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

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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "noisynode.h"
#include <QtCore/QRandomGenerator>
#include <QtQuick/QSGTexture>
#include <QtQuick/QQuickWindow>
#include <QtQuick/QSGMaterial>
#define NOISE_SIZE 64
class NoisyShader : public QSGMaterialShader
{
public:
NoisyShader() {
setShaderFileName(VertexStage, QLatin1String(":/scenegraph/graph/shaders/noisy.vert.qsb"));
setShaderFileName(FragmentStage, QLatin1String(":/scenegraph/graph/shaders/noisy.frag.qsb"));
}
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
class NoisyMaterial : public QSGMaterial
{
public:
NoisyMaterial()
{
setFlag(Blending);
}
~NoisyMaterial()
{
delete state.texture;
}
QSGMaterialType *type() const override
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *createShader(QSGRendererInterface::RenderMode) const override
{
return new NoisyShader;
}
int compare(const QSGMaterial *m) const override
{
const NoisyMaterial *other = static_cast<const NoisyMaterial *>(m);
if (int diff = int(state.color.rgb()) - int(other->state.color.rgb()))
return diff;
if (!state.texture || !other->state.texture)
return state.texture ? 1 : -1;
const qint64 diff = state.texture->comparisonKey() - other->state.texture->comparisonKey();
return diff < 0 ? -1 : (diff > 0 ? 1 : 0);
}
struct {
QColor color;
QSGTexture *texture;
} state;
};
bool NoisyShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *)
{
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 92);
if (state.isMatrixDirty()) {
const QMatrix4x4 m = state.combinedMatrix();
memcpy(buf->data(), m.constData(), 64);
}
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(buf->data() + 88, &opacity, 4);
}
NoisyMaterial *mat = static_cast<NoisyMaterial *>(newMaterial);
float c[4];
mat->state.color.getRgbF(&c[0], &c[1], &c[2], &c[3]);
memcpy(buf->data() + 64, c, 16);
const QSize s = mat->state.texture->textureSize();
float textureSize[2] = { 1.0f / s.width(), 1.0f / s.height() };
memcpy(buf->data() + 80, textureSize, 8);
return true;
}
void NoisyShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *)
{
Q_UNUSED(state);
Q_UNUSED(binding);
NoisyMaterial *mat = static_cast<NoisyMaterial *>(newMaterial);
mat->state.texture->commitTextureOperations(state.rhi(), state.resourceUpdateBatch());
*texture = mat->state.texture;
}
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 = QRandomGenerator::global()->bounded(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);
NoisyMaterial *m = new NoisyMaterial;
m->state.texture = t;
m->state.color = QColor::fromRgbF(0.95, 0.95, 0.97);
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);
}