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authorMichael Brasser <michael.brasser@nokia.com>2009-04-22 04:47:24 (GMT)
committerMichael Brasser <michael.brasser@nokia.com>2009-04-22 04:47:24 (GMT)
commit2366667fc97eb6a56203b2dd7dac776ff4164abd (patch)
treeb2acb6cc6bfe475d7e619e4788973b61fff775e0 /src/declarative/opengl
parent2c762f3b8b284a7c6dc0c499b7052013bad5b707 (diff)
downloadQt-2366667fc97eb6a56203b2dd7dac776ff4164abd.zip
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Initial import of kinetic-dui branch from the old kinetic
Diffstat (limited to 'src/declarative/opengl')
-rw-r--r--src/declarative/opengl/glbasicshaders.cpp707
-rw-r--r--src/declarative/opengl/glbasicshaders.h244
-rw-r--r--src/declarative/opengl/glheaders.h49
-rw-r--r--src/declarative/opengl/glsave.cpp1
-rw-r--r--src/declarative/opengl/glsave.h111
-rw-r--r--src/declarative/opengl/gltexture.cpp321
-rw-r--r--src/declarative/opengl/gltexture.h116
-rw-r--r--src/declarative/opengl/opengl.pri20
8 files changed, 1569 insertions, 0 deletions
diff --git a/src/declarative/opengl/glbasicshaders.cpp b/src/declarative/opengl/glbasicshaders.cpp
new file mode 100644
index 0000000..e95e53f
--- /dev/null
+++ b/src/declarative/opengl/glbasicshaders.cpp
@@ -0,0 +1,707 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "glbasicshaders.h"
+#include <QDebug>
+#include <QColor>
+
+
+QT_BEGIN_NAMESPACE
+SingleTextureVertexOpacityShader::SingleTextureVertexOpacityShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute lowp float myOpacity;\
+ attribute mediump vec4 myUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ varying lowp float myFragOpacity;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ myFragOpacity = myOpacity;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ varying mediump vec2 myTexCoord;\
+ varying lowp float myFragOpacity;\
+ void main(void)\
+ {\
+ mediump vec4 frag = texture2D(sampler2d,myTexCoord);\
+ gl_FragColor = vec4(frag.rgb, frag.a * myFragOpacity);\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+ bindAttributeLocation("myOpacity", OpacityCoords);
+}
+
+bool SingleTextureVertexOpacityShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ enable();
+ setUniformValue("sampler2d", 0);
+ disable();
+ return true;
+}
+
+void SingleTextureVertexOpacityShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+BlurTextureShader::BlurTextureShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ }"
+ );
+
+#if 0
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform bool horizontal; \
+ uniform mediump float blurStep; \
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 accum = vec4(0, 0, 0, 0); \
+ mediump vec2 offset; \
+ if(horizontal) \
+ offset = vec2(blurStep, 0); \
+ else \
+ offset = vec2(0, blurStep); \
+ accum += texture2D(sampler2d, myTexCoord + 2.0 * offset); \
+ accum += 2.0 * texture2D(sampler2d, myTexCoord + 1.0 * offset); \
+ accum += 4.0 * texture2D(sampler2d, myTexCoord + 0.0 * offset); \
+ accum += 2.0 * texture2D(sampler2d, myTexCoord - 1.0 * offset); \
+ accum += texture2D(sampler2d, myTexCoord - 2.0 * offset); \
+ gl_FragColor = accum / 10.0; \
+ }"
+ );
+#else
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform bool horizontal; \
+ uniform mediump float blurStep; \
+ uniform int blurSteps; \
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 accum = vec4(0, 0, 0, 0); \
+ mediump vec2 offset; \
+ if(horizontal) \
+ offset = vec2(blurStep, 0); \
+ else \
+ offset = vec2(0, blurStep); \
+ mediump float sum = 0.0; \
+ for(int ii = 0; ii < blurSteps; ++ii) { \
+ mediump float frac = float(blurSteps - ii) / float(blurSteps); \
+ mediump vec2 coord = myTexCoord + -float(ii) * offset; \
+ if(coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \
+ accum += texture2D(sampler2d, coord) * frac; \
+ sum += frac; \
+ } \
+ for(int ii = 1; ii < blurSteps; ++ii) { \
+ mediump float frac = float(blurSteps - ii) / float(blurSteps); \
+ mediump vec2 coord = myTexCoord + float(ii) * offset; \
+ if(coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \
+ accum += texture2D(sampler2d, coord) * frac; \
+ sum += frac; \
+ } \
+ gl_FragColor = accum / sum; \
+ }"
+ );
+#endif
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+}
+
+bool BlurTextureShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ mode = uniformLocation("horizontal");
+ step = uniformLocation("blurStep");
+ steps = uniformLocation("blurSteps");
+ enable();
+ setUniformValue("sampler2d", 0);
+ disable();
+ return true;
+}
+
+void BlurTextureShader::setStep(float f)
+{
+ setUniformValue(step, f);
+}
+
+void BlurTextureShader::setSteps(int s)
+{
+ setUniformValue(steps, s);
+}
+
+void BlurTextureShader::setMode(Mode m)
+{
+ if(m == Horizontal)
+ setUniformValue(mode, 1);
+ else
+ setUniformValue(mode, 0);
+}
+
+void BlurTextureShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+DualTextureBlendShader::DualTextureBlendShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ attribute mediump vec4 myBlendUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ varying mediump vec2 myBlendTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ myBlendTexCoord = myBlendUV.st;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform sampler2D sampler2dBlend;\
+ uniform lowp float myOpacity;\
+ uniform lowp float myBlend; \
+ varying mediump vec2 myTexCoord;\
+ varying mediump vec2 myBlendTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 tex = texture2D(sampler2d,myTexCoord);\
+ mediump vec4 blendtex = texture2D(sampler2dBlend, myBlendTexCoord);\
+ gl_FragColor = mix(tex, blendtex, myBlend) * myOpacity; \
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+ bindAttributeLocation("myBlendUV", BlendTextureCoords);
+}
+
+bool DualTextureBlendShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ opacity = uniformLocation("myOpacity");
+ blend = uniformLocation("myBlend");
+ enable();
+ setUniformValue("sampler2d", 0);
+ setUniformValue("sampler2dBlend", 1);
+ disable();
+ return true;
+}
+
+void DualTextureBlendShader::setOpacity(GLfloat o)
+{
+ setUniformValue(opacity, o);
+}
+
+void DualTextureBlendShader::setBlend(GLfloat b)
+{
+ setUniformValue(blend, b);
+}
+
+void DualTextureBlendShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+DualTextureAddShader::DualTextureAddShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ attribute mediump vec4 myAddUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ varying mediump vec2 myAddTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ myAddTexCoord = myAddUV.st;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform sampler2D sampler2dAdd;\
+ uniform lowp float myOpacity;\
+ varying mediump vec2 myTexCoord;\
+ varying mediump vec2 myAddTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 tex = texture2D(sampler2d,myTexCoord);\
+ mediump vec4 addtex = texture2D(sampler2dAdd, myAddTexCoord);\
+ tex = tex + vec4(addtex.rgb * addtex.a * tex.a, 0); \
+ tex = min(tex, vec4(1, 1, 1, 1)); \
+ gl_FragColor = vec4(tex.rgb, tex.a) * myOpacity;\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+ bindAttributeLocation("myAddUV", AddTextureCoords);
+}
+
+void DualTextureAddShader::setOpacity(GLfloat f)
+{
+ setUniformValue(opacity, f);
+}
+
+void DualTextureAddShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+bool DualTextureAddShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ opacity = uniformLocation("myOpacity");
+ enable();
+ setUniformValue("sampler2d", 0);
+ setUniformValue("sampler2dAdd", 1);
+ disable();
+ return true;
+}
+
+SingleTextureShader::SingleTextureShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ gl_FragColor = texture2D(sampler2d,myTexCoord);\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+}
+
+bool SingleTextureShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ enable();
+ setUniformValue("sampler2d", 0);
+ disable();
+ return true;
+}
+
+void SingleTextureShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+ConstantColorShader::ConstantColorShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ uniform mediump mat4 myPMVMatrix;\
+ attribute highp vec4 myVertex;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex; \
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform lowp vec4 myColor;\
+ void main(void)\
+ {\
+ gl_FragColor = myColor;\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+}
+
+void ConstantColorShader::setColor(const QColor &c)
+{
+ setUniformValue(color, c);
+}
+
+void ConstantColorShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+bool ConstantColorShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ color = uniformLocation("myColor");
+ return true;
+}
+
+ColorShader::ColorShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ uniform mediump mat4 myPMVMatrix;\
+ attribute highp vec4 myVertex;\
+ attribute lowp vec4 myColors;\
+ varying lowp vec4 myColor;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex; \
+ myColor = myColors; \
+ }"
+ );
+
+ frag.setSourceCode("\
+ varying lowp vec4 myColor;\
+ void main(void)\
+ {\
+ gl_FragColor = myColor;\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myColors", Colors);
+}
+
+void ColorShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+bool ColorShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ return true;
+}
+
+class GLBasicShadersPrivate
+{
+public:
+ GLBasicShadersPrivate();
+ ~GLBasicShadersPrivate();
+
+ BlurTextureShader *blurTexture;
+ SingleTextureShader *singleTexture;
+ SingleTextureOpacityShader *singleTextureOpacity;
+ DualTextureAddShader *dualTextureAdd;
+ SingleTextureShadowShader *singleTextureShadow;
+ SingleTextureVertexOpacityShader *singleTextureVertexOpacity;
+ ConstantColorShader *constantColor;
+ ColorShader *color;
+};
+
+GLBasicShadersPrivate::GLBasicShadersPrivate()
+: blurTexture(0), singleTexture(0), singleTextureOpacity(0),
+ dualTextureAdd(0), singleTextureShadow(0), singleTextureVertexOpacity(0),
+ constantColor(0), color(0)
+{
+}
+
+GLBasicShadersPrivate::~GLBasicShadersPrivate()
+{
+ delete blurTexture;
+ delete singleTexture;
+ delete singleTextureOpacity;
+ delete dualTextureAdd;
+ delete singleTextureVertexOpacity;
+ delete singleTextureShadow;
+ delete constantColor;
+ delete color;
+}
+
+GLBasicShaders::GLBasicShaders()
+: d(new GLBasicShadersPrivate)
+{
+}
+
+GLBasicShaders::~GLBasicShaders()
+{
+ delete d;
+}
+
+BlurTextureShader *GLBasicShaders::blurTexture()
+{
+ if(!d->blurTexture) d->blurTexture = new BlurTextureShader();
+ return d->blurTexture;
+}
+
+SingleTextureShader *GLBasicShaders::singleTexture()
+{
+ if(!d->singleTexture) d->singleTexture = new SingleTextureShader();
+ return d->singleTexture;
+}
+
+SingleTextureOpacityShader *GLBasicShaders::singleTextureOpacity()
+{
+ if(!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader();
+ return d->singleTextureOpacity;
+}
+
+DualTextureAddShader *GLBasicShaders::dualTextureAdd()
+{
+ if(!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader();
+ return d->dualTextureAdd;
+}
+
+SingleTextureVertexOpacityShader *GLBasicShaders::singleTextureVertexOpacity()
+{
+ if(!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader();
+ return d->singleTextureVertexOpacity;
+}
+
+SingleTextureShadowShader *GLBasicShaders::singleTextureShadow()
+{
+ if(!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader();
+ return d->singleTextureShadow;
+}
+
+ConstantColorShader *GLBasicShaders::constantColor()
+{
+ if(!d->constantColor) d->constantColor = new ConstantColorShader();
+ return d->constantColor;
+}
+
+ColorShader *GLBasicShaders::color()
+{
+ if(!d->color) d->color = new ColorShader();
+ return d->color;
+}
+
+SingleTextureOpacityShader::SingleTextureOpacityShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform lowp float myOpacity;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 tex = texture2D(sampler2d,myTexCoord);\
+ gl_FragColor = vec4(tex.rgb, myOpacity * tex.a);\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+}
+
+bool SingleTextureOpacityShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ opacity = uniformLocation("myOpacity");
+ enable();
+ setUniformValue("sampler2d", 0);
+ disable();
+ return true;
+}
+
+void SingleTextureOpacityShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+void SingleTextureOpacityShader::setOpacity(GLfloat f)
+{
+ setUniformValue(opacity, f);
+}
+
+SingleTextureShadowShader::SingleTextureShadowShader()
+{
+ QGLShader vert(QGLShader::VertexShader);
+ QGLShader frag(QGLShader::FragmentShader);
+
+ vert.setSourceCode("\
+ attribute highp vec4 myVertex;\
+ attribute mediump vec4 myUV;\
+ uniform mediump mat4 myPMVMatrix;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ gl_Position = myPMVMatrix * myVertex;\
+ myTexCoord = myUV.st;\
+ }"
+ );
+
+ frag.setSourceCode("\
+ uniform sampler2D sampler2d;\
+ uniform lowp float myOpacity;\
+ varying mediump vec2 myTexCoord;\
+ void main(void)\
+ {\
+ mediump vec4 tex = texture2D(sampler2d,myTexCoord);\
+ gl_FragColor = vec4(0, 0, 0, myOpacity * tex.a * .75);\
+ }"
+ );
+
+ addShader(&vert);
+ addShader(&frag);
+
+ bindAttributeLocation("myVertex", Vertices);
+ bindAttributeLocation("myUV", TextureCoords);
+}
+
+bool SingleTextureShadowShader::link()
+{
+ if (!QGLShaderProgram::link())
+ return false;
+ transform = uniformLocation("myPMVMatrix");
+ opacity = uniformLocation("myOpacity");
+ enable();
+ setUniformValue("sampler2d", 0);
+ disable();
+ return true;
+}
+
+void SingleTextureShadowShader::setTransform(const QMatrix4x4 &matrix)
+{
+ setUniformValue(transform, matrix);
+}
+
+void SingleTextureShadowShader::setOpacity(GLfloat f)
+{
+ setUniformValue(opacity, f);
+}
+QT_END_NAMESPACE
diff --git a/src/declarative/opengl/glbasicshaders.h b/src/declarative/opengl/glbasicshaders.h
new file mode 100644
index 0000000..7d358d8
--- /dev/null
+++ b/src/declarative/opengl/glbasicshaders.h
@@ -0,0 +1,244 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef _GLBASICSHADERS_H_
+#define _GLBASICSHADERS_H_
+
+#include <QtOpenGL/qglshaderprogram.h>
+#include <QtGui/qmatrix4x4.h>
+
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+class BlurTextureShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ BlurTextureShader();
+
+ enum { Vertices = 0,
+ TextureCoords = 1 };
+
+ enum Mode { Horizontal, Vertical };
+ void setMode(Mode);
+ void setStep(float);
+ void setSteps(int);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint mode;
+ GLint step;
+ GLint steps;
+ GLint transform;
+};
+
+class SingleTextureShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ SingleTextureShader();
+
+ enum { Vertices = 0,
+ TextureCoords = 1 };
+
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+};
+
+class DualTextureBlendShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ DualTextureBlendShader();
+ enum { Vertices = 0,
+ TextureCoords = 1,
+ BlendTextureCoords = 2 };
+
+ void setOpacity(GLfloat);
+ void setBlend(GLfloat);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+ GLint opacity;
+ GLint blend;
+};
+
+class DualTextureAddShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ DualTextureAddShader();
+ enum { Vertices = 0,
+ TextureCoords = 1,
+ AddTextureCoords = 2 };
+
+ void setOpacity(GLfloat);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+ GLint opacity;
+};
+
+class SingleTextureOpacityShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ SingleTextureOpacityShader();
+
+ enum { Vertices = 0,
+ TextureCoords = 1 };
+
+ void setOpacity(GLfloat);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+ GLint opacity;
+};
+
+class SingleTextureVertexOpacityShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ SingleTextureVertexOpacityShader();
+
+ enum { Vertices = 0,
+ TextureCoords = 1,
+ OpacityCoords = 2 };
+
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+};
+
+
+class SingleTextureShadowShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ SingleTextureShadowShader();
+
+ enum { Vertices = 0,
+ TextureCoords = 1 };
+
+ void setOpacity(GLfloat);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+ GLint opacity;
+};
+
+
+class QColor;
+class ConstantColorShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ ConstantColorShader();
+
+ enum { Vertices = 0 };
+
+ void setColor(const QColor &);
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+ GLint color;
+};
+
+class ColorShader : public QGLShaderProgram
+{
+ Q_OBJECT
+public:
+ ColorShader();
+
+ enum { Vertices = 0, Colors = 1 };
+
+ void setTransform(const QMatrix4x4 &);
+ virtual bool link();
+
+private:
+ GLint transform;
+};
+
+class GLBasicShadersPrivate;
+class GLBasicShaders
+{
+public:
+ GLBasicShaders();
+ virtual ~GLBasicShaders();
+
+ BlurTextureShader *blurTexture();
+ SingleTextureShader *singleTexture();
+ SingleTextureOpacityShader *singleTextureOpacity();
+ DualTextureAddShader *dualTextureAdd();
+ SingleTextureVertexOpacityShader *singleTextureVertexOpacity();
+ SingleTextureShadowShader *singleTextureShadow();
+ ConstantColorShader *constantColor();
+ ColorShader *color();
+
+private:
+ GLBasicShadersPrivate *d;
+};
+
+#endif // _GLBASICSHADERS_H_
+
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
diff --git a/src/declarative/opengl/glheaders.h b/src/declarative/opengl/glheaders.h
new file mode 100644
index 0000000..f0f6a55
--- /dev/null
+++ b/src/declarative/opengl/glheaders.h
@@ -0,0 +1,49 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef _GLHEADERS_H_
+#define _GLHEADERS_H_
+
+#include <qfxglobal.h>
+#define GL_GLEXT_PROTOTYPES 1
+#include <QtOpenGL/qgl.h>
+
+#endif // _GLHEADERS_H_
diff --git a/src/declarative/opengl/glsave.cpp b/src/declarative/opengl/glsave.cpp
new file mode 100644
index 0000000..125e81b
--- /dev/null
+++ b/src/declarative/opengl/glsave.cpp
@@ -0,0 +1 @@
+#include "glsave.h"
diff --git a/src/declarative/opengl/glsave.h b/src/declarative/opengl/glsave.h
new file mode 100644
index 0000000..3a67fb0
--- /dev/null
+++ b/src/declarative/opengl/glsave.h
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef _GLSAVE_H_
+#define _GLSAVE_H_
+
+#include <qglobal.h>
+#include <qfxglobal.h>
+#include <QRect>
+#include "glheaders.h"
+
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+class GLSaveViewport
+{
+public:
+ GLSaveViewport()
+ {
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ }
+
+ ~GLSaveViewport()
+ {
+ glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+ }
+
+private:
+ Q_DISABLE_COPY(GLSaveViewport);
+ GLint viewport[4];
+};
+
+class GLSaveScissor
+{
+public:
+ GLSaveScissor()
+ {
+ enabled = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, box);
+ }
+
+ ~GLSaveScissor()
+ {
+ if(enabled)
+ glEnable(GL_SCISSOR_TEST);
+ else
+ glDisable(GL_SCISSOR_TEST);
+ glScissor(box[0], box[1], box[2], box[3]);
+ }
+
+ bool wasEnabled() const
+ {
+ return enabled == GL_TRUE;
+ }
+
+ QRect rect() const
+ {
+ return QRect(box[0], box[1], box[2], box[3]);
+ }
+
+private:
+ Q_DISABLE_COPY(GLSaveScissor);
+ GLint box[4];
+ GLboolean enabled;
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+#endif // _GLSAVE_H_
diff --git a/src/declarative/opengl/gltexture.cpp b/src/declarative/opengl/gltexture.cpp
new file mode 100644
index 0000000..73deece
--- /dev/null
+++ b/src/declarative/opengl/gltexture.cpp
@@ -0,0 +1,321 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "gltexture.h"
+#include <QImage>
+
+
+QT_BEGIN_NAMESPACE
+/*!
+ \class GLTexture
+ \brief The GLTexture class simplifies the use of OpenGL textures.
+*/
+
+// Copied from QGLWidget::convertToGLFormat
+static QImage QGLWidget_convertToGLFormat(const QImage& img)
+{
+ QImage res = img.convertToFormat(QImage::Format_ARGB32);
+ res = res.mirrored();
+
+ if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
+ // Qt has ARGB; OpenGL wants RGBA
+ for (int i=0; i < res.height(); i++) {
+ uint *p = (uint*)res.scanLine(i);
+ uint *end = p + res.width();
+ while (p < end) {
+ *p = (*p << 8) | ((*p >> 24) & 0xFF);
+ p++;
+ }
+ }
+ }
+ else {
+ // Qt has ARGB; OpenGL wants ABGR (i.e. RGBA backwards)
+ res = res.rgbSwapped();
+ }
+ return res;
+}
+class GLTexturePrivate
+{
+public:
+ GLTexturePrivate(GLTexture *_q)
+ : q(_q), texture(0), width(0), height(0),
+ horizWrap(GLTexture::Repeat), vertWrap(GLTexture::Repeat),
+ minFilter(GLTexture::Linear), magFilter(GLTexture::Linear)
+ {
+ }
+
+ GLTexture *q;
+ GLuint texture;
+ int width;
+ int height;
+ GLTexture::WrapMode horizWrap;
+ GLTexture::WrapMode vertWrap;
+ GLTexture::FilterMode minFilter;
+ GLTexture::FilterMode magFilter;
+
+ void genTexture();
+};
+
+void GLTexturePrivate::genTexture()
+{
+ if(texture)
+ return;
+
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
+ q->setHorizontalWrap(horizWrap);
+ q->setVerticalWrap(vertWrap);
+}
+
+GLTexture::GLTexture()
+: d(new GLTexturePrivate(this))
+{
+}
+
+GLTexture::GLTexture(const QString &file)
+: d(new GLTexturePrivate(this))
+{
+ QImage img(file);
+ if(!img.isNull())
+ setImage(img);
+}
+
+GLTexture::GLTexture(const QImage &img)
+: d(new GLTexturePrivate(this))
+{
+ setImage(img);
+}
+
+GLTexture::~GLTexture()
+{
+ if(d->texture)
+ glDeleteTextures(1, &d->texture);
+ delete d;
+ d = 0;
+}
+
+bool GLTexture::isNull() const
+{
+ return d->texture == 0;
+}
+
+void GLTexture::clear()
+{
+ if(d->texture) {
+ glDeleteTextures(1, &d->texture);
+ d->texture = 0;
+ d->width = 0;
+ d->height = 0;
+ }
+}
+
+static inline int npot(int size)
+{
+ size--;
+ size |= size >> 1;
+ size |= size >> 2;
+ size |= size >> 4;
+ size |= size >> 8;
+ size |= size >> 16;
+ size++;
+ return size;
+}
+
+/*!
+ Set the texture to \a img. If the texture has already been created (either
+ by explicitly setting the size, or by previously setting an image), it will
+ be destroyed and a new texture created with \a img's contents and size.
+ */
+void GLTexture::setImage(const QImage &img)
+{
+ if(img.isNull())
+ return;
+
+ d->genTexture();
+
+ //QImage dataImage = img.scaled(npot(img.width()), npot(img.height()), Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
+ QImage dataImage = QGLWidget_convertToGLFormat(img);
+
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dataImage.width(),
+ dataImage.height(), 0,
+ (dataImage.format() == QImage::Format_ARGB32)?GL_RGBA:GL_RGB,
+ GL_UNSIGNED_BYTE, dataImage.bits());
+ d->width = dataImage.width();
+ d->height = dataImage.height();
+
+#if 0
+ glGenerateMipmap(GL_TEXTURE_2D);
+ int e = glGetError();
+ if(d->magFilter == Linear)
+ setMagFilter(MipmapLinear);
+ if(d->minFilter == Linear)
+ setMinFilter((GLTexture::FilterMode)GL_LINEAR_MIPMAP_LINEAR);
+#endif
+}
+
+void GLTexture::copyImage(const QImage &img, const QPoint &point,
+ const QRect &srcRect)
+{
+ qFatal("Not implemented");
+ Q_UNUSED(img);
+ Q_UNUSED(point);
+ Q_UNUSED(srcRect);
+}
+
+QSize GLTexture::size() const
+{
+ return QSize(d->width, d->height);
+}
+
+int GLTexture::width() const
+{
+ return d->width;
+}
+
+int GLTexture::height() const
+{
+ return d->height;
+}
+
+/*!
+ Sets the \a size of the texture. This will destroy the current contents of
+ the texture. If an image has been assigned, it will need to be reassigned
+ using either setImage() or copyImage().
+
+ If size is invalid (width or height is less than or equal to 0) the texture
+ will be destroyed. This is equivalent to calling clear().
+*/
+void GLTexture::setSize(const QSize &size)
+{
+ if(size.width() <= 0 || size.height() <= 0) {
+ clear();
+ return;
+ }
+
+ d->genTexture();
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ d->width = size.width();
+ d->height = size.height();
+}
+
+GLTexture::WrapMode GLTexture::horizontalWrap() const
+{
+ return d->horizWrap;
+}
+
+GLTexture::WrapMode GLTexture::verticalWrap() const
+{
+ return d->vertWrap;
+}
+
+void GLTexture::setHorizontalWrap(WrapMode mode)
+{
+ d->horizWrap = mode;
+ if(d->texture) {
+ GLint last;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last);
+ if(GLuint(last) != d->texture)
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode);
+ if(GLuint(last) != d->texture)
+ glBindTexture(GL_TEXTURE_2D, last);
+ }
+}
+
+/*!
+ Set the veritcal wrap mode to \a mode.
+ */
+void GLTexture::setVerticalWrap(WrapMode mode)
+{
+ d->vertWrap = mode;
+ if(d->texture) {
+ GLint last;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last);
+ if(GLuint(last) != d->texture)
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode);
+ if(GLuint(last) != d->texture)
+ glBindTexture(GL_TEXTURE_2D, last);
+ }
+}
+
+GLTexture::FilterMode GLTexture::minFilter() const
+{
+ return d->minFilter;
+}
+
+GLTexture::FilterMode GLTexture::magFilter() const
+{
+ return d->magFilter;
+}
+
+void GLTexture::setMinFilter(FilterMode f)
+{
+ if(d->minFilter == f)
+ return;
+ d->minFilter = f;
+ if(d->texture) {
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, d->minFilter);
+ }
+}
+
+void GLTexture::setMagFilter(FilterMode f)
+{
+ if(d->magFilter == f)
+ return;
+ d->magFilter = f;
+ if(d->texture) {
+ glBindTexture(GL_TEXTURE_2D, d->texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, d->magFilter);
+ }
+}
+
+GLuint GLTexture::texture() const
+{
+ return d->texture;
+}
+
+QT_END_NAMESPACE
diff --git a/src/declarative/opengl/gltexture.h b/src/declarative/opengl/gltexture.h
new file mode 100644
index 0000000..f920b60
--- /dev/null
+++ b/src/declarative/opengl/gltexture.h
@@ -0,0 +1,116 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef _GLTEXTURE_H_
+#define _GLTEXTURE_H_
+
+#include <qfxglobal.h>
+
+#include <QRect>
+#include <QPoint>
+#include "glheaders.h"
+
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(Declarative)
+
+class QString;
+class QImage;
+class GLTexturePrivate;
+class Q_DECLARATIVE_EXPORT GLTexture
+{
+public:
+ GLTexture();
+ GLTexture(const QString &file);
+ GLTexture(const QImage &img);
+ virtual ~GLTexture();
+
+ bool isNull() const;
+ void clear();
+
+ void setImage(const QImage &);
+ void copyImage(const QImage &, const QPoint & = QPoint(0, 0), const QRect & = QRect());
+
+ int width() const;
+ int height() const;
+ QSize size() const;
+ void setSize(const QSize &);
+
+ enum WrapMode {
+ Repeat = GL_REPEAT,
+ ClampToEdge = GL_CLAMP_TO_EDGE,
+#if defined(QFX_RENDER_OPENGL2)
+ MirroredRepeat = GL_MIRRORED_REPEAT,
+#else
+ MirroredRepeat = Repeat
+#endif
+ };
+
+ WrapMode horizontalWrap() const;
+ WrapMode verticalWrap() const;
+ void setHorizontalWrap(WrapMode);
+ void setVerticalWrap(WrapMode);
+
+ enum FilterMode {
+ Nearest = GL_NEAREST,
+ Linear = GL_LINEAR,
+ MipmapLinear = GL_LINEAR_MIPMAP_LINEAR
+ };
+
+ FilterMode minFilter() const;
+ FilterMode magFilter() const;
+ void setMinFilter(FilterMode);
+ void setMagFilter(FilterMode);
+
+ GLuint texture() const;
+private:
+ Q_DISABLE_COPY(GLTexture);
+ GLTexturePrivate *d;
+};
+
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+#endif // _GLTEXTURE_H_
diff --git a/src/declarative/opengl/opengl.pri b/src/declarative/opengl/opengl.pri
new file mode 100644
index 0000000..c9ccefb
--- /dev/null
+++ b/src/declarative/opengl/opengl.pri
@@ -0,0 +1,20 @@
+DEPENDPATH += opengl
+INCLUDEPATH += opengl
+INCLUDEPATH += $$QMAKE_INCDIR_OPENGL
+QT += opengl
+
+contains(QT_CONFIG, opengles1) {
+ SOURCES += gltexture.cpp \
+ glsave.cpp
+
+ HEADERS += gltexture.h \
+ glsave.h
+} else:contains(QT_CONFIG, opengles2) {
+ SOURCES += gltexture.cpp \
+ glbasicshaders.cpp \
+ glsave.cpp
+
+ HEADERS += gltexture.h \
+ glbasicshaders.h \
+ glsave.h
+}