plasma-framework/src/declarativeimports/core/fadingnode.cpp
2021-03-13 17:35:34 +00:00

122 lines
4.0 KiB
C++

/*
SPDX-FileCopyrightText: 2014 David Edmundson <davidedmundson@kde.org>
SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "fadingnode_p.h"
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QSGSimpleMaterialShader>
struct FadingMaterialState {
QSGTexture *source = nullptr;
QSGTexture *target = nullptr;
qreal progress;
};
class FadingMaterialShader : public QSGSimpleMaterialShader<FadingMaterialState>
{
QSG_DECLARE_SIMPLE_SHADER(FadingMaterialShader, FadingMaterialState)
public:
FadingMaterialShader();
using QSGSimpleMaterialShader<FadingMaterialState>::updateState;
void updateState(const FadingMaterialState *newState, const FadingMaterialState *oldState) override;
QList<QByteArray> attributes() const override;
void initialize() override;
private:
QOpenGLFunctions *glFuncs = nullptr;
int m_progressId = 0;
int m_sourceRectId = 0;
int m_targetRectId = 0;
};
FadingMaterialShader::FadingMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/plasma-framework/shaders/fadingmaterial.frag"));
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/plasma-framework/shaders/fadingmaterial.vert"));
}
QList<QByteArray> FadingMaterialShader::attributes() const
{
return {QByteArrayLiteral("qt_Vertex"), QByteArrayLiteral("qt_MultiTexCoord0")};
}
void FadingMaterialShader::updateState(const FadingMaterialState *newState, const FadingMaterialState *oldState)
{
if (!oldState || oldState->source != newState->source) {
glFuncs->glActiveTexture(GL_TEXTURE0);
newState->source->bind();
QRectF rect = newState->source->normalizedTextureSubRect();
program()->setUniformValue(m_sourceRectId, QVector4D(rect.x(), rect.y(), rect.width(), rect.height()));
}
if (!oldState || oldState->target != newState->target) {
glFuncs->glActiveTexture(GL_TEXTURE1);
newState->target->bind();
QRectF rect = newState->target->normalizedTextureSubRect();
program()->setUniformValue(m_targetRectId, QVector4D(rect.x(), rect.y(), rect.width(), rect.height()));
// reset the active texture back to 0 after we changed it to something else
glFuncs->glActiveTexture(GL_TEXTURE0);
}
if (!oldState || oldState->progress != newState->progress) {
program()->setUniformValue(m_progressId, (GLfloat)newState->progress);
}
}
void FadingMaterialShader::initialize()
{
if (!program()->isLinked()) {
// shader not linked, exit otherwise we crash, BUG: 336272
return;
}
QSGSimpleMaterialShader<FadingMaterialState>::initialize();
glFuncs = QOpenGLContext::currentContext()->functions();
program()->bind();
program()->setUniformValue("u_src", 0);
program()->setUniformValue("u_target", 1);
m_progressId = program()->uniformLocation("u_transitionProgress");
m_sourceRectId = program()->uniformLocation("u_src_rect");
m_targetRectId = program()->uniformLocation("u_target_rect");
}
FadingNode::FadingNode(QSGTexture *source, QSGTexture *target)
: m_source(source)
, m_target(target)
{
QSGSimpleMaterial<FadingMaterialState> *m = FadingMaterialShader::createMaterial();
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial, true);
setProgress(1.0);
QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect());
setGeometry(g);
setFlag(QSGNode::OwnsGeometry, true);
}
FadingNode::~FadingNode()
{
}
void FadingNode::setRect(const QRectF &bounds)
{
QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1));
markDirty(QSGNode::DirtyGeometry);
}
void FadingNode::setProgress(qreal progress)
{
QSGSimpleMaterial<FadingMaterialState> *m = static_cast<QSGSimpleMaterial<FadingMaterialState> *>(material());
m->state()->source = m_source.data();
m->state()->target = m_target.data();
m->state()->progress = progress;
markDirty(QSGNode::DirtyMaterial);
}