noisynode.cpp Example File

scenegraph/graph/noisynode.cpp
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#include "noisynode.h" #include <QtCore/QRandomGenerator> #include <QtQuick/QSGSimpleMaterialShader> #include <QtQuick/QSGTexture> #include <QtQuick/QQuickWindow> #define NOISE_SIZE 64 struct NoisyMaterial { ~NoisyMaterial() { delete texture; } QColor color; QSGTexture *texture; }; class NoisyShader : public QSGSimpleMaterialShader<NoisyMaterial> { QSG_DECLARE_SIMPLE_SHADER(NoisyShader, NoisyMaterial) public: NoisyShader() { setShaderSourceFile(QOpenGLShader::Vertex, ":/scenegraph/graph/shaders/noisy.vsh"); setShaderSourceFile(QOpenGLShader::Fragment, ":/scenegraph/graph/shaders/noisy.fsh"); } QList<QByteArray> attributes() const override { return QList<QByteArray>() << "aVertex" << "aTexCoord"; } void updateState(const NoisyMaterial *m, const NoisyMaterial *) override { // 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() override { 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 = -1; int id_texture = -1; int id_textureSize = -1; }; 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 = QRandomGenerator::global()->bounded(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 = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); QSGGeometry::updateTexturedRectGeometry(g, QRect(), QRect()); setGeometry(g); setFlag(OwnsGeometry, true); } void NoisyNode::setRect(const QRectF &bounds) { QSGGeometry::updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1)); markDirty(QSGNode::DirtyGeometry); }

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