qtdeclarative/examples/quick/scenegraph/graph/noisynode.cpp

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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
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** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
** of its contributors may be used to endorse or promote products derived
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#include "noisynode.h"
#include <QtCore/QResource>
#include <QtQuick/QSGSimpleMaterialShader>
#include <QtQuick/QSGTexture>
#include <QtQuick/QQuickWindow>
#define NOISE_SIZE 64
struct NoisyMaterial
{
~NoisyMaterial() {
delete texture;
}
QColor color;
QSGTexture *texture;
};
class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial>
{
QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial)
public:
const char *vertexShader() const {
QResource r(":/scenegraph/graph/shaders/noisy.vsh");
Q_ASSERT(r.isValid());
return (const char *) r.data();
}
const char *fragmentShader() const {
QResource r(":/scenegraph/graph/shaders/noisy.fsh");
Q_ASSERT(r.isValid());
return (const char *) r.data();
}
QList<QByteArray> attributes() const { return QList<QByteArray>() << "aVertex" << "aTexCoord"; }
void updateState(const NoisyMaterial *m, const NoisyMaterial *) {
// Set the color
program()->setUniformValue(id_color, m->color);
// Bind the texture and set program to use texture unit 0 (the default)
m->texture->bind();
// Then set the texture size so we can adjust the texture coordinates accordingly in the
// vertex shader..
QSize s = m->texture->textureSize();
program()->setUniformValue(id_textureSize, QSizeF(1.0 / s.width(), 1.0 / s.height()));
}
void resolveUniforms() {
id_texture = program()->uniformLocation("texture");
id_textureSize = program()->uniformLocation("textureSize");
id_color = program()->uniformLocation("color");
// We will only use texture unit 0, so set it only once.
program()->setUniformValue(id_texture, 0);
}
private:
int id_color;
int id_texture;
int id_textureSize;
};
NoisyNode::NoisyNode(QQuickWindow *window)
{
// Make some noise...
QImage image(NOISE_SIZE, NOISE_SIZE, QImage::Format_RGB32);
uint *data = (uint *) image.bits();
for (int i=0; i<NOISE_SIZE * NOISE_SIZE; ++i) {
uint g = rand() & 0xff;
data[i] = 0xff000000 | (g << 16) | (g << 8) | g;
}
QSGTexture *t = window->createTextureFromImage(image);
t->setFiltering(QSGTexture::Nearest);
t->setHorizontalWrapMode(QSGTexture::Repeat);
t->setVerticalWrapMode(QSGTexture::Repeat);
QSGSimpleMaterial<NoisyMaterial> *m = NoisyShader::createMaterial();
m->state()->texture = t;
m->state()->color = QColor::fromRgbF(0.95, 0.95, 0.97);
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial, true);
QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect());
setGeometry(g);
setFlag(OwnsGeometry, true);
}
void NoisyNode::setRect(const QRectF &bounds)
{
QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1));
markDirty(QSGNode::DirtyGeometry);
}