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/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QML Shaders plugin of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef SHADEREFFECTITEM_H
#define SHADEREFFECTITEM_H
#include <QDeclarativeItem>
#include <QSignalMapper>
#include "shadereffectsource.h"
#include "scenegraph/qsggeometry.h"
QT_BEGIN_NAMESPACE
class QGLFramebufferObject;
class QGLShaderProgram;
class ShaderEffectItem : public QDeclarativeItem
{
Q_OBJECT
Q_INTERFACES(QDeclarativeParserStatus)
Q_PROPERTY(QString fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged)
Q_PROPERTY(QString vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged)
Q_PROPERTY(bool blending READ blending WRITE setBlending NOTIFY blendingChanged)
Q_PROPERTY(QSize meshResolution READ meshResolution WRITE setMeshResolution NOTIFY meshResolutionChanged)
public:
ShaderEffectItem(QDeclarativeItem* parent = 0);
~ShaderEffectItem();
virtual void componentComplete();
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget = 0);
QString fragmentShader() const { return m_fragment_code; }
void setFragmentShader(const QString &code);
QString vertexShader() const { return m_vertex_code; }
void setVertexShader(const QString &code);
bool blending() const { return m_blending; }
void setBlending(bool enable);
QSize meshResolution() const { return m_meshResolution; }
void setMeshResolution(const QSize &size);
void preprocess();
Q_SIGNALS:
void fragmentShaderChanged();
void vertexShaderChanged();
void blendingChanged();
void activeChanged();
void meshResolutionChanged();
protected:
virtual void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
private Q_SLOTS:
void changeSource(int index);
void handleVisibilityChange();
void markDirty();
private:
void checkViewportUpdateMode();
void renderEffect(QPainter *painter, const QMatrix4x4 &matrix);
void updateEffectState(const QMatrix4x4 &matrix);
void updateGeometry();
void bindGeometry();
void setSource(const QVariant &var, int index);
void disconnectPropertySignals();
void connectPropertySignals();
void reset();
void updateProperties();
void updateShaderProgram();
void lookThroughShaderCode(const QString &code);
bool active() const { return m_active; }
void setActive(bool enable);
private:
QString m_fragment_code;
QString m_vertex_code;
QGLShaderProgram* m_program;
QVector<const char *> m_attributeNames;
QSet<QByteArray> m_uniformNames;
QSize m_meshResolution;
QSGGeometry m_geometry;
struct SourceData
{
QSignalMapper *mapper;
QPointer<ShaderEffectSource> source;
QPointer<QDeclarativeItem> item;
QByteArray name;
};
QVector<SourceData> m_sources;
bool m_changed : 1;
bool m_blending : 1;
bool m_program_dirty : 1;
bool m_active : 1;
bool m_respectsMatrix : 1;
bool m_respectsOpacity : 1;
bool m_checkedViewportUpdateMode : 1;
bool m_checkedOpenGL : 1;
bool m_checkedShaderPrograms : 1;
bool m_hasShaderPrograms : 1;
bool m_mirrored : 1;
bool m_defaultVertexShader : 1;
};
QT_END_NAMESPACE
#endif // SHADEREFFECTITEM_H
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