 122 | QSGSimpleMaterial<Color> *material = MinimalShader::createMaterial(); |
| 123 | material->state()->r = 1; |
| 124 | material->state()->g = 0; |
| 125 | material->state()->b = 0; |
| 126 | material->state()->a = 1; |
| 127 | |
| 128 | node->setMaterial(material); |
| 129 | \endcode |
| 130 | |
| 131 | The scene graph will often try to find materials that have the |
| 132 | same or at least similar state so that these can be batched |
| 133 | together inside the renderer, which gives better performance. To |
| 134 | specify sortable material states, use |
| 135 | QSG_DECLARE_SIMPLE_COMPARABLE_SHADER instead of |
| 136 | QSG_DECLARE_SIMPLE_SHADER. The state struct must then also define |
| 137 | the function: |
| 138 | |
| 139 | \code |
| 140 | int compare(const Type *other) const; |
| 141 | \endcode |
| 142 | |
| 143 | \warning The QSGSimpleMaterialShader relies on template |
| 144 | instantiation to create a QSGMaterialType which the scene graph |
| 145 | renderer internally uses to identify this shader. For this reason, |
| 146 | the unique QSGSimpleMaterialShader implementation must be |
| 147 | instantiated with a unique C++ type. |
| 148 | |
| 149 | \note All classes with QSG prefix should be used solely on the scene graph's |
| 150 | rendering thread. See \l {Scene Graph and Rendering} for more information. |
| 151 | |
| 152 | \sa {Scene Graph - Simple Material} |
| 153 | */ |
| 154 | |
| 155 | /*! |
| 156 | \macro QSG_DECLARE_SIMPLE_SHADER(Shader, State) |
| 157 | \relates QSGSimpleMaterialShader |
| 158 | |
| 159 | This macro is used to declare a QSGMaterialType and a \c |
| 160 | createMaterial() function for \a Shader with the given \a State. |
| 161 | */ |
| 162 | |
| 163 | /*! |
| 164 | \macro QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader, State) |
| 165 | \relates QSGSimpleMaterialShader |
| 166 | |
| 167 | This macro is used to declare a QSGMaterialType and a \c |
| 168 | createMaterial() function for \a Shader with the given \a State, |
| 169 | where the \a State class must define a compare function on the |
| 170 | form: |
| 171 | |
| 172 | \code |
| 173 | int compare(const State *other) const; |
| 174 | \endcode |
| 175 | */ |
| 176 | |
| 177 | |
| 178 | /*! |
| 179 | \fn template <typename State> char const *const *QSGSimpleMaterialShader<State>::attributeNames() const |
| 180 | \internal |
| 181 | */ |
| 182 | |
| 183 | /*! |
| 184 | \fn template <typename State> void QSGSimpleMaterialShader<State>::initialize() |
| 185 | \internal |
| 186 | */ |
| 187 | |
| 188 | /*! |
| 189 | \fn template <typename State> void QSGSimpleMaterialShader<State>::resolveUniforms() |
| 190 | |
| 191 | Reimplement this function to resolve the location of named uniforms |
| 192 | in the shader program. |
| 193 | |
| 194 | This function is called when the material shader is initialized. |
| 195 | */ |
| 196 | |
| 197 | /*! |
| 198 | \fn template <typename State> const char *QSGSimpleMaterialShader<State>::uniformMatrixName() const |
| 199 | |
| 200 | Returns the name for the transform matrix uniform of this item. |
| 201 | The default value is \c qt_Matrix. |
| 202 | */ |
| 203 | |
| 204 | /*! |
| 205 | \fn template <typename State> const char *QSGSimpleMaterialShader<State>::uniformOpacityName() const |
| 206 | |
| 207 | Returns the name for the opacity uniform of this item. |
| 208 | The default value is \c qt_Opacity. |
| 209 | */ |
| 210 | |
| 211 | /*! |
| 212 | \fn template <typename State> void QSGSimpleMaterialShader<State>::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) |
| 213 | \internal |
| 214 | */ |
| 215 | |
| 216 | |
| 217 | /*! |
| 218 | \fn template <typename State> QList<QByteArray> QSGSimpleMaterialShader<State>::attributes() const |
| 219 | |
| 220 | Returns a list of names, declaring the vertex attributes in the |
| 221 | vertex shader. |
| 222 | */ |
| 223 | |
| 224 | /*! |
| 225 | \fn template <typename State> void QSGSimpleMaterialShader<State>::updateState(const State *newState, const State *oldState) |
| 226 | |
| 227 | Called whenever the state of this shader should be updated from |
| 228 | \a oldState to \a newState, typical for each new set of |
| 229 | geometries being drawn. |
| 230 | |
| 231 | Both the old and the new state are passed in so that the |
| 232 | implementation can compare and minimize the state changes when |
| 233 | applicable. |
| 234 | */ |
| 235 | |
| 236 | /*! |
| 237 | \class QSGSimpleMaterial |
| 238 | |
| 239 | \deprecated |
| 240 | |
| 241 | \inmodule QtQuick |
| 242 | \ingroup qtquick-scenegraph-materials |
| 243 | |
| 244 | \brief The QSGSimpleMaterial class is a template generated class |
| 245 | used to store the state used with a QSGSimpleMateralShader. |
| 246 | |
| 247 | The state of the material is accessible through the template |
| 248 | generated state() function. |
| 249 | |
| 250 | \inmodule QtQuick |
| 251 | |
| 252 | \note All classes with QSG prefix should be used solely on the scene graph's |
| 253 | rendering thread. See \l {Scene Graph and Rendering} for more information. |
| 254 | |
| 255 | \sa QSGSimpleMaterialShader |
| 256 | */ |
| 257 | |
| 258 | |
| 259 | |