143 lines
4.9 KiB
C++
143 lines
4.9 KiB
C++
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/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "noisynode.h"
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#include <QtCore/QResource>
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#include <QtQuick/QSGSimpleMaterialShader>
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#include <QtQuick/QSGTexture>
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#include <QtQuick/QQuickWindow>
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#define NOISE_SIZE 64
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struct NoisyMaterial
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{
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~NoisyMaterial() {
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delete texture;
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}
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QColor color;
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QSGTexture *texture;
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};
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class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial>
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{
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QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial)
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public:
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const char *vertexShader() const {
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QResource r(":/scenegraph/graph/shaders/noisy.vsh");
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Q_ASSERT(r.isValid());
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return (const char *) r.data();
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}
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const char *fragmentShader() const {
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QResource r(":/scenegraph/graph/shaders/noisy.fsh");
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Q_ASSERT(r.isValid());
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return (const char *) r.data();
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}
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QList<QByteArray> attributes() const { return QList<QByteArray>() << "aVertex" << "aTexCoord"; }
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void updateState(const NoisyMaterial *m, const NoisyMaterial *) {
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// Set the color
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program()->setUniformValue(id_color, m->color);
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// Bind the texture and set program to use texture unit 0 (the default)
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m->texture->bind();
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// Then set the texture size so we can adjust the texture coordinates accordingly in the
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// vertex shader..
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QSize s = m->texture->textureSize();
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program()->setUniformValue(id_textureSize, QSizeF(1.0 / s.width(), 1.0 / s.height()));
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}
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void resolveUniforms() {
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id_texture = program()->uniformLocation("texture");
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id_textureSize = program()->uniformLocation("textureSize");
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id_color = program()->uniformLocation("color");
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// We will only use texture unit 0, so set it only once.
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program()->setUniformValue(id_texture, 0);
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}
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private:
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int id_color;
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int id_texture;
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int id_textureSize;
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};
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NoisyNode::NoisyNode(QQuickWindow *window)
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{
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// Make some noise...
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QImage image(NOISE_SIZE, NOISE_SIZE, QImage::Format_RGB32);
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uint *data = (uint *) image.bits();
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for (int i=0; i<NOISE_SIZE * NOISE_SIZE; ++i) {
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uint g = rand() & 0xff;
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data[i] = 0xff000000 | (g << 16) | (g << 8) | g;
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}
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QSGTexture *t = window->createTextureFromImage(image);
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t->setFiltering(QSGTexture::Nearest);
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t->setHorizontalWrapMode(QSGTexture::Repeat);
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t->setVerticalWrapMode(QSGTexture::Repeat);
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QSGSimpleMaterial<NoisyMaterial> *m = NoisyShader::createMaterial();
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m->state()->texture = t;
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m->state()->color = QColor::fromRgbF(0.95, 0.95, 0.97);
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m->setFlag(QSGMaterial::Blending);
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setMaterial(m);
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setFlag(OwnsMaterial, true);
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QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
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QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect());
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setGeometry(g);
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setFlag(OwnsGeometry, true);
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}
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void NoisyNode::setRect(const QRectF &bounds)
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{
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QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1));
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markDirty(QSGNode::DirtyGeometry);
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}
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