QQuickShapeGenericStrokeFillNode::QQuickShapeGenericStrokeFillNode(QQuickWindow *window)
    : m_material(nullptr)
{
    setFlag(QSGNode::OwnsGeometry, true);
    setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_ColoredPoint2D(), 0, 0));
    activateMaterial(window, MatSolidColor);
#ifdef QSG_RUNTIME_DESCRIPTION
    qsgnode_set_description(this, QLatin1String("stroke-fill"));
#endif
}
Esempio n. 2
0
void DeviceGraphicsDX11Renderer::drawParticles (	const Matrix4 &transform,
										ParticlesResource *particles,
										MaterialResource *material,
										DTuint first, DTuint num	)
{
	if (material && particles) {
		activateMaterial(material);

		Matrix4 t = _modelview * transform;
        DeviceGraphicsDX11Shader::setConstantValue(_modelview_uniform, (DTubyte *) &t, sizeof(Matrix4) );
        DeviceGraphicsDX11Shader::setConstantValue(_projection_uniform, (DTubyte *) &_projection, sizeof(Matrix4) );
        DeviceGraphicsDX11Shader::setConstantValue(_camera_uniform, (DTubyte *) &_camera, sizeof(Matrix4) );
         
        DeviceGraphicsDX11Particles *ogl_particles = getParticlesCached(particles);
        ogl_particles->drawRange(first, num);
	}
}
Esempio n. 3
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void DeviceGraphicsDX11Renderer::drawBatch (	const Matrix4 &transform,
										GeometryResource *geometry, 
										MaterialResource *material,
                                        Array<Matrix4> *skeleton)
{
	if (geometry) {
    
        if (material)
            activateMaterial(material);

		Matrix4 t = _modelview * transform;
		//::glUniformMatrix4fv(_modelview_uniform, 1, GL_FALSE, (GLfloat*) &t);
		//::glUniformMatrix4fv(_projection_uniform, 1, GL_FALSE, (GLfloat*) &_projection);
		//::glUniformMatrix4fv(_camera_uniform, 1, GL_FALSE, (GLfloat*) &_camera);
        	
        Array<GeometryResource::Batch> &batches = geometry->getBatches();

        DeviceGraphicsDX11Geometry *ogl_geometry = getGeometryCached(geometry);
        for (DTuint i = 0; i < batches.size(); ++i) {
            GeometryResource::Batch &b = batches[i];
            
            // Upload skeleton
            if (skeleton) {
                Array<Matrix4> transforms;
                transforms.resize(b.weight_to_joint.size());
            
                for (DTuint i = 0; i < b.weight_to_joint.size(); ++i) {
                    transforms[i] = (*skeleton)[b.weight_to_joint[i]];
                }
                
                DeviceGraphicsDX11Shader *shader = getShaderCached(material->getShader());
                //DTint skeleton_uniform = shader->getUniform(DeviceGraphicsDX11Shader::UNIFORM_SKELETON);
                //if (skeleton_uniform != -1)
                    //::glUniformMatrix4fv(skeleton_uniform, transforms.size(), GL_FALSE, (GLfloat*) &transforms[0]);
            }
            
            ogl_geometry->drawRange(b.first_index, b.num_indices);
        }

	}
}      
Esempio n. 4
0
void DeviceGraphicsDX11Renderer::drawRawBatchScreenSpace	(	const Matrix4 &transform, 
														Vector3 *v, 
														Vector3 *n, 
														Texcoord2 *t1, 
														Texcoord2 *t2, 
														Color *c,
														DTuint num,
														MaterialResource *material,
														BatchType batch_type)
{
	Matrix4 projection;
	
	// Same as //::glOrthof(0.0F,1.0F,0.0F,1.0F,-1.0F,1.0F);
	projection._m11 = 2.0F;		projection._m12 = 0.0F;		projection._m13 = 0.0F;		projection._m14 = -1.0F;
	projection._m21 = 0.0F;		projection._m22 = 2.0F;		projection._m23 = 0.0F;		projection._m24 = -1.0F;
	projection._m31 = 0.0F;		projection._m32 = 0.0F;		projection._m33 = -1.0F;	projection._m34 = 0.0F;
	projection._m41 = 0.0F;		projection._m42 = 0.0F;		projection._m43 = 0.0F;		projection._m44 = 1.0F;

	if (material) 
		activateMaterial(material);
	
    DeviceGraphicsDX11Shader::setConstantValue(_modelview_uniform, (DTubyte *) &transform, sizeof(Matrix4) );
    DeviceGraphicsDX11Shader::setConstantValue(_projection_uniform, (DTubyte *) &projection, sizeof(Matrix4) );
    DeviceGraphicsDX11Shader::setConstantValue(_camera_uniform, (DTubyte *) &_camera, sizeof(Matrix4) );

    UINT startSlot = 0;
    UINT numBuffers = 0;

    ID3D11Buffer* buffers[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {NULL};
    UINT strides[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};
    UINT offsets[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};

    D3D11_MAPPED_SUBRESOURCE res;

    _d3dContext->Map(_vertices,0,D3D11_MAP_WRITE_DISCARD,0,&res);
    ::memcpy(res.pData,v,sizeof(Vector3)*num);
    _d3dContext->Unmap(_vertices,0);

    buffers[ShaderResource::ATTRIB_POSITION] = _vertices;
    strides[ShaderResource::ATTRIB_POSITION] = sizeof(Vector3);
	
	if (n) {
        _d3dContext->Map(_normals,0,D3D11_MAP_WRITE_DISCARD,0,&res);
        ::memcpy(res.pData,n,sizeof(Vector3)*num);
        _d3dContext->Unmap(_normals,0);

        buffers[ShaderResource::ATTRIB_NORMAL] = _normals;
        strides[ShaderResource::ATTRIB_NORMAL] = sizeof(Vector3);
	}

	if (t1) {
        _d3dContext->Map(_texcoords1,0,D3D11_MAP_WRITE_DISCARD,0,&res);
        ::memcpy(res.pData,t1,sizeof(Texcoord2)*num);
        _d3dContext->Unmap(_texcoords1,0);

        buffers[ShaderResource::ATTRIB_TEXCOORD0] = _texcoords1;
        strides[ShaderResource::ATTRIB_TEXCOORD0] = sizeof(Texcoord2);
	}
	
	if (t2) {
        _d3dContext->Map(_texcoords2,0,D3D11_MAP_WRITE_DISCARD,0,&res);
        ::memcpy(res.pData,t2,sizeof(Texcoord2)*num);
        _d3dContext->Unmap(_texcoords2,0);

        buffers[ShaderResource::ATTRIB_TEXCOORD1] = _texcoords2;
        strides[ShaderResource::ATTRIB_TEXCOORD1] = sizeof(Texcoord2);
	}
	
	if (c) {
        _d3dContext->Map(_colors,0,D3D11_MAP_WRITE_DISCARD,0,&res);
        ::memcpy(res.pData,c,sizeof(Color)*num);
        _d3dContext->Unmap(_colors,0);

        buffers[ShaderResource::ATTRIB_COLOR] = _colors;
        strides[ShaderResource::ATTRIB_COLOR] = sizeof(Color);
	}

    // Resolve offsets
    DTuint offset = 0;
    for (DTuint i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) {
        offsets[i] = offset;
        offset += strides[i];
    }

    // Bind buffers
    _d3dContext->IASetVertexBuffers(0,ShaderResource::NUM_ATTRIBS,buffers,strides,offsets);
	
	// draw primitives
    D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;

	if (batch_type == BATCH_TRI_STRIP) {
        primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
	} else if (batch_type == BATCH_TRI_POLY) {
        primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
	} else if (batch_type == BATCH_LINES) {
        primType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;        
	} else if (batch_type == BATCH_LINE_LOOP) {
        primType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;        
	} else if (batch_type == BATCH_POINTS) {
        primType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;        
	} else {
		Assert(0);
	}
		
    _d3dContext->IASetPrimitiveTopology(primType);
    _d3dContext->Draw(num,0);
}