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<h1 class="title">simplematerial.cpp Example File</h1>
<span class="subtitle">scenegraph/simplematerial/simplematerial.cpp</span>
<!-- $$$scenegraph/simplematerial/simplematerial.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"><span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
<span class="preprocessor">#include <qguiapplication.h></span>
<span class="preprocessor">#include <qsgmaterial.h></span>
<span class="preprocessor">#include <qsgnode.h></span>
<span class="preprocessor">#include <qquickitem.h></span>
<span class="preprocessor">#include <qquickview.h></span>
<span class="preprocessor">#include <qsgsimplerectnode.h></span>
<span class="preprocessor">#include <qsgsimplematerial.h></span>
<span class="keyword">struct</span> State
{
<span class="type">QColor</span> color;
<span class="type">int</span> compare(<span class="keyword">const</span> State <span class="operator">*</span>other) <span class="keyword">const</span> {
<span class="type">uint</span> rgb <span class="operator">=</span> color<span class="operator">.</span>rgba();
<span class="type">uint</span> otherRgb <span class="operator">=</span> other<span class="operator">-</span><span class="operator">></span>color<span class="operator">.</span>rgba();
<span class="keyword">if</span> (rgb <span class="operator">=</span><span class="operator">=</span> otherRgb) {
<span class="keyword">return</span> <span class="number">0</span>;
} <span class="keyword">else</span> <span class="keyword">if</span> (rgb <span class="operator"><</span> otherRgb) {
<span class="keyword">return</span> <span class="operator">-</span><span class="number">1</span>;
} <span class="keyword">else</span> {
<span class="keyword">return</span> <span class="number">1</span>;
}
}
};
<span class="keyword">class</span> Shader : <span class="keyword">public</span> <span class="type"><a href="qsgsimplematerialshader.html">QSGSimpleMaterialShader</a></span><span class="operator"><</span>State<span class="operator">></span>
{
QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(Shader<span class="operator">,</span> State);
<span class="keyword">public</span>:
<span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>vertexShader() <span class="keyword">const</span> {
<span class="keyword">return</span>
<span class="string">"attribute highp vec4 aVertex; \n"</span>
<span class="string">"attribute highp vec2 aTexCoord; \n"</span>
<span class="string">"uniform highp mat4 qt_Matrix; \n"</span>
<span class="string">"varying highp vec2 texCoord; \n"</span>
<span class="string">"void main() { \n"</span>
<span class="string">" gl_Position = qt_Matrix * aVertex; \n"</span>
<span class="string">" texCoord = aTexCoord; \n"</span>
<span class="string">"}"</span>;
}
<span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>fragmentShader() <span class="keyword">const</span> {
<span class="keyword">return</span>
<span class="string">"uniform lowp float qt_Opacity; \n"</span>
<span class="string">"uniform lowp vec4 color; \n"</span>
<span class="string">"varying highp vec2 texCoord; \n"</span>
<span class="string">"void main () \n"</span>
<span class="string">"{ \n"</span>
<span class="string">" gl_FragColor = texCoord.y * texCoord.x * color * qt_Opacity; \n"</span>
<span class="string">"}"</span>;
}
<span class="type">QList</span><span class="operator"><</span><span class="type">QByteArray</span><span class="operator">></span> attributes() <span class="keyword">const</span>
{
<span class="keyword">return</span> <span class="type">QList</span><span class="operator"><</span><span class="type">QByteArray</span><span class="operator">></span>() <span class="operator"><</span><span class="operator"><</span> <span class="string">"aVertex"</span> <span class="operator"><</span><span class="operator"><</span> <span class="string">"aTexCoord"</span>;
}
<span class="type">void</span> updateState(<span class="keyword">const</span> State <span class="operator">*</span>state<span class="operator">,</span> <span class="keyword">const</span> State <span class="operator">*</span>)
{
program()<span class="operator">-</span><span class="operator">></span>setUniformValue(id_color<span class="operator">,</span> state<span class="operator">-</span><span class="operator">></span>color);
}
<span class="type">void</span> resolveUniforms()
{
id_color <span class="operator">=</span> program()<span class="operator">-</span><span class="operator">></span>uniformLocation(<span class="string">"color"</span>);
}
<span class="keyword">private</span>:
<span class="type">int</span> id_color;
};
<span class="keyword">class</span> ColorNode : <span class="keyword">public</span> <span class="type"><a href="qsggeometrynode.html">QSGGeometryNode</a></span>
{
<span class="keyword">public</span>:
ColorNode()
: m_geometry(<span class="type"><a href="qsggeometry.html">QSGGeometry</a></span><span class="operator">::</span>defaultAttributes_TexturedPoint2D()<span class="operator">,</span> <span class="number">4</span>)
{
setGeometry(<span class="operator">&</span>m_geometry);
<span class="type"><a href="qsgsimplematerial.html">QSGSimpleMaterial</a></span><span class="operator"><</span>State<span class="operator">></span> <span class="operator">*</span>material <span class="operator">=</span> Shader<span class="operator">::</span>createMaterial();
material<span class="operator">-</span><span class="operator">></span>setFlag(<span class="type"><a href="qsgmaterial.html">QSGMaterial</a></span><span class="operator">::</span>Blending);
setMaterial(material);
setFlag(OwnsMaterial);
}
<span class="type"><a href="qsggeometry.html">QSGGeometry</a></span> m_geometry;
};
<span class="keyword">class</span> Item : <span class="keyword">public</span> <span class="type"><a href="qquickitem.html">QQuickItem</a></span>
{
Q_OBJECT
Q_PROPERTY(<span class="type">QColor</span> color READ color WRITE setColor NOTIFY colorChanged)
<span class="keyword">public</span>:
Item()
{
setFlag(ItemHasContents<span class="operator">,</span> <span class="keyword">true</span>);
}
<span class="type">void</span> setColor(<span class="keyword">const</span> <span class="type">QColor</span> <span class="operator">&</span>color) {
<span class="keyword">if</span> (m_color <span class="operator">!</span><span class="operator">=</span> color) {
m_color <span class="operator">=</span> color;
<span class="keyword">emit</span> colorChanged();
update();
}
}
<span class="type">QColor</span> color() <span class="keyword">const</span> {
<span class="keyword">return</span> m_color;
}
<span class="keyword">signals</span>:
<span class="type">void</span> colorChanged();
<span class="keyword">private</span>:
<span class="type">QColor</span> m_color;
<span class="keyword">public</span>:
<span class="type"><a href="qsgnode.html">QSGNode</a></span> <span class="operator">*</span>updatePaintNode(<span class="type"><a href="qsgnode.html">QSGNode</a></span> <span class="operator">*</span>node<span class="operator">,</span> UpdatePaintNodeData <span class="operator">*</span>)
{
ColorNode <span class="operator">*</span>n <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator"><</span>ColorNode <span class="operator">*</span><span class="operator">></span>(node);
<span class="keyword">if</span> (<span class="operator">!</span>node)
n <span class="operator">=</span> <span class="keyword">new</span> ColorNode();
<span class="type"><a href="qsggeometry.html">QSGGeometry</a></span><span class="operator">::</span>updateTexturedRectGeometry(n<span class="operator">-</span><span class="operator">></span>geometry()<span class="operator">,</span> boundingRect()<span class="operator">,</span> <span class="type">QRectF</span>(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>));
<span class="keyword">static_cast</span><span class="operator"><</span><span class="type"><a href="qsgsimplematerial.html">QSGSimpleMaterial</a></span><span class="operator"><</span>State<span class="operator">></span><span class="operator">*</span><span class="operator">></span>(n<span class="operator">-</span><span class="operator">></span>material())<span class="operator">-</span><span class="operator">></span>state()<span class="operator">-</span><span class="operator">></span>color <span class="operator">=</span> m_color;
n<span class="operator">-</span><span class="operator">></span>markDirty(<span class="type"><a href="qsgnode.html">QSGNode</a></span><span class="operator">::</span>DirtyGeometry <span class="operator">|</span> <span class="type"><a href="qsgnode.html">QSGNode</a></span><span class="operator">::</span>DirtyMaterial);
<span class="keyword">return</span> n;
}
};
<span class="type">int</span> main(<span class="type">int</span> argc<span class="operator">,</span> <span class="type">char</span> <span class="operator">*</span><span class="operator">*</span>argv)
{
<span class="type">QGuiApplication</span> app(argc<span class="operator">,</span> argv);
qmlRegisterType<span class="operator"><</span>Item<span class="operator">></span>(<span class="string">"SimpleMaterial"</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="string">"SimpleMaterialItem"</span>);
<span class="type"><a href="qquickview.html">QQuickView</a></span> view;
view<span class="operator">.</span>setResizeMode(<span class="type"><a href="qquickview.html">QQuickView</a></span><span class="operator">::</span>SizeRootObjectToView);
view<span class="operator">.</span>setSource(<span class="type">QUrl</span>(<span class="string">"qrc:///scenegraph/simplematerial/main.qml"</span>));
view<span class="operator">.</span>show();
<span class="keyword">return</span> app<span class="operator">.</span>exec();
}
<span class="preprocessor">#include "simplematerial.moc"</span></pre>
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<!-- @@@scenegraph/simplematerial/simplematerial.cpp -->
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