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<h1 class="title">noisynode.cpp Example File</h1>
<span class="subtitle">scenegraph/graph/noisynode.cpp</span>
<!-- $$$scenegraph/graph/noisynode.cpp-description -->
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<pre class="cpp">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2017 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the examples of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** Commercial License Usage
  ** Licensees holding valid commercial Qt licenses may use this file in
  ** accordance with the commercial license agreement provided with the
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  ** a written agreement between you and The Qt Company. For licensing terms
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  ** information use the contact form at https://www.qt.io/contact-us.
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  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
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  ** modification, are permitted provided that the following conditions are
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  ** $QT_END_LICENSE$
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  ****************************************************************************/</span>

  <span class="preprocessor">#include &quot;noisynode.h&quot;</span>

  <span class="preprocessor">#include &lt;QtCore/QRandomGenerator&gt;</span>
  <span class="preprocessor">#include &lt;QtQuick/QSGSimpleMaterialShader&gt;</span>
  <span class="preprocessor">#include &lt;QtQuick/QSGTexture&gt;</span>
  <span class="preprocessor">#include &lt;QtQuick/QQuickWindow&gt;</span>

  <span class="preprocessor">#define NOISE_SIZE 64</span>

  <span class="keyword">struct</span> NoisyMaterial
  {
      <span class="operator">~</span>NoisyMaterial() {
          <span class="keyword">delete</span> texture;
      }

      <span class="type">QColor</span> color;
      <span class="type"><a href="qsgtexture.html">QSGTexture</a></span> <span class="operator">*</span>texture;
  };

  <span class="keyword">class</span> NoisyShader : <span class="keyword">public</span> <span class="type"><a href="qsgsimplematerialshader.html">QSGSimpleMaterialShader</a></span><span class="operator">&lt;</span>NoisyMaterial<span class="operator">&gt;</span>
  {
      QSG_DECLARE_SIMPLE_SHADER(NoisyShader<span class="operator">,</span> NoisyMaterial)

  <span class="keyword">public</span>:
      NoisyShader() {
          setShaderSourceFile(<span class="type">QOpenGLShader</span><span class="operator">::</span>Vertex<span class="operator">,</span> <span class="string">&quot;:/scenegraph/graph/shaders/noisy.vsh&quot;</span>);
          setShaderSourceFile(<span class="type">QOpenGLShader</span><span class="operator">::</span>Fragment<span class="operator">,</span> <span class="string">&quot;:/scenegraph/graph/shaders/noisy.fsh&quot;</span>);
      }

      <span class="type">QList</span><span class="operator">&lt;</span><span class="type">QByteArray</span><span class="operator">&gt;</span> attributes() <span class="keyword">const</span> override {  <span class="keyword">return</span> <span class="type">QList</span><span class="operator">&lt;</span><span class="type">QByteArray</span><span class="operator">&gt;</span>() <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;aVertex&quot;</span> <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="string">&quot;aTexCoord&quot;</span>; }

      <span class="type">void</span> updateState(<span class="keyword">const</span> NoisyMaterial <span class="operator">*</span>m<span class="operator">,</span> <span class="keyword">const</span> NoisyMaterial <span class="operator">*</span>) override {

          <span class="comment">// Set the color</span>
          program()<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(id_color<span class="operator">,</span> m<span class="operator">-</span><span class="operator">&gt;</span>color);

          <span class="comment">// Bind the texture and set program to use texture unit 0 (the default)</span>
          m<span class="operator">-</span><span class="operator">&gt;</span>texture<span class="operator">-</span><span class="operator">&gt;</span>bind();

          <span class="comment">// Then set the texture size so we can adjust the texture coordinates accordingly in the</span>
          <span class="comment">// vertex shader..</span>
          <span class="type">QSize</span> s <span class="operator">=</span> m<span class="operator">-</span><span class="operator">&gt;</span>texture<span class="operator">-</span><span class="operator">&gt;</span>textureSize();
          program()<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(id_textureSize<span class="operator">,</span> <span class="type">QSizeF</span>(<span class="number">1.0</span> <span class="operator">/</span> s<span class="operator">.</span>width()<span class="operator">,</span> <span class="number">1.0</span> <span class="operator">/</span> s<span class="operator">.</span>height()));
      }

      <span class="type">void</span> resolveUniforms() override {
          id_texture <span class="operator">=</span> program()<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;texture&quot;</span>);
          id_textureSize <span class="operator">=</span> program()<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;textureSize&quot;</span>);
          id_color <span class="operator">=</span> program()<span class="operator">-</span><span class="operator">&gt;</span>uniformLocation(<span class="string">&quot;color&quot;</span>);

          <span class="comment">// We will only use texture unit 0, so set it only once.</span>
          program()<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(id_texture<span class="operator">,</span> <span class="number">0</span>);
      }

  <span class="keyword">private</span>:
      <span class="type">int</span> id_color <span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>;
      <span class="type">int</span> id_texture <span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>;
      <span class="type">int</span> id_textureSize <span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>;
  };

  NoisyNode<span class="operator">::</span>NoisyNode(<span class="type"><a href="qquickwindow.html">QQuickWindow</a></span> <span class="operator">*</span>window)
  {
      <span class="comment">// Make some noise...</span>
      <span class="type">QImage</span> image(NOISE_SIZE<span class="operator">,</span> NOISE_SIZE<span class="operator">,</span> <span class="type">QImage</span><span class="operator">::</span>Format_RGB32);
      <span class="type">uint</span> <span class="operator">*</span>data <span class="operator">=</span> (<span class="type">uint</span> <span class="operator">*</span>) image<span class="operator">.</span>bits();
      <span class="keyword">for</span> (<span class="type">int</span> i<span class="operator">=</span><span class="number">0</span>; i<span class="operator">&lt;</span>NOISE_SIZE <span class="operator">*</span> NOISE_SIZE; <span class="operator">+</span><span class="operator">+</span>i) {
          <span class="type">uint</span> g <span class="operator">=</span> <span class="type">QRandomGenerator</span><span class="operator">::</span>global()<span class="operator">-</span><span class="operator">&gt;</span>bounded(<span class="number">0xff</span>);
          data<span class="operator">[</span>i<span class="operator">]</span> <span class="operator">=</span> <span class="number">0xff000000</span> <span class="operator">|</span> (g <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="number">16</span>) <span class="operator">|</span> (g <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="number">8</span>) <span class="operator">|</span> g;
      }

      <span class="type"><a href="qsgtexture.html">QSGTexture</a></span> <span class="operator">*</span>t <span class="operator">=</span> window<span class="operator">-</span><span class="operator">&gt;</span>createTextureFromImage(image);
      t<span class="operator">-</span><span class="operator">&gt;</span>setFiltering(<span class="type"><a href="qsgtexture.html">QSGTexture</a></span><span class="operator">::</span>Nearest);
      t<span class="operator">-</span><span class="operator">&gt;</span>setHorizontalWrapMode(<span class="type"><a href="qsgtexture.html">QSGTexture</a></span><span class="operator">::</span>Repeat);
      t<span class="operator">-</span><span class="operator">&gt;</span>setVerticalWrapMode(<span class="type"><a href="qsgtexture.html">QSGTexture</a></span><span class="operator">::</span>Repeat);

      <span class="type"><a href="qsgsimplematerial.html">QSGSimpleMaterial</a></span><span class="operator">&lt;</span>NoisyMaterial<span class="operator">&gt;</span> <span class="operator">*</span>m <span class="operator">=</span> NoisyShader<span class="operator">::</span>createMaterial();
      m<span class="operator">-</span><span class="operator">&gt;</span>state()<span class="operator">-</span><span class="operator">&gt;</span>texture <span class="operator">=</span> t;
      m<span class="operator">-</span><span class="operator">&gt;</span>state()<span class="operator">-</span><span class="operator">&gt;</span>color <span class="operator">=</span> <span class="type">QColor</span><span class="operator">::</span>fromRgbF(<span class="number">0.95</span><span class="operator">,</span> <span class="number">0.95</span><span class="operator">,</span> <span class="number">0.97</span>);
      m<span class="operator">-</span><span class="operator">&gt;</span>setFlag(<span class="type"><a href="qsgmaterial.html">QSGMaterial</a></span><span class="operator">::</span>Blending);

      setMaterial(m);
      setFlag(OwnsMaterial<span class="operator">,</span> <span class="keyword">true</span>);

      <span class="type"><a href="qsggeometry.html">QSGGeometry</a></span> <span class="operator">*</span>g <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qsggeometry.html">QSGGeometry</a></span>(<span class="type"><a href="qsggeometry.html">QSGGeometry</a></span><span class="operator">::</span>defaultAttributes_TexturedPoint2D()<span class="operator">,</span> <span class="number">4</span>);
      <span class="type"><a href="qsggeometry.html">QSGGeometry</a></span><span class="operator">::</span>updateTexturedRectGeometry(g<span class="operator">,</span> <span class="type">QRect</span>()<span class="operator">,</span> <span class="type">QRect</span>());
      setGeometry(g);
      setFlag(OwnsGeometry<span class="operator">,</span> <span class="keyword">true</span>);
  }

  <span class="type">void</span> NoisyNode<span class="operator">::</span>setRect(<span class="keyword">const</span> <span class="type">QRectF</span> <span class="operator">&amp;</span>bounds)
  {
      <span class="type"><a href="qsggeometry.html">QSGGeometry</a></span><span class="operator">::</span>updateTexturedRectGeometry(geometry()<span class="operator">,</span> bounds<span class="operator">,</span> <span class="type">QRectF</span>(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>));
      markDirty(<span class="type"><a href="qsgnode.html">QSGNode</a></span><span class="operator">::</span>DirtyGeometry);
  }

</pre>
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