QQuickShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickShaderEffectNode *rootNode)
{
    if (!rootNode)
        rootNode = buildCustomNodes();

    if (!rootNode)
        return 0;

    if (m_dirtyProgram) {
        const bool isES = QOpenGLContext::currentContext()->isOpenGLES();

        QQuickShaderEffectMaterial *material = static_cast<QQuickShaderEffectMaterial *>(rootNode->material());
        Q_ASSERT(material);

        Key s = m_common.source;
        QSGShaderSourceBuilder builder;
        if (s.sourceCode[Key::FragmentShader].isEmpty()) {
            builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag"));
            if (isES)
                builder.removeVersion();
            s.sourceCode[Key::FragmentShader] = builder.source();
            builder.clear();
        }

        builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert"));
        if (isES)
            builder.removeVersion();

        if (s.sourceCode[Key::VertexShader].isEmpty())
            builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert"));
        s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader];

        s.className = metaObject()->className();

        material->setProgramSource(s);
        material->attributes = m_common.attributes;
        foreach (QQuickShaderEffectNode* node, m_nodes)
            node->markDirty(QSGNode::DirtyMaterial);

        m_dirtyProgram = false;
        m_dirtyUniforms = true;
    }

    m_lastTime = m_system->systemSync(this) / 1000.;
    if (true) //Currently this is how we update timestamp... potentially over expensive.
        buildData(rootNode);
    return rootNode;
}
void QSGShaderSourceBuilder::initializeProgramFromFiles(QOpenGLShaderProgram *program,
                                                        const QString &vertexShader,
                                                        const QString &fragmentShader)
{
    Q_ASSERT(program);
    program->removeAllShaders();

    QSGShaderSourceBuilder builder;

    builder.appendSourceFile(vertexShader);
    program->addShaderFromSourceCode(QOpenGLShader::Vertex, builder.source());
    builder.clear();

    builder.appendSourceFile(fragmentShader);
    program->addShaderFromSourceCode(QOpenGLShader::Fragment, builder.source());
}
Example #3
0
const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const
{
    QStringList files = m_sourceFiles[type];
    QSGShaderSourceBuilder builder;
    Q_FOREACH (const QString &file, files)
        builder.appendSourceFile(file);
    m_sources[type] = builder.source();
    return m_sources[type].constData();
}