169 lines
4.5 KiB
C++
169 lines
4.5 KiB
C++
/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* SPDX-License-Identifier: BSD-3-Clause
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*****************************************************************************/
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#include "TextureFilterMaterial.h"
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#include <qsgmaterial.h>
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#include <qsgmaterialshader.h>
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#include <qsgtexture.h>
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#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
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namespace
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{
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class ShaderGL : public QSGMaterialShader
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{
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public:
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void setSource( QOpenGLShader::ShaderType type, const QString& fileName )
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{
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setShaderSourceFile( type, fileName );
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}
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char const* const* attributeNames() const override
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{
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static char const* const names[] = { "in_vertex", "in_coord", nullptr };
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return names;
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}
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void initialize() override
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{
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QSGMaterialShader::initialize();
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auto p = program();
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m_matrixId = p->uniformLocation( "matrix" );
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m_opacityId = p->uniformLocation( "opacity" );
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}
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void updateState( const QSGMaterialShader::RenderState& state,
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QSGMaterial* newMaterial, QSGMaterial* ) override
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{
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auto p = program();
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if ( state.isMatrixDirty() )
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p->setUniformValue( m_matrixId, state.combinedMatrix() );
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if ( state.isOpacityDirty() )
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p->setUniformValue( m_opacityId, state.opacity() );
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auto material = static_cast< TextureFilterMaterial* >( newMaterial );
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if ( material->texture() )
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material->texture()->bind();
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}
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private:
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int m_matrixId = -1;
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int m_opacityId = -1;
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};
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}
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QSGMaterialShader* TextureFilterMaterial::createShader() const
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{
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Q_ASSERT( !( flags() & QSGMaterial::RhiShaderWanted ) );
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auto shader = new ShaderGL();
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shader->setSource( QOpenGLShader::Vertex, m_shaderSourceFiles[ 0 ] );
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shader->setSource( QOpenGLShader::Fragment, m_shaderSourceFiles[ 1 ] );
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return shader;
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}
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#else // Qt6
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namespace
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{
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class Shader : public QSGMaterialShader
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{
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public:
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Shader()
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{
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setFlag( UpdatesGraphicsPipelineState, true );
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}
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void setSource( QSGMaterialShader::Stage stage, const QString& filename )
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{
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setShaderFileName( stage, filename );
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}
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bool updateUniformData( RenderState& state,
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QSGMaterial*, QSGMaterial* ) override
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{
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Q_ASSERT( state.uniformData()->size() >= 68 );
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auto data = state.uniformData()->data();
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bool changed = false;
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if ( state.isMatrixDirty() )
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{
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const auto matrix = state.combinedMatrix();
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memcpy( data + 0, matrix.constData(), 64 );
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changed = true;
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}
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if ( state.isOpacityDirty() )
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{
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const float opacity = state.opacity();
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memcpy( data + 64, &opacity, 4 );
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changed = true;
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}
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return changed;
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}
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void updateSampledImage( RenderState& state, int binding,
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QSGTexture** texture, QSGMaterial* newMaterial, QSGMaterial* ) override
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{
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Q_UNUSED( binding );
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Q_ASSERT( binding == 1 );
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auto mat = dynamic_cast< TextureFilterMaterial* >( newMaterial );
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if ( auto txt = mat->texture() )
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{
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txt->commitTextureOperations( state.rhi(), state.resourceUpdateBatch() );
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*texture = txt;
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}
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}
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};
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}
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QSGMaterialShader* TextureFilterMaterial::createShader(
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QSGRendererInterface::RenderMode ) const
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{
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auto shader = new Shader();
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shader->setSource( Shader::VertexStage, m_shaderSourceFiles[ 0 ] );
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shader->setSource( Shader::FragmentStage, m_shaderSourceFiles[ 1 ] );
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return shader;
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}
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#endif
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TextureFilterMaterial::TextureFilterMaterial(
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const QString& vertexShaderSourceFile,
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const QString& fragmentShaderSourceFile )
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: m_shaderSourceFiles{ vertexShaderSourceFile, fragmentShaderSourceFile }
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{
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setFlag( Blending | RequiresFullMatrix, true );
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}
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TextureFilterMaterial::~TextureFilterMaterial()
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{
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}
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int TextureFilterMaterial::compare( const QSGMaterial* other ) const
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{
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auto material = static_cast< const TextureFilterMaterial* >( other );
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const auto key1 = texture()->comparisonKey();
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const auto key2 = material->texture()->comparisonKey();
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return ( key1 == key2 ) ? 0 : ( ( key1 > key2 ) ? 1 : -1 );
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}
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