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#include "noisynode.h"#include <QtQuick/QSGSimpleMaterialShader>#include <QtQuick/QSGTexture>#include <QtQuick/QQuickWindow>#define NOISE_SIZE 64struct NoisyMaterial
{
~NoisyMaterial() {
delete texture;
}
QColor color;
QSGTexture*texture;
};
class NoisyShader : publicQSGSimpleMaterialShader<NoisyMaterial>
{
QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial)
public:
NoisyShader() : id_color(-1), id_texture(-1), id_textureSize(-1) {
setShaderSourceFile(QOpenGLShader::Vertex,":/scenegraph/graph/shaders/noisy.vsh");
setShaderSourceFile(QOpenGLShader::Fragment,":/scenegraph/graph/shaders/noisy.fsh");
}
QList<QByteArray> attributes() const { returnQList<QByteArray>() <<"aVertex"<<"aTexCoord"; }
void updateState(const NoisyMaterial *m,const NoisyMaterial *) {
// Set the color
program()->setUniformValue(id_color, m->color);
// Bind the texture and set program to use texture unit 0 (the default)
m->texture->bind();
// Then set the texture size so we can adjust the texture coordinates accordingly in the// vertex shader..QSize s = m->texture->textureSize();
program()->setUniformValue(id_textureSize,QSizeF(1.0/ s.width(),1.0/ s.height()));
}
void resolveUniforms() {
id_texture = program()->uniformLocation("texture");
id_textureSize = program()->uniformLocation("textureSize");
id_color = program()->uniformLocation("color");
// We will only use texture unit 0, so set it only once.
program()->setUniformValue(id_texture,0);
}
private:
int id_color;
int id_texture;
int id_textureSize;
};
NoisyNode::NoisyNode(QQuickWindow*window)
{
// Make some noise...QImage image(NOISE_SIZE, NOISE_SIZE,QImage::Format_RGB32);
uint*data = (uint*) image.bits();
for (int i=0; i<NOISE_SIZE * NOISE_SIZE; ++i) {
uint g = rand() &0xff;
data[i]=0xff000000| (g <<16) | (g <<8) | g;
}
QSGTexture*t = window->createTextureFromImage(image);
t->setFiltering(QSGTexture::Nearest);
t->setHorizontalWrapMode(QSGTexture::Repeat);
t->setVerticalWrapMode(QSGTexture::Repeat);
QSGSimpleMaterial<NoisyMaterial>*m = NoisyShader::createMaterial();
m->state()->texture = t;
m->state()->color =QColor::fromRgbF(0.95,0.95,0.97);
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial,true);
QSGGeometry*g =newQSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(),4);
QSGGeometry::updateTexturedRectGeometry(g,QRect(),QRect());
setGeometry(g);
setFlag(OwnsGeometry,true);
}
void NoisyNode::setRect(constQRectF&bounds)
{
QSGGeometry::updateTexturedRectGeometry(geometry(), bounds,QRectF(0,0,1,1));
markDirty(QSGNode::DirtyGeometry);
}