" gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
-class QQuickSpriteMaterial : public QSGMaterial
+class QQuickSpriteImageMaterial : public QSGMaterial
{
public:
- QQuickSpriteMaterial();
- virtual ~QQuickSpriteMaterial();
+ QQuickSpriteImageMaterial();
+ ~QQuickSpriteImageMaterial();
virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
virtual QSGMaterialShader *createShader() const;
virtual int compare(const QSGMaterial *other) const
{
- return this - static_cast<const QQuickSpriteMaterial *>(other);
+ return this - static_cast<const QQuickSpriteImageMaterial *>(other);
}
QSGTexture *texture;
float elementHeight;
};
-QQuickSpriteMaterial::QQuickSpriteMaterial()
+QQuickSpriteImageMaterial::QQuickSpriteImageMaterial()
: animT(0.0f)
, animX1(0.0f)
, animY1(0.0f)
setFlag(Blending, true);
}
-QQuickSpriteMaterial::~QQuickSpriteMaterial()
+QQuickSpriteImageMaterial::~QQuickSpriteImageMaterial()
{
delete texture;
}
-class SpriteMaterialData : public QSGMaterialShader
+class SpriteImageMaterialData : public QSGMaterialShader
{
public:
- SpriteMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
+ SpriteImageMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0)
{
}
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
{
- QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
+ QQuickSpriteImageMaterial *m = static_cast<QQuickSpriteImageMaterial *>(newEffect);
m->texture->bind();
program()->setUniformValue(m_opacity_id, state.opacity());
static float chunkOfBytes[1024];
};
-float SpriteMaterialData::chunkOfBytes[1024];
+float SpriteImageMaterialData::chunkOfBytes[1024];
-QSGMaterialShader *QQuickSpriteMaterial::createShader() const
+QSGMaterialShader *QQuickSpriteImageMaterial::createShader() const
{
- return new SpriteMaterialData;
+ return new SpriteImageMaterialData;
}
struct SpriteVertex {
return 0;
}
- m_material = new QQuickSpriteMaterial();
+ m_material = new QQuickSpriteImageMaterial();
QImage image = m_spriteEngine->assembledImage();
if (image.isNull())
{
if (m_pleaseReset) {
delete m_node;
- delete m_material;
m_node = 0;
m_material = 0;
class QQuickSprite;
class QQuickSpriteEngine;
class QSGGeometryNode;
-class QQuickSpriteMaterial;
+class QQuickSpriteImageMaterial;
class Q_AUTOTEST_EXPORT QQuickSpriteImage : public QQuickItem
{
Q_OBJECT
void prepareNextFrame();
QSGGeometryNode* buildNode();
QSGGeometryNode *m_node;
- QQuickSpriteMaterial *m_material;
+ QQuickSpriteImageMaterial *m_material;
QList<QQuickSprite*> m_sprites;
QQuickSpriteEngine* m_spriteEngine;
QTime m_timestamp;