/**************************************************************************** ** ** 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 #include 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