- Qt 5.3
- Qt Quick
- Scene Graph - Graph
- noisynode.cpp Example File
- Qt 5.3.2 Reference Documentation

# noisynode.cpp Example File

scenegraph/graph/noisynode.cpp

    /****************************************************************************
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    ** This file is part of the examples of the Qt Toolkit.
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    #include "noisynode.h"

    #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 {  return QList<QByteArray>() << "aVertex" << "aTexCoord"; }

        void updateState(const NoisyMaterial *m, const NoisyMaterial *) {

            // 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() {
            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;
        int id_texture;
        int id_textureSize;
    };

    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 = rand() & 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);
    }