qsgvivantevideomaterialshader.cpp 4.07 KiB
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#include "qsgvivantevideomaterialshader.h"
#include "qsgvivantevideonode.h"
#include "qsgvivantevideomaterial.h"
void QSGVivanteVideoMaterialShader::updateState(const RenderState &state,
                                                QSGMaterial *newMaterial,
                                                QSGMaterial *oldMaterial)
    Q_UNUSED(oldMaterial);
    QSGVivanteVideoMaterial *mat = static_cast<QSGVivanteVideoMaterial *>(newMaterial);
    program()->setUniformValue(mIdTexture, 0);
    mat->bind();
    if (state.isOpacityDirty()) {
        mat->setOpacity(state.opacity());
        program()->setUniformValue(mIdOpacity, state.opacity());
    if (state.isMatrixDirty())
        program()->setUniformValue(mIdMatrix, state.combinedMatrix());
const char * const *QSGVivanteVideoMaterialShader::attributeNames() const {
    static const char *names[] = {
        "qt_VertexPosition",
        "qt_VertexTexCoord",
    return names;
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const char *QSGVivanteVideoMaterialShader::vertexShader() const { static const char *shader = "uniform highp mat4 qt_Matrix; \n" "attribute highp vec4 qt_VertexPosition; \n" "attribute highp vec2 qt_VertexTexCoord; \n" "varying highp vec2 qt_TexCoord; \n" "void main() { \n" " qt_TexCoord = qt_VertexTexCoord; \n" " gl_Position = qt_Matrix * qt_VertexPosition; \n" "}"; return shader; } const char *QSGVivanteVideoMaterialShader::fragmentShader() const { static const char *shader = "uniform sampler2D texture;" "uniform lowp float opacity;" "" "varying highp vec2 qt_TexCoord;" "" "void main()" "{" " gl_FragColor = vec4(texture2D( texture, qt_TexCoord ).rgb, 1.0) * opacity;\n" "}"; return shader; } void QSGVivanteVideoMaterialShader::initialize() { mIdMatrix = program()->uniformLocation("qt_Matrix"); mIdTexture = program()->uniformLocation("texture"); mIdOpacity = program()->uniformLocation("opacity"); }