/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QML Shaders plugin of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** 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 1.1, 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. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef SHADEREFFECTITEM_H #define SHADEREFFECTITEM_H #include #include #include "shadereffectsource.h" #include "scenegraph/qsggeometry.h" QT_BEGIN_HEADER QT_BEGIN_NAMESPACE class ShaderEffectItem : public QDeclarativeItem { Q_OBJECT Q_INTERFACES(QDeclarativeParserStatus) Q_PROPERTY(QString fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged) Q_PROPERTY(QString vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged) Q_PROPERTY(bool blending READ blending WRITE setBlending NOTIFY blendingChanged) Q_PROPERTY(QSize meshResolution READ meshResolution WRITE setMeshResolution NOTIFY meshResolutionChanged) public: ShaderEffectItem(QDeclarativeItem* parent = 0); ~ShaderEffectItem(); virtual void componentComplete(); void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget = 0); QString fragmentShader() const { return m_fragment_code; } void setFragmentShader(const QString &code); QString vertexShader() const { return m_vertex_code; } void setVertexShader(const QString &code); bool blending() const { return m_blending; } void setBlending(bool enable); QSize meshResolution() const { return m_meshResolution; } void setMeshResolution(const QSize &size); void preprocess(); Q_SIGNALS: void fragmentShaderChanged(); void vertexShaderChanged(); void blendingChanged(); void activeChanged(); void meshResolutionChanged(); protected: virtual void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry); private Q_SLOTS: void changeSource(int index); void handleVisibilityChange(); void markDirty(); private: void checkViewportUpdateMode(); void renderEffect(QPainter *painter, const QMatrix4x4 &matrix); void updateEffectState(const QMatrix4x4 &matrix); void updateGeometry(); void bindGeometry(); void setSource(const QVariant &var, int index); void disconnectPropertySignals(); void connectPropertySignals(); void reset(); void updateProperties(); void updateShaderProgram(); void lookThroughShaderCode(const QString &code); bool active() const { return m_active; } void setActive(bool enable); private: QString m_fragment_code; QString m_vertex_code; QGLShaderProgram* m_program; QVector m_attributeNames; QSet m_uniformNames; QSize m_meshResolution; QSGGeometry m_geometry; struct SourceData { QSignalMapper *mapper; QPointer source; QPointer item; QByteArray name; }; QVector m_sources; bool m_changed : 1; bool m_blending : 1; bool m_program_dirty : 1; bool m_active : 1; bool m_respectsMatrix : 1; bool m_respectsOpacity : 1; bool m_checkedViewportUpdateMode : 1; bool m_checkedOpenGL : 1; bool m_checkedShaderPrograms : 1; bool m_hasShaderPrograms : 1; bool m_mirrored : 1; bool m_defaultVertexShader : 1; QGLFramebufferObject* m_contextObserver; }; QT_END_HEADER QT_END_NAMESPACE #endif // SHADEREFFECTITEM_H