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39
40 #include "qsgdefaultspritenode_p.h"
41
42 #include <QtQuick/QSGMaterial>
43 #include <QtGui/QOpenGLShaderProgram>
44
45 QT_BEGIN_NAMESPACE
46
47 struct SpriteVertex {
48 float x;
49 float y;
50 float tx;
51 float ty;
52 };
53
54 struct SpriteVertices {
55 SpriteVertex v1;
56 SpriteVertex v2;
57 SpriteVertex v3;
58 SpriteVertex v4;
59 };
60
61 class QQuickSpriteMaterial : public QSGMaterial
62 {
63 public:
64 QQuickSpriteMaterial();
65 ~QQuickSpriteMaterial();
type() const66 QSGMaterialType *type() const override { static QSGMaterialType type; return &type; }
67 QSGMaterialShader *createShader() const override;
compare(const QSGMaterial * other) const68 int compare(const QSGMaterial *other) const override
69 {
70 return this - static_cast<const QQuickSpriteMaterial *>(other);
71 }
72
73 QSGTexture *texture = nullptr;
74
75 float animT = 0.0f;
76 float animX1 = 0.0f;
77 float animY1 = 0.0f;
78 float animX2 = 0.0f;
79 float animY2 = 0.0f;
80 float animW = 1.0f;
81 float animH = 1.0f;
82 };
83
QQuickSpriteMaterial()84 QQuickSpriteMaterial::QQuickSpriteMaterial()
85 {
86 setFlag(Blending, true);
87 setFlag(SupportsRhiShader, true);
88 }
89
~QQuickSpriteMaterial()90 QQuickSpriteMaterial::~QQuickSpriteMaterial()
91 {
92 delete texture;
93 }
94
95 class SpriteMaterialShader : public QSGMaterialShader
96 {
97 public:
SpriteMaterialShader()98 SpriteMaterialShader()
99 {
100 setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.vert"));
101 setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.frag"));
102 }
103
updateState(const RenderState & state,QSGMaterial * newEffect,QSGMaterial *)104 void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) override
105 {
106 QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
107 m->texture->bind();
108
109 program()->setUniformValue(m_opacity_id, state.opacity());
110 program()->setUniformValue(m_animData_id, m->animW, m->animH, m->animT);
111 program()->setUniformValue(m_animPos_id, m->animX1, m->animY1, m->animX2, m->animY2);
112
113 if (state.isMatrixDirty())
114 program()->setUniformValue(m_matrix_id, state.combinedMatrix());
115 }
116
initialize()117 void initialize() override {
118 m_matrix_id = program()->uniformLocation("qt_Matrix");
119 m_opacity_id = program()->uniformLocation("qt_Opacity");
120 m_animData_id = program()->uniformLocation("animData");
121 m_animPos_id = program()->uniformLocation("animPos");
122 }
123
attributeNames() const124 char const *const *attributeNames() const override {
125 static const char *attr[] = {
126 "vPos",
127 "vTex",
128 nullptr
129 };
130 return attr;
131 }
132
133 int m_matrix_id;
134 int m_opacity_id;
135 int m_animData_id;
136 int m_animPos_id;
137 };
138
139 class SpriteMaterialRhiShader : public QSGMaterialRhiShader
140 {
141 public:
142 SpriteMaterialRhiShader();
143
144 bool updateUniformData(RenderState &state,
145 QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
146 void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
147 QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
148 };
149
SpriteMaterialRhiShader()150 SpriteMaterialRhiShader::SpriteMaterialRhiShader()
151 {
152 setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.vert.qsb"));
153 setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.frag.qsb"));
154 }
155
updateUniformData(RenderState & state,QSGMaterial * newMaterial,QSGMaterial * oldMaterial)156 bool SpriteMaterialRhiShader::updateUniformData(RenderState &state,
157 QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
158 {
159 #ifdef QT_NO_DEBUG
160 Q_UNUSED(oldMaterial);
161 #endif
162 Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
163 QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
164
165 bool changed = false;
166 QByteArray *buf = state.uniformData();
167 Q_ASSERT(buf->size() >= 96);
168
169 if (state.isMatrixDirty()) {
170 const QMatrix4x4 m = state.combinedMatrix();
171 memcpy(buf->data(), m.constData(), 64);
172 changed = true;
173 }
174
175 float animPosAndData[7] = { mat->animX1, mat->animY1, mat->animX2, mat->animY2,
176 mat->animW, mat->animH, mat->animT };
177 memcpy(buf->data() + 64, animPosAndData, 28);
178 changed = true;
179
180 if (state.isOpacityDirty()) {
181 const float opacity = state.opacity();
182 memcpy(buf->data() + 92, &opacity, 4);
183 changed = true;
184 }
185
186 return changed;
187 }
188
updateSampledImage(RenderState & state,int binding,QSGTexture ** texture,QSGMaterial * newMaterial,QSGMaterial * oldMaterial)189 void SpriteMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
190 QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
191 {
192 if (binding != 1)
193 return;
194
195 #ifdef QT_NO_DEBUG
196 Q_UNUSED(oldMaterial);
197 #endif
198 Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
199 QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
200
201 QSGTexture *t = mat->texture;
202 t->updateRhiTexture(state.rhi(), state.resourceUpdateBatch());
203 *texture = t;
204 }
205
createShader() const206 QSGMaterialShader *QQuickSpriteMaterial::createShader() const
207 {
208 if (flags().testFlag(RhiShaderWanted))
209 return new SpriteMaterialRhiShader;
210 else
211 return new SpriteMaterialShader;
212 }
213
214 static QSGGeometry::Attribute Sprite_Attributes[] = {
215 QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // pos
216 QSGGeometry::Attribute::create(1, 2, QSGGeometry::FloatType), // tex
217 };
218
219 static QSGGeometry::AttributeSet Sprite_AttributeSet =
220 {
221 2, // Attribute Count
222 (2+2) * sizeof(float),
223 Sprite_Attributes
224 };
225
QSGDefaultSpriteNode()226 QSGDefaultSpriteNode::QSGDefaultSpriteNode()
227 : m_material(new QQuickSpriteMaterial)
228 , m_geometryDirty(true)
229 , m_sheetSize(QSize(64, 64))
230 {
231 // Setup geometry data
232 m_geometry = new QSGGeometry(Sprite_AttributeSet, 4, 6);
233 m_geometry->setDrawingMode(QSGGeometry::DrawTriangles);
234 quint16 *indices = m_geometry->indexDataAsUShort();
235 indices[0] = 0;
236 indices[1] = 1;
237 indices[2] = 2;
238 indices[3] = 1;
239 indices[4] = 3;
240 indices[5] = 2;
241
242 setGeometry(m_geometry);
243 setMaterial(m_material);
244 setFlag(OwnsGeometry, true);
245 setFlag(OwnsMaterial, true);
246 }
247
setTexture(QSGTexture * texture)248 void QSGDefaultSpriteNode::setTexture(QSGTexture *texture)
249 {
250 m_material->texture = texture;
251 m_geometryDirty = true;
252 markDirty(DirtyMaterial);
253 }
254
setTime(float time)255 void QSGDefaultSpriteNode::setTime(float time)
256 {
257 m_material->animT = time;
258 markDirty(DirtyMaterial);
259 }
260
setSourceA(const QPoint & source)261 void QSGDefaultSpriteNode::setSourceA(const QPoint &source)
262 {
263 if (m_sourceA != source) {
264 m_sourceA = source;
265 m_material->animX1 = static_cast<float>(source.x()) / m_sheetSize.width();
266 m_material->animY1 = static_cast<float>(source.y()) / m_sheetSize.height();
267 markDirty(DirtyMaterial);
268 }
269 }
270
setSourceB(const QPoint & source)271 void QSGDefaultSpriteNode::setSourceB(const QPoint &source)
272 {
273 if (m_sourceB != source) {
274 m_sourceB = source;
275 m_material->animX2 = static_cast<float>(source.x()) / m_sheetSize.width();
276 m_material->animY2 = static_cast<float>(source.y()) / m_sheetSize.height();
277 markDirty(DirtyMaterial);
278 }
279 }
280
setSpriteSize(const QSize & size)281 void QSGDefaultSpriteNode::setSpriteSize(const QSize &size)
282 {
283 if (m_spriteSize != size) {
284 m_spriteSize = size;
285 m_material->animW = static_cast<float>(size.width()) / m_sheetSize.width();
286 m_material->animH = static_cast<float>(size.height()) / m_sheetSize.height();
287 markDirty(DirtyMaterial);
288 }
289
290 }
291
setSheetSize(const QSize & size)292 void QSGDefaultSpriteNode::setSheetSize(const QSize &size)
293 {
294 if (m_sheetSize != size) {
295 m_sheetSize = size;
296
297 // Update all dependent properties
298 m_material->animX1 = static_cast<float>(m_sourceA.x()) / m_sheetSize.width();
299 m_material->animY1 = static_cast<float>(m_sourceA.y()) / m_sheetSize.height();
300 m_material->animX2 = static_cast<float>(m_sourceB.x()) / m_sheetSize.width();
301 m_material->animY2 = static_cast<float>(m_sourceB.y()) / m_sheetSize.height();
302 m_material->animW = static_cast<float>(m_spriteSize.width()) / m_sheetSize.width();
303 m_material->animH = static_cast<float>(m_spriteSize.height()) / m_sheetSize.height();
304 markDirty(DirtyMaterial);
305 }
306 }
307
setSize(const QSizeF & size)308 void QSGDefaultSpriteNode::setSize(const QSizeF &size)
309 {
310 if (m_size != size) {
311 m_size = size;
312 m_geometryDirty = true;
313 }
314 }
315
setFiltering(QSGTexture::Filtering filtering)316 void QSGDefaultSpriteNode::setFiltering(QSGTexture::Filtering filtering)
317 {
318 m_material->texture->setFiltering(filtering);
319 markDirty(DirtyMaterial);
320 }
321
update()322 void QSGDefaultSpriteNode::update()
323 {
324 if (m_geometryDirty) {
325 updateGeometry();
326 m_geometryDirty = false;
327 }
328 }
329
updateGeometry()330 void QSGDefaultSpriteNode::updateGeometry()
331 {
332 if (!m_material->texture)
333 return;
334
335 SpriteVertices *p = (SpriteVertices *) m_geometry->vertexData();
336
337 QRectF texRect = m_material->texture->normalizedTextureSubRect();
338
339 p->v1.tx = texRect.topLeft().x();
340 p->v1.ty = texRect.topLeft().y();
341
342 p->v2.tx = texRect.topRight().x();
343 p->v2.ty = texRect.topRight().y();
344
345 p->v3.tx = texRect.bottomLeft().x();
346 p->v3.ty = texRect.bottomLeft().y();
347
348 p->v4.tx = texRect.bottomRight().x();
349 p->v4.ty = texRect.bottomRight().y();
350
351 p->v1.x = 0;
352 p->v1.y = 0;
353
354 p->v2.x = m_size.width();
355 p->v2.y = 0;
356
357 p->v3.x = 0;
358 p->v3.y = m_size.height();
359
360 p->v4.x = m_size.width();
361 p->v4.y = m_size.height();
362 markDirty(DirtyGeometry);
363 }
364
365 QT_END_NAMESPACE
366