c0274df69a
NO_CHANGELOG
122 lines
4.0 KiB
C++
122 lines
4.0 KiB
C++
/*
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SPDX-FileCopyrightText: 2014 David Edmundson <davidedmundson@kde.org>
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SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "fadingnode_p.h"
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QSGSimpleMaterialShader>
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struct FadingMaterialState {
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QSGTexture *source = nullptr;
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QSGTexture *target = nullptr;
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qreal progress;
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};
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class FadingMaterialShader : public QSGSimpleMaterialShader<FadingMaterialState>
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{
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QSG_DECLARE_SIMPLE_SHADER(FadingMaterialShader, FadingMaterialState)
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public:
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FadingMaterialShader();
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using QSGSimpleMaterialShader<FadingMaterialState>::updateState;
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void updateState(const FadingMaterialState *newState, const FadingMaterialState *oldState) override;
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QList<QByteArray> attributes() const override;
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void initialize() override;
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private:
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QOpenGLFunctions *glFuncs = nullptr;
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int m_progressId = 0;
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int m_sourceRectId = 0;
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int m_targetRectId = 0;
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};
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FadingMaterialShader::FadingMaterialShader()
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{
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setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/plasma-framework/shaders/fadingmaterial.frag"));
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setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/plasma-framework/shaders/fadingmaterial.vert"));
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}
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QList<QByteArray> FadingMaterialShader::attributes() const
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{
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return {QByteArrayLiteral("qt_Vertex"), QByteArrayLiteral("qt_MultiTexCoord0")};
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}
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void FadingMaterialShader::updateState(const FadingMaterialState *newState, const FadingMaterialState *oldState)
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{
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if (!oldState || oldState->source != newState->source) {
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glFuncs->glActiveTexture(GL_TEXTURE0);
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newState->source->bind();
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QRectF rect = newState->source->normalizedTextureSubRect();
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program()->setUniformValue(m_sourceRectId, QVector4D(rect.x(), rect.y(), rect.width(), rect.height()));
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}
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if (!oldState || oldState->target != newState->target) {
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glFuncs->glActiveTexture(GL_TEXTURE1);
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newState->target->bind();
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QRectF rect = newState->target->normalizedTextureSubRect();
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program()->setUniformValue(m_targetRectId, QVector4D(rect.x(), rect.y(), rect.width(), rect.height()));
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// reset the active texture back to 0 after we changed it to something else
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glFuncs->glActiveTexture(GL_TEXTURE0);
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}
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if (!oldState || oldState->progress != newState->progress) {
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program()->setUniformValue(m_progressId, (GLfloat)newState->progress);
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}
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}
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void FadingMaterialShader::initialize()
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{
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if (!program()->isLinked()) {
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// shader not linked, exit otherwise we crash, BUG: 336272
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return;
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}
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QSGSimpleMaterialShader<FadingMaterialState>::initialize();
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glFuncs = QOpenGLContext::currentContext()->functions();
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program()->bind();
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program()->setUniformValue("u_src", 0);
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program()->setUniformValue("u_target", 1);
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m_progressId = program()->uniformLocation("u_transitionProgress");
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m_sourceRectId = program()->uniformLocation("u_src_rect");
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m_targetRectId = program()->uniformLocation("u_target_rect");
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}
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FadingNode::FadingNode(QSGTexture *source, QSGTexture *target)
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: m_source(source)
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, m_target(target)
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{
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QSGSimpleMaterial<FadingMaterialState> *m = FadingMaterialShader::createMaterial();
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m->setFlag(QSGMaterial::Blending);
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setMaterial(m);
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setFlag(OwnsMaterial, true);
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setProgress(1.0);
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QSGGeometry *g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
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QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect());
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setGeometry(g);
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setFlag(QSGNode::OwnsGeometry, true);
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}
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FadingNode::~FadingNode()
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{
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}
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void FadingNode::setRect(const QRectF &bounds)
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{
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QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1));
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markDirty(QSGNode::DirtyGeometry);
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}
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void FadingNode::setProgress(qreal progress)
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{
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QSGSimpleMaterial<FadingMaterialState> *m = static_cast<QSGSimpleMaterial<FadingMaterialState> *>(material());
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m->state()->source = m_source.data();
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m->state()->target = m_target.data();
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m->state()->progress = progress;
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markDirty(QSGNode::DirtyMaterial);
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}
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