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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qtext2dmaterial_p.h"
#include "qtext2dmaterial_p_p.h"
#include <Qt3DRender/qfilterkey.h>
#include <Qt3DRender/qmaterial.h>
#include <Qt3DRender/qeffect.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DRender/qparameter.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qgraphicsapifilter.h>
#include <Qt3DRender/qblendequation.h>
#include <Qt3DRender/qblendequationarguments.h>
#include <Qt3DRender/qdepthtest.h>
#include <Qt3DRender/qabstracttexture.h>
#include <QUrl>
#include <QVector3D>
#include <QVector4D>
QT_BEGIN_NAMESPACE
namespace Qt3DExtras {
QText2DMaterialPrivate::QText2DMaterialPrivate()
: QMaterialPrivate()
, m_effect(new Qt3DRender::QEffect())
, m_distanceFieldTexture(nullptr)
, m_textureParameter(new Qt3DRender::QParameter(QStringLiteral("distanceFieldTexture"), QVariant(0)))
, m_textureSizeParameter(new Qt3DRender::QParameter(QStringLiteral("textureWidth"), QVariant(256.f)))
, m_colorParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(255, 255, 255, 255))))
, m_gl3Technique(new Qt3DRender::QTechnique())
, m_gl2Technique(new Qt3DRender::QTechnique())
, m_es2Technique(new Qt3DRender::QTechnique())
, m_rhiTechnique(new Qt3DRender::QTechnique())
, m_gl3RenderPass(new Qt3DRender::QRenderPass())
, m_gl2RenderPass(new Qt3DRender::QRenderPass())
, m_es2RenderPass(new Qt3DRender::QRenderPass())
, m_rhiRenderPass(new Qt3DRender::QRenderPass())
, m_rhiShaderProgram(new Qt3DRender::QShaderProgram())
, m_gl3ShaderProgram(new Qt3DRender::QShaderProgram())
, m_gl2es2ShaderProgram(new Qt3DRender::QShaderProgram())
, m_blend(new Qt3DRender::QBlendEquation())
, m_blendArgs(new Qt3DRender::QBlendEquationArguments())
, m_depthTest(new Qt3DRender::QDepthTest())
{
}
void QText2DMaterialPrivate::init()
{
m_rhiShaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/distancefieldtext.vert"))));
m_rhiShaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/distancefieldtext.frag"))));
m_gl3ShaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/distancefieldtext.vert"))));
m_gl3ShaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/distancefieldtext.frag"))));
m_gl2es2ShaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/distancefieldtext.vert"))));
m_gl2es2ShaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/distancefieldtext.frag"))));
m_blend->setBlendFunction(Qt3DRender::QBlendEquation::Add);
m_blendArgs->setSourceRgba(Qt3DRender::QBlendEquationArguments::SourceAlpha);
m_blendArgs->setDestinationRgba(Qt3DRender::QBlendEquationArguments::OneMinusSourceAlpha);
m_depthTest->setDepthFunction(Qt3DRender::QDepthTest::LessOrEqual);
m_gl3RenderPass->setShaderProgram(m_gl3ShaderProgram);
m_gl3RenderPass->addRenderState(m_blend);
m_gl3RenderPass->addRenderState(m_blendArgs);
m_gl3RenderPass->addRenderState(m_depthTest);
m_gl2RenderPass->setShaderProgram(m_gl2es2ShaderProgram);
m_gl2RenderPass->addRenderState(m_blend);
m_gl2RenderPass->addRenderState(m_blendArgs);
m_gl2RenderPass->addRenderState(m_depthTest);
m_es2RenderPass->setShaderProgram(m_gl2es2ShaderProgram);
m_es2RenderPass->addRenderState(m_blend);
m_es2RenderPass->addRenderState(m_blendArgs);
m_es2RenderPass->addRenderState(m_depthTest);
m_rhiRenderPass->setShaderProgram(m_rhiShaderProgram);
m_rhiRenderPass->addRenderState(m_blend);
m_rhiRenderPass->addRenderState(m_blendArgs);
m_rhiRenderPass->addRenderState(m_depthTest);
m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
m_gl3Technique->addRenderPass(m_gl3RenderPass);
m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
m_gl2Technique->addRenderPass(m_gl2RenderPass);
m_es2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
m_es2Technique->graphicsApiFilter()->setMajorVersion(2);
m_es2Technique->graphicsApiFilter()->setMinorVersion(0);
m_es2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
m_es2Technique->addRenderPass(m_es2RenderPass);
m_rhiTechnique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::RHI);
m_rhiTechnique->graphicsApiFilter()->setMajorVersion(1);
m_rhiTechnique->graphicsApiFilter()->setMinorVersion(0);
m_rhiTechnique->addRenderPass(m_rhiRenderPass);
Qt3DRender::QFilterKey *filterKey = new Qt3DRender::QFilterKey(q_func());
filterKey->setName(QStringLiteral("renderingStyle"));
filterKey->setValue(QStringLiteral("forward"));
m_gl3Technique->addFilterKey(filterKey);
m_gl2Technique->addFilterKey(filterKey);
m_es2Technique->addFilterKey(filterKey);
m_rhiTechnique->addFilterKey(filterKey);
m_effect->addTechnique(m_gl3Technique);
m_effect->addTechnique(m_gl2Technique);
m_effect->addTechnique(m_es2Technique);
m_effect->addTechnique(m_rhiTechnique);
m_effect->addParameter(m_textureParameter);
m_effect->addParameter(m_textureSizeParameter);
m_effect->addParameter(m_colorParameter);
q_func()->setEffect(m_effect);
}
QText2DMaterial::QText2DMaterial(Qt3DCore::QNode *parent)
: QMaterial(*new QText2DMaterialPrivate(), parent)
{
Q_D(QText2DMaterial);
d->init();
}
QText2DMaterial::~QText2DMaterial()
{
}
void QText2DMaterial::setColor(const QColor &color)
{
Q_D(QText2DMaterial);
d->m_colorParameter->setValue(QVariant::fromValue(color));
}
void QText2DMaterial::setDistanceFieldTexture(Qt3DRender::QAbstractTexture *tex)
{
Q_D(QText2DMaterial);
d->m_distanceFieldTexture = tex;
if (tex) {
d->m_textureParameter->setValue(QVariant::fromValue(tex));
d->m_textureSizeParameter->setValue(QVariant::fromValue(static_cast<float>(tex->width())));
} else {
d->m_textureParameter->setValue(0);
d->m_textureSizeParameter->setValue(QVariant::fromValue(1.f));
}
}
} // namespace Qt3DExtras
QT_END_NAMESPACE
#include "moc_qtext2dmaterial_p.cpp"