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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qsgvertexcolormaterial.h"
QT_BEGIN_NAMESPACE
class QSGVertexColorMaterialRhiShader : public QSGMaterialShader
{
public:
QSGVertexColorMaterialRhiShader(int viewCount);
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
QSGVertexColorMaterialRhiShader::QSGVertexColorMaterialRhiShader(int viewCount)
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.vert.qsb"), viewCount);
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/vertexcolor.frag.qsb"), viewCount);
}
bool QSGVertexColorMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *)
{
bool changed = false;
QByteArray *buf = state.uniformData();
const int shaderMatrixCount = newMaterial->viewCount();
const int matrixCount = qMin(state.projectionMatrixCount(), shaderMatrixCount);
for (int viewIndex = 0; viewIndex < matrixCount; ++viewIndex) {
if (state.isMatrixDirty()) {
const QMatrix4x4 m = state.combinedMatrix(viewIndex);
memcpy(buf->data() + 64 * viewIndex, m.constData(), 64);
changed = true;
}
}
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(buf->data() + 64 * shaderMatrixCount, &opacity, 4);
changed = true;
}
return changed;
}
/*!
\class QSGVertexColorMaterial
\brief The QSGVertexColorMaterial class provides a convenient way of rendering per-vertex
colored geometry in the scene graph.
\inmodule QtQuick
\ingroup qtquick-scenegraph-materials
\warning This utility class is only functional when running with the
default backend of the Qt Quick scenegraph.
The vertex color material will give each vertex in a geometry a color. Pixels between
vertices will be linearly interpolated. The colors can contain transparency.
The geometry to be rendered with vertex color must have the following layout. Attribute
position 0 must contain vertices. Attribute position 1 must contain colors, a tuple of
4 values with RGBA layout. Both floats in the range of 0 to 1 and unsigned bytes in
the range 0 to 255 are valid for the color values.
\note The rendering pipeline expects pixels with premultiplied alpha.
QSGGeometry::defaultAttributes_ColoredPoint2D() can be used to construct an attribute
set that is compatible with this material.
The vertex color material respects both current opacity and current matrix when
updating it's rendering state.
*/
/*!
Creates a new vertex color material.
*/
QSGVertexColorMaterial::QSGVertexColorMaterial()
{
setFlag(Blending, true);
}
/*!
int QSGVertexColorMaterial::compare() const
As the vertex color material has all its state in the vertex attributes,
all materials will be equal.
\internal
*/
int QSGVertexColorMaterial::compare(const QSGMaterial * /* other */) const
{
return 0;
}
/*!
\internal
*/
QSGMaterialType *QSGVertexColorMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
/*!
\internal
*/
QSGMaterialShader *QSGVertexColorMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
{
Q_UNUSED(renderMode);
return new QSGVertexColorMaterialRhiShader(viewCount());
}
QT_END_NAMESPACE