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 "qsgvertexcolormaterial.h" |
5 | |
6 | QT_BEGIN_NAMESPACE |
7 | |
8 | class QSGVertexColorMaterialRhiShader : public QSGMaterialShader |
9 | { |
10 | public: |
11 | QSGVertexColorMaterialRhiShader(); |
12 | |
13 | bool updateUniformData(RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override; |
14 | }; |
15 | |
16 | QSGVertexColorMaterialRhiShader::QSGVertexColorMaterialRhiShader() |
17 | { |
18 | setShaderFileName(stage: VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.vert.qsb" )); |
19 | setShaderFileName(stage: FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.frag.qsb" )); |
20 | } |
21 | |
22 | bool QSGVertexColorMaterialRhiShader::updateUniformData(RenderState &state, |
23 | QSGMaterial * /*newEffect*/, |
24 | QSGMaterial * /*oldEffect*/) |
25 | { |
26 | bool changed = false; |
27 | QByteArray *buf = state.uniformData(); |
28 | |
29 | if (state.isMatrixDirty()) { |
30 | const QMatrix4x4 m = state.combinedMatrix(); |
31 | memcpy(dest: buf->data(), src: m.constData(), n: 64); |
32 | changed = true; |
33 | } |
34 | |
35 | if (state.isOpacityDirty()) { |
36 | const float opacity = state.opacity(); |
37 | memcpy(dest: buf->data() + 64, src: &opacity, n: 4); |
38 | changed = true; |
39 | } |
40 | |
41 | return changed; |
42 | } |
43 | |
44 | |
45 | /*! |
46 | \class QSGVertexColorMaterial |
47 | \brief The QSGVertexColorMaterial class provides a convenient way of rendering per-vertex |
48 | colored geometry in the scene graph. |
49 | |
50 | \inmodule QtQuick |
51 | \ingroup qtquick-scenegraph-materials |
52 | |
53 | \warning This utility class is only functional when running with the |
54 | default backend of the Qt Quick scenegraph. |
55 | |
56 | The vertex color material will give each vertex in a geometry a color. Pixels between |
57 | vertices will be linearly interpolated. The colors can contain transparency. |
58 | |
59 | The geometry to be rendered with vertex color must have the following layout. Attribute |
60 | position 0 must contain vertices. Attribute position 1 must contain colors, a tuple of |
61 | 4 values with RGBA layout. Both floats in the range of 0 to 1 and unsigned bytes in |
62 | the range 0 to 255 are valid for the color values. |
63 | |
64 | \note The rendering pipeline expects pixels with premultiplied alpha. |
65 | |
66 | QSGGeometry::defaultAttributes_ColoredPoint2D() can be used to construct an attribute |
67 | set that is compatible with this material. |
68 | |
69 | The vertex color material respects both current opacity and current matrix when |
70 | updating it's rendering state. |
71 | */ |
72 | |
73 | |
74 | /*! |
75 | Creates a new vertex color material. |
76 | */ |
77 | |
78 | QSGVertexColorMaterial::QSGVertexColorMaterial() |
79 | { |
80 | setFlag(flags: Blending, on: true); |
81 | } |
82 | |
83 | |
84 | /*! |
85 | int QSGVertexColorMaterial::compare() const |
86 | |
87 | As the vertex color material has all its state in the vertex attributes, |
88 | all materials will be equal. |
89 | |
90 | \internal |
91 | */ |
92 | |
93 | int QSGVertexColorMaterial::compare(const QSGMaterial * /* other */) const |
94 | { |
95 | return 0; |
96 | } |
97 | |
98 | /*! |
99 | \internal |
100 | */ |
101 | |
102 | QSGMaterialType *QSGVertexColorMaterial::type() const |
103 | { |
104 | static QSGMaterialType type; |
105 | return &type; |
106 | } |
107 | |
108 | |
109 | |
110 | /*! |
111 | \internal |
112 | */ |
113 | |
114 | QSGMaterialShader *QSGVertexColorMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const |
115 | { |
116 | Q_UNUSED(renderMode); |
117 | return new QSGVertexColorMaterialRhiShader; |
118 | } |
119 | |
120 | QT_END_NAMESPACE |
121 | |