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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qgraphicsshadereffect_p.h"
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#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
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#include "qglshaderprogram.h"
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#include "gl2paintengineex/qglcustomshaderstage_p.h"
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#define QGL_HAVE_CUSTOM_SHADERS 1
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#endif
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#include <QtGui/qpainter.h>
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#include <QtGui/qgraphicsitem.h>
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#include <QtGui/private/qgraphicseffect_p.h>
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QT_BEGIN_NAMESPACE
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/*#
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\class QGraphicsShaderEffect
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\brief The QGraphicsShaderEffect class is the base class for creating
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custom GLSL shader effects in a QGraphicsScene.
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\since 4.6
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\ingroup multimedia
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\ingroup graphicsview-api
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The specific effect is defined by a fragment of GLSL source code
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supplied to setPixelShaderFragment(). This source code must define a
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function with the signature
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\c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
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that returns the source pixel value
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to use in the paint engine's shader program. The shader fragment
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is linked with the regular shader code used by the GL2 paint engine
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to construct a complete QGLShaderProgram.
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The following example shader converts the incoming pixmap to
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grayscale and then applies a colorize operation using the
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\c effectColor value:
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\code
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static char const colorizeShaderCode[] =
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"uniform lowp vec4 effectColor;\n"
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"lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {\n"
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" vec4 src = texture2D(imageTexture, textureCoords);\n"
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" float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));\n"
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" vec4 colorize = 1.0-((1.0-gray)*(1.0-effectColor));\n"
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" return vec4(colorize.rgb, src.a);\n"
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"}";
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\endcode
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To use this shader code, it is necessary to define a subclass
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of QGraphicsShaderEffect as follows:
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\code
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class ColorizeEffect : public QGraphicsShaderEffect
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{
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Q_OBJECT
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public:
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ColorizeEffect(QObject *parent = 0)
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: QGraphicsShaderEffect(parent), color(Qt::black)
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{
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setPixelShaderFragment(colorizeShaderCode);
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}
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QColor effectColor() const { return color; }
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void setEffectColor(const QColor& c)
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{
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color = c;
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setUniformsDirty();
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}
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protected:
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void setUniforms(QGLShaderProgram *program)
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{
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program->setUniformValue("effectColor", color);
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}
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private:
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QColor color;
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};
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\endcode
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The setUniforms() function is called when the effect is about
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to be used for drawing to give the subclass the opportunity to
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set effect-specific uniform variables.
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QGraphicsShaderEffect is only supported when the GL2 paint engine
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is in use. When any other paint engine is in use (GL1, raster, etc),
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the drawItem() method will draw its item argument directly with
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no effect applied.
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\sa QGraphicsEffect
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*/
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static const char qglslDefaultImageFragmentShader[] = "\
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lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { \
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return texture2D(imageTexture, textureCoords); \
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}\n";
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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class QGLCustomShaderEffectStage : public QGLCustomShaderStage
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{
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public:
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QGLCustomShaderEffectStage
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(QGraphicsShaderEffect *e, const QByteArray& source)
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: QGLCustomShaderStage(),
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effect(e)
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{
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setSource(source);
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}
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void setUniforms(QGLShaderProgram *program);
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QGraphicsShaderEffect *effect;
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};
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void QGLCustomShaderEffectStage::setUniforms(QGLShaderProgram *program)
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{
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effect->setUniforms(program);
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}
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#endif
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class QGraphicsShaderEffectPrivate : public QGraphicsEffectPrivate
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{
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Q_DECLARE_PUBLIC(QGraphicsShaderEffect)
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public:
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QGraphicsShaderEffectPrivate()
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: pixelShaderFragment(qglslDefaultImageFragmentShader)
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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, customShaderStage(0)
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#endif
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{
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}
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QByteArray pixelShaderFragment;
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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QGLCustomShaderEffectStage *customShaderStage;
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#endif
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};
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/*#
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Constructs a shader effect and attaches it to \a parent.
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*/
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QGraphicsShaderEffect::QGraphicsShaderEffect(QObject *parent)
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: QGraphicsEffect(*new QGraphicsShaderEffectPrivate(), parent)
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{
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}
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/*#
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Destroys this shader effect.
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*/
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QGraphicsShaderEffect::~QGraphicsShaderEffect()
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{
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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Q_D(QGraphicsShaderEffect);
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delete d->customShaderStage;
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#endif
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}
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/*#
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Returns the source code for the pixel shader fragment for
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this shader effect. The default is a shader that copies
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its incoming pixmap directly to the output with no effect
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applied.
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\sa setPixelShaderFragment()
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*/
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QByteArray QGraphicsShaderEffect::pixelShaderFragment() const
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{
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Q_D(const QGraphicsShaderEffect);
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return d->pixelShaderFragment;
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}
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/*#
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Sets the source code for the pixel shader fragment for
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this shader effect to \a code.
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The \a code must define a GLSL function with the signature
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\c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
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that returns the source pixel value to use in the paint engine's
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shader program. The following is the default pixel shader fragment,
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which draws a pixmap with no effect applied:
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\code
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lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {
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return texture2D(imageTexture, textureCoords);
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}
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\endcode
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\sa pixelShaderFragment(), setUniforms()
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*/
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void QGraphicsShaderEffect::setPixelShaderFragment(const QByteArray& code)
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{
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Q_D(QGraphicsShaderEffect);
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if (d->pixelShaderFragment != code) {
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d->pixelShaderFragment = code;
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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delete d->customShaderStage;
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d->customShaderStage = 0;
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#endif
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}
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}
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/*#
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\reimp
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*/
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void QGraphicsShaderEffect::draw(QPainter *painter, QGraphicsEffectSource *source)
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{
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Q_D(QGraphicsShaderEffect);
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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// Set the custom shader on the paint engine. The setOnPainter()
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// call may fail if the paint engine is not GL2. In that case,
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// we fall through to drawing the pixmap normally.
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if (!d->customShaderStage) {
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d->customShaderStage = new QGLCustomShaderEffectStage
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(this, d->pixelShaderFragment);
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}
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bool usingShader = d->customShaderStage->setOnPainter(painter);
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QPoint offset;
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if (source->isPixmap()) {
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// No point in drawing in device coordinates (pixmap will be scaled anyways).
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const QPixmap pixmap = source->pixmap(Qt::LogicalCoordinates, &offset);
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painter->drawPixmap(offset, pixmap);
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} else {
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// Draw pixmap in device coordinates to avoid pixmap scaling.
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const QPixmap pixmap = source->pixmap(Qt::DeviceCoordinates, &offset);
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QTransform restoreTransform = painter->worldTransform();
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painter->setWorldTransform(QTransform());
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painter->drawPixmap(offset, pixmap);
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painter->setWorldTransform(restoreTransform);
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}
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// Remove the custom shader to return to normal painting operations.
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if (usingShader)
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d->customShaderStage->removeFromPainter(painter);
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#else
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source->draw(painter);
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#endif
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}
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/*#
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Sets the custom uniform variables on this shader effect to
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be dirty. The setUniforms() function will be called the next
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time the shader program corresponding to this effect is used.
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This function is typically called by subclasses when an
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effect-specific parameter is changed by the application.
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\sa setUniforms()
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*/
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void QGraphicsShaderEffect::setUniformsDirty()
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{
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#ifdef QGL_HAVE_CUSTOM_SHADERS
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Q_D(QGraphicsShaderEffect);
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if (d->customShaderStage)
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d->customShaderStage->setUniformsDirty();
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#endif
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}
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/*#
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Sets custom uniform variables on the current GL context when
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\a program is about to be used by the paint engine.
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This function should be overridden if the shader set with
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setPixelShaderFragment() has additional parameters beyond
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those that the paint engine normally sets itself.
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\sa setUniformsDirty()
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*/
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void QGraphicsShaderEffect::setUniforms(QGLShaderProgram *program)
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{
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Q_UNUSED(program);
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}
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QT_END_NAMESPACE
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