1 | // Copyright (C) 2016 The Qt Company Ltd. |
---|---|
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
3 | |
4 | #include "qsgdefaultinternalimagenode_p.h" |
5 | #include <private/qsgdefaultrendercontext_p.h> |
6 | #include <private/qsgmaterialshader_p.h> |
7 | #include <private/qsgtexturematerial_p.h> |
8 | #include <qopenglfunctions.h> |
9 | #include <QtCore/qmath.h> |
10 | #include <rhi/qrhi.h> |
11 | |
12 | QT_BEGIN_NAMESPACE |
13 | |
14 | class SmoothTextureMaterialRhiShader : public QSGTextureMaterialRhiShader |
15 | { |
16 | public: |
17 | SmoothTextureMaterialRhiShader(int viewCount); |
18 | |
19 | bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; |
20 | }; |
21 | |
22 | |
23 | QSGSmoothTextureMaterial::QSGSmoothTextureMaterial() |
24 | { |
25 | setFlag(flags: RequiresFullMatrixExceptTranslate, on: true); |
26 | setFlag(flags: Blending, on: true); |
27 | } |
28 | |
29 | void QSGSmoothTextureMaterial::setTexture(QSGTexture *texture) |
30 | { |
31 | m_texture = texture; |
32 | } |
33 | |
34 | QSGMaterialType *QSGSmoothTextureMaterial::type() const |
35 | { |
36 | static QSGMaterialType type; |
37 | return &type; |
38 | } |
39 | |
40 | QSGMaterialShader *QSGSmoothTextureMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const |
41 | { |
42 | Q_UNUSED(renderMode); |
43 | return new SmoothTextureMaterialRhiShader(viewCount()); |
44 | } |
45 | |
46 | SmoothTextureMaterialRhiShader::SmoothTextureMaterialRhiShader(int viewCount) |
47 | : QSGTextureMaterialRhiShader(viewCount) |
48 | { |
49 | setShaderFileName(stage: VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothtexture.vert.qsb"), viewCount); |
50 | setShaderFileName(stage: FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothtexture.frag.qsb"), viewCount); |
51 | } |
52 | |
53 | bool SmoothTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) |
54 | { |
55 | bool changed = false; |
56 | QByteArray *buf = state.uniformData(); |
57 | const int shaderMatrixCount = newMaterial->viewCount(); |
58 | |
59 | if (!oldMaterial) { |
60 | // The viewport is constant, so set the pixel size uniform only once (per batches with the same material). |
61 | const QRect r = state.viewportRect(); |
62 | const QVector2D v(2.0f / r.width(), 2.0f / r.height()); |
63 | // mat4 matrix, float opacity, vec2 pixelSize, and the vec2 must be 2*4 aligned |
64 | memcpy(dest: buf->data() + 64 * shaderMatrixCount + 8, src: &v, n: 8); |
65 | changed = true; |
66 | } |
67 | |
68 | changed |= QSGTextureMaterialRhiShader::updateUniformData(state, newMaterial, oldMaterial); |
69 | |
70 | return changed; |
71 | } |
72 | |
73 | |
74 | QSGDefaultInternalImageNode::QSGDefaultInternalImageNode(QSGDefaultRenderContext *rc) |
75 | : m_rc(rc) |
76 | { |
77 | setMaterial(&m_materialO); |
78 | setOpaqueMaterial(&m_material); |
79 | } |
80 | |
81 | void QSGDefaultInternalImageNode::setFiltering(QSGTexture::Filtering filtering) |
82 | { |
83 | if (m_material.filtering() == filtering) |
84 | return; |
85 | |
86 | m_material.setFiltering(filtering); |
87 | m_materialO.setFiltering(filtering); |
88 | m_smoothMaterial.setFiltering(filtering); |
89 | markDirty(bits: DirtyMaterial); |
90 | } |
91 | |
92 | void QSGDefaultInternalImageNode::setMipmapFiltering(QSGTexture::Filtering filtering) |
93 | { |
94 | if (m_material.mipmapFiltering() == filtering) |
95 | return; |
96 | |
97 | m_material.setMipmapFiltering(filtering); |
98 | m_materialO.setMipmapFiltering(filtering); |
99 | m_smoothMaterial.setMipmapFiltering(filtering); |
100 | markDirty(bits: DirtyMaterial); |
101 | } |
102 | |
103 | void QSGDefaultInternalImageNode::setVerticalWrapMode(QSGTexture::WrapMode wrapMode) |
104 | { |
105 | if (m_material.verticalWrapMode() == wrapMode) |
106 | return; |
107 | |
108 | m_material.setVerticalWrapMode(wrapMode); |
109 | m_materialO.setVerticalWrapMode(wrapMode); |
110 | m_smoothMaterial.setVerticalWrapMode(wrapMode); |
111 | markDirty(bits: DirtyMaterial); |
112 | } |
113 | |
114 | void QSGDefaultInternalImageNode::setHorizontalWrapMode(QSGTexture::WrapMode wrapMode) |
115 | { |
116 | if (m_material.horizontalWrapMode() == wrapMode) |
117 | return; |
118 | |
119 | m_material.setHorizontalWrapMode(wrapMode); |
120 | m_materialO.setHorizontalWrapMode(wrapMode); |
121 | m_smoothMaterial.setHorizontalWrapMode(wrapMode); |
122 | markDirty(bits: DirtyMaterial); |
123 | } |
124 | |
125 | void QSGDefaultInternalImageNode::updateMaterialAntialiasing() |
126 | { |
127 | if (m_antialiasing) { |
128 | setMaterial(&m_smoothMaterial); |
129 | setOpaqueMaterial(nullptr); |
130 | } else { |
131 | setMaterial(&m_materialO); |
132 | setOpaqueMaterial(&m_material); |
133 | } |
134 | } |
135 | |
136 | void QSGDefaultInternalImageNode::setMaterialTexture(QSGTexture *texture) |
137 | { |
138 | m_material.setTexture(texture); |
139 | m_materialO.setTexture(texture); |
140 | m_smoothMaterial.setTexture(texture); |
141 | } |
142 | |
143 | QSGTexture *QSGDefaultInternalImageNode::materialTexture() const |
144 | { |
145 | return m_material.texture(); |
146 | } |
147 | |
148 | bool QSGDefaultInternalImageNode::updateMaterialBlending() |
149 | { |
150 | const bool alpha = m_material.flags() & QSGMaterial::Blending; |
151 | if (materialTexture() && alpha != materialTexture()->hasAlphaChannel()) { |
152 | m_material.setFlag(flags: QSGMaterial::Blending, on: !alpha); |
153 | return true; |
154 | } |
155 | return false; |
156 | } |
157 | |
158 | inline static bool isPowerOfTwo(int x) |
159 | { |
160 | // Assumption: x >= 1 |
161 | return x == (x & -x); |
162 | } |
163 | |
164 | bool QSGDefaultInternalImageNode::supportsWrap(const QSize &size) const |
165 | { |
166 | bool npotSupported = m_rc->rhi() && m_rc->rhi()->isFeatureSupported(feature: QRhi::NPOTTextureRepeat); |
167 | return npotSupported || (isPowerOfTwo(x: size.width()) && isPowerOfTwo(x: size.height())); |
168 | } |
169 | |
170 | QT_END_NAMESPACE |
171 |
Definitions
- SmoothTextureMaterialRhiShader
- QSGSmoothTextureMaterial
- setTexture
- type
- createShader
- SmoothTextureMaterialRhiShader
- updateUniformData
- QSGDefaultInternalImageNode
- setFiltering
- setMipmapFiltering
- setVerticalWrapMode
- setHorizontalWrapMode
- updateMaterialAntialiasing
- setMaterialTexture
- materialTexture
- updateMaterialBlending
- isPowerOfTwo
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