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);
 }