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40
41#include "qsgdefaultinternalrectanglenode_p.h"
42
43#include <QtQuick/qsgvertexcolormaterial.h>
44#include <QtQuick/qsgtexturematerial.h>
45
46#include <QtQuick/private/qsgcontext_p.h>
47
48#include <QtCore/qmath.h>
49#include <QtCore/qvarlengtharray.h>
50
51QT_BEGIN_NAMESPACE
52
53class SmoothColorMaterialShader : public QSGMaterialShader
54{
55public:
56 SmoothColorMaterialShader();
57
58 void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
59 char const *const *attributeNames() const override;
60
61private:
62 void initialize() override;
63
64 int m_matrixLoc;
65 int m_opacityLoc;
66 int m_pixelSizeLoc;
67};
68
69SmoothColorMaterialShader::SmoothColorMaterialShader()
70{
71 setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.vert"));
72 setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/smoothcolor.frag"));
73}
74
75void SmoothColorMaterialShader::updateState(const RenderState &state, QSGMaterial *, QSGMaterial *oldEffect)
76{
77 if (state.isOpacityDirty())
78 program()->setUniformValue(m_opacityLoc, state.opacity());
79
80 if (state.isMatrixDirty())
81 program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
82
83 if (oldEffect == nullptr) {
84 // The viewport is constant, so set the pixel size uniform only once.
85 QRect r = state.viewportRect();
86 program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height());
87 }
88}
89
90char const *const *SmoothColorMaterialShader::attributeNames() const
91{
92 static char const *const attributes[] = {
93 "vertex",
94 "vertexColor",
95 "vertexOffset",
96 nullptr
97 };
98 return attributes;
99}
100
101void SmoothColorMaterialShader::initialize()
102{
103 m_matrixLoc = program()->uniformLocation("matrix");
104 m_opacityLoc = program()->uniformLocation("opacity");
105 m_pixelSizeLoc = program()->uniformLocation("pixelSize");
106}
107
108
109class SmoothColorMaterialRhiShader : public QSGMaterialRhiShader
110{
111public:
112 SmoothColorMaterialRhiShader();
113
114 bool updateUniformData(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
115};
116
117SmoothColorMaterialRhiShader::SmoothColorMaterialRhiShader()
118{
119 setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.vert.qsb"));
120 setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/smoothcolor.frag.qsb"));
121}
122
123bool SmoothColorMaterialRhiShader::updateUniformData(const RenderState &state, QSGMaterial *, QSGMaterial *oldMaterial)
124{
125 bool changed = false;
126 QByteArray *buf = state.uniformData();
127
128 if (state.isMatrixDirty()) {
129 const QMatrix4x4 m = state.combinedMatrix();
130 memcpy(buf->data(), m.constData(), 64);
131 changed = true;
132 }
133
134 if (oldMaterial == nullptr) {
135 // The viewport is constant, so set the pixel size uniform only once.
136 const QRect r = state.viewportRect();
137 const QVector2D v(2.0f / r.width(), 2.0f / r.height());
138 Q_ASSERT(sizeof(v) == 8);
139 memcpy(buf->data() + 64, &v, 8);
140 changed = true;
141 }
142
143 if (state.isOpacityDirty()) {
144 const float opacity = state.opacity();
145 memcpy(buf->data() + 72, &opacity, 4);
146 changed = true;
147 }
148
149 return changed;
150}
151
152
153QSGSmoothColorMaterial::QSGSmoothColorMaterial()
154{
155 setFlag(RequiresFullMatrixExceptTranslate, true);
156 setFlag(Blending, true);
157 setFlag(SupportsRhiShader, true);
158}
159
160int QSGSmoothColorMaterial::compare(const QSGMaterial *) const
161{
162 // all state in vertex attributes -> all smoothcolor materials are equal
163 return 0;
164}
165
166QSGMaterialType *QSGSmoothColorMaterial::type() const
167{
168 static QSGMaterialType type;
169 return &type;
170}
171
172QSGMaterialShader *QSGSmoothColorMaterial::createShader() const
173{
174 if (flags().testFlag(RhiShaderWanted))
175 return new SmoothColorMaterialRhiShader;
176 else
177 return new SmoothColorMaterialShader;
178}
179
180QSGDefaultInternalRectangleNode::QSGDefaultInternalRectangleNode()
181{
182 setMaterial(&m_material);
183}
184
185void QSGDefaultInternalRectangleNode::updateMaterialAntialiasing()
186{
187 if (m_antialiasing)
188 setMaterial(&m_smoothMaterial);
189 else
190 setMaterial(&m_material);
191}
192
193void QSGDefaultInternalRectangleNode::updateMaterialBlending(QSGNode::DirtyState *state)
194{
195 // smoothed material is always blended, so no change in material state
196 if (material() == &m_material) {
197 bool wasBlending = (m_material.flags() & QSGMaterial::Blending);
198 bool isBlending = (m_gradient_stops.size() > 0 && !m_gradient_is_opaque)
199 || (m_color.alpha() < 255 && m_color.alpha() != 0)
200 || (m_pen_width > 0 && m_border_color.alpha() < 255);
201 if (wasBlending != isBlending) {
202 m_material.setFlag(QSGMaterial::Blending, isBlending);
203 *state |= QSGNode::DirtyMaterial;
204 }
205 }
206}
207
208QT_END_NAMESPACE
209