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/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Qt scene graph research project.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights.  These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef SHADEREFFECTITEM_H
#define SHADEREFFECTITEM_H

#include "qxitem.h"
#include "effectnode.h"
#include "material.h"
#include "adaptationinterfaces.h"

class QSignalMapper;
class CustomShaderMaterialData;

class ShaderEffectItem : public QxItem, public AbstractEffect
{
    Q_OBJECT
    Q_PROPERTY(QString fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged);
    Q_PROPERTY(QString vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged);
    Q_PROPERTY(bool blending READ blending WRITE setBlending NOTIFY blendingChanged);
    Q_PROPERTY(bool active READ active WRITE setActive NOTIFY activeChanged);
    Q_PROPERTY(QSize margins READ margins WRITE setMargins NOTIFY marginsChanged);
    Q_PROPERTY(QSize meshResolution READ meshResolution WRITE setMeshResolution NOTIFY meshResolutionChanged);

public:
    ShaderEffectItem(QxItem *parent = 0);
    virtual void componentComplete();

    virtual AbstractEffectType *type() const;
    virtual AbstractEffectProgram *createProgram() const;

    QString fragmentShader() const { return m_fragment_code; }
    void setFragmentShader(const QString &code);
    
    QString vertexShader() const { return m_vertex_code; }
    void setVertexShader(const QString &code);

    bool blending() const { return flags() == Blending; }
    void setBlending(bool enable);

    bool active() const { return m_active; }
    void setActive(bool enable);

    QSize margins() const { return m_node.margins(); }
    void setMargins(const QSize &margins) { m_node.setMargins(margins); }

    QSize meshResolution() const { return m_mesh_resolution; }
    void setMeshResolution(const QSize &size);

signals:
    void fragmentShaderChanged();
    void vertexShaderChanged();
    void blendingChanged();
    void activeChanged();
    void marginsChanged();
    void meshResolutionChanged();

protected:
    virtual void geometryChanged(const QRectF &newGeometry,
                                 const QRectF &oldGeometry);
    virtual void smoothChange(bool newSmooth, bool oldSmooth);
    virtual void transformChanged(const QTransform &newTransform, const QTransform &oldTransform);

private slots:
    void textureCreated(uint id, const QSize &size, int index);
    void effectNodeAboutToRender();
    void changeSource(int index);

private:
    friend class CustomShaderMaterialData;

    void setSource(QxItem *item, int index);
    void disconnectPropertySignals();
    void connectPropertySignals();
    void markShaderProgramAsDirty();
    void updateProperties();
    void updateShaderProgram();
    void lookThroughShaderCode(const QString &code);
    void buildGeometry();
    void updateTransform();

    EffectSubtreeNode m_node;

    CustomShaderMaterialData *m_data;
    AbstractEffectType m_type;

    QGLShaderProgram m_program;
    QString m_fragment_code;
    QString m_vertex_code;
    QVector<QGL::VertexAttribute> m_attributes;
    QVector<QByteArray> m_attributeNames;
    QSet<QByteArray> m_uniformNames;
    QSize m_mesh_resolution;

    struct SourceData
    {
        QSignalMapper *mapper;
        QxItem *item;
        QByteArray name;
        QGLTexture2DConstPtr texture;
        int depth;
    };

    QVector<SourceData> m_sources;

    uint m_linear_filtering : 1;
    uint m_program_dirty : 1;
    uint m_geometry_dirty : 1;
    uint m_active : 1;

    uint m_respects_matrix : 1;
    uint m_respects_opacity : 1;
};

#endif // SHADEREFFECTITEM_H