// Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "noisynode.h" #include #include #include #include #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(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(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(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; ibounded(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); }