qskinny/src/nodes/QskTextureNode.cpp
2017-07-21 18:21:34 +02:00

275 lines
6.3 KiB
C++

#include "QskTextureNode.h"
#include <QSGGeometry>
#include <QSGMaterial>
#include <QSGMaterialShader>
#include <QOpenGLFunctions>
#include <private/qsgnode_p.h>
namespace
{
class MaterialShader final : public QSGMaterialShader
{
public:
MaterialShader( bool isOpaque );
virtual char const* const* attributeNames() const override final;
virtual void updateState( const RenderState&, QSGMaterial*, QSGMaterial* ) override final;
protected:
virtual void initialize() override final;
private:
int m_matrixId;
int m_opacityId;
const bool m_isOpaque : 1;
};
class Material final : public QSGMaterial
{
public:
Material( bool isOpaque );
virtual QSGMaterialType* type() const override;
virtual QSGMaterialShader* createShader() const override;
void setTextureId(int );
int textureId() const;
virtual int compare(const QSGMaterial* ) const override;
private:
int m_textureId;
const bool m_isOpaque : 1;
};
MaterialShader::MaterialShader( bool isOpaque ):
m_isOpaque( isOpaque )
{
setShaderSourceFile(QOpenGLShader::Vertex,
QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.vert") );
setShaderSourceFile(QOpenGLShader::Fragment,
QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.frag") );
if ( !m_isOpaque )
{
setShaderSourceFile(QOpenGLShader::Fragment,
QStringLiteral(":/qt-project.org/scenegraph/shaders/texture.frag") );
}
}
char const* const* MaterialShader::attributeNames() const
{
static char const* const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
return attr;
}
void MaterialShader::updateState( const RenderState& state,
QSGMaterial* newMaterial, QSGMaterial* oldMaterial)
{
if ( !m_isOpaque && state.isOpacityDirty() )
program()->setUniformValue( m_opacityId, state.opacity() );
auto* materialOld = static_cast< Material* >( oldMaterial );
auto* materialNew = static_cast< Material* >( newMaterial );
if ( ( materialOld == nullptr ) || ( materialOld->textureId() != materialNew->textureId() ) )
{
auto funcs = QOpenGLContext::currentContext()->functions();
funcs->glBindTexture( GL_TEXTURE_2D, materialNew->textureId() );
}
if ( state.isMatrixDirty() )
program()->setUniformValue( m_matrixId, state.combinedMatrix() );
}
void MaterialShader::initialize()
{
m_matrixId = program()->uniformLocation("qt_Matrix");
if ( !m_isOpaque )
m_opacityId = program()->uniformLocation("opacity");
}
Material::Material( bool isOpaque ) :
m_textureId(0),
m_isOpaque( isOpaque )
{
setFlag(Blending, true ); // alpha blending
}
void Material::setTextureId( int id )
{
m_textureId = id;
}
int Material::textureId() const
{
return m_textureId;
}
QSGMaterialType* Material::type() const
{
if ( m_isOpaque )
{
static QSGMaterialType typeOpaque;
return &typeOpaque;
}
else
{
static QSGMaterialType type;
return &type;
}
}
QSGMaterialShader* Material::createShader() const
{
return new MaterialShader( m_isOpaque );
}
int Material::compare( const QSGMaterial* other ) const
{
const auto otherMaterial = static_cast< const Material* >( other );
return m_textureId - otherMaterial->m_textureId;
}
}
class QskTextureNodePrivate : public QSGGeometryNodePrivate
{
public:
QskTextureNodePrivate():
geometry( QSGGeometry::defaultAttributes_TexturedPoint2D(), 4 ),
opaqueMaterial( true ),
material( false )
{
}
QSGGeometry geometry;
Material opaqueMaterial;
Material material;
QRectF rect;
Qt::Orientations mirrorOrientations;
};
QskTextureNode::QskTextureNode() :
QSGGeometryNode( *new QskTextureNodePrivate )
{
Q_D( QskTextureNode );
setGeometry( &d->geometry );
setMaterial( &d->material );
setOpaqueMaterial( &d->opaqueMaterial );
}
QskTextureNode::~QskTextureNode()
{
Q_D( QskTextureNode );
if ( d->material.textureId() > 0 )
{
GLuint id = d->material.textureId();
auto funcs = QOpenGLContext::currentContext()->functions();
funcs->glDeleteTextures( 1, &id );
}
}
void QskTextureNode::setRect(const QRectF& r)
{
Q_D( QskTextureNode );
if ( d->rect == r)
return;
d->rect = r;
updateTexture();
markDirty( DirtyGeometry );
}
QRectF QskTextureNode::rect() const
{
Q_D( const QskTextureNode );
return d->rect;
}
void QskTextureNode::setTextureId( int textureId )
{
Q_D( QskTextureNode );
if ( textureId == d->material.textureId() )
return;
if ( d->material.textureId() > 0 )
{
GLuint id = d->material.textureId();
auto funcs = QOpenGLContext::currentContext()->functions();
funcs->glDeleteTextures( 1, &id );
}
d->material.setTextureId( textureId );
d->opaqueMaterial.setTextureId( textureId );
updateTexture();
DirtyState dirty = DirtyMaterial;
#if 0
// if old/new is in the atlas
dirty |= DirtyGeometry;
#endif
markDirty( dirty );
}
int QskTextureNode::textureId() const
{
Q_D( const QskTextureNode );
return d->material.textureId();
}
void QskTextureNode::setMirrored( Qt::Orientations orientations )
{
Q_D( QskTextureNode );
if ( d->mirrorOrientations == orientations )
return;
d->mirrorOrientations = orientations;
updateTexture();
markDirty(DirtyMaterial);
}
Qt::Orientations QskTextureNode::mirrored() const
{
Q_D( const QskTextureNode );
return d->mirrorOrientations;
}
void QskTextureNode::updateTexture()
{
Q_D( QskTextureNode );
QRectF r( 0, 0, 1, 1 );
if ( d->mirrorOrientations & Qt::Horizontal )
{
r.setLeft( 1 );
r.setRight( 0 );
}
if ( d->mirrorOrientations & Qt::Vertical )
{
r.setTop( 1 );
r.setBottom( 0 );
}
QSGGeometry::updateTexturedRectGeometry( &d->geometry, d->rect, r );
}