/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #include "qshaderprogram.h" #include "qshaderprogram_p.h" #include #include #include #include #include #include /*! \class Qt3DRender::QShaderProgram \inmodule Qt3DRender \brief Encapsulates a Shader Program. \inherits Qt3DCore::QNode \since 5.5 A shader program consists of several different shaders, such as vertex and fragment shaders. Qt3D will automatically populate a set of default uniforms if they are encountered during the shader instrospection phase. \table \header \li {1, 1} Default Uniform \li {2, 1} Associated Qt3D Parameter name \li {3, 1} GLSL declaration \row \li {1, 1} ModelMatrix \li {2, 1} modelMatrix \li {3, 1} uniform mat4 modelMatrix; \row \li {1, 1} ViewMatrix \li {2, 1} viewMatrix \li {3, 1} uniform mat4 viewMatrix; \row \li {1, 1} ProjectionMatrix \li {2, 1} projectionMatrix \li {3, 1} uniform mat4 projectionMatrix; \row \li {1, 1} ModelViewMatrix \li {2, 1} modelView \li {3, 1} uniform mat4 modelView; \row \li {1, 1} ViewProjectionMatrix \li {2, 1} viewProjectionMatrix \li {3, 1} uniform mat4 viewProjectionMatrix; \row \li {1, 1} ModelViewProjectionMatrix \li {2, 1} modelViewProjection \br mvp \li {3, 1} uniform mat4 modelViewProjection; \br uniform mat4 mvp; \row \li {1, 1} InverseModelMatrix \li {2, 1} inverseModelMatrix \li {3, 1} uniform mat4 inverseModelMatrix; \row \li {1, 1} InverseViewMatrix \li {2, 1} inverseViewMatrix \li {3, 1} uniform mat4 inverseViewMatrix; \row \li {1, 1} InverseProjectionMatrix \li {2, 1} inverseProjectionMatrix \li {3, 1} uniform mat4 inverseProjectionMatrix; \row \li {1, 1} InverseModelViewMatrix \li {2, 1} inverseModelView \li {3, 1} uniform mat4 inverseModelView; \row \li {1, 1} InverseViewProjectionMatrix \li {2, 1} inverseViewProjectionMatrix \li {3, 1} uniform mat4 inverseViewProjectionMatrix; \row \li {1, 1} InverseModelViewProjectionMatrix \li {2, 1} inverseModelViewProjection \li {3, 1} uniform mat4 inverseModelViewProjection; \row \li {1, 1} ModelNormalMatrix \li {2, 1} modelNormalMatrix \li {3, 1} uniform mat3 modelNormalMatrix; \row \li {1, 1} ModelViewNormalMatrix \li {2, 1} modelViewNormal \li {3, 1} uniform mat3 modelViewNormal; \row \li {1, 1} ViewportMatrix \li {2, 1} viewportMatrix \li {3, 1} uniform mat4 viewportMatrix; \row \li {1, 1} InverseViewportMatrix \li {2, 1} inverseViewportMatrix \li {3, 1} uniform mat4 inverseViewportMatrix; \row \li {1, 1} AspectRatio \br (surface width / surface height) \li {2, 1} aspectRatio \li {3, 1} uniform float aspectRatio; \row \li {1, 1} Exposure \li {2, 1} exposure \li {3, 1} uniform float exposure; \row \li {1, 1} Gamma \li {2, 1} gamma \li {3, 1} uniform float gamma; \row \li {1, 1} Time \br (in nano seconds) \li {2, 1} time \li {3, 1} uniform float time; \row \li {1, 1} EyePosition \li {2, 1} eyePosition \li {3, 1} uniform vec3 eyePosition; \row \li {1, 1} SkinningPalette \li {2, 1} skinningPalette[0] \li {3, 1} const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints]; \endtable */ /*! \qmltype ShaderProgram \instantiates Qt3DRender::QShaderProgram \inqmlmodule Qt3D.Render \brief Encapsulates a Shader Program. \since 5.5 ShaderProgram class encapsulates a shader program. A shader program consists of several different shaders, such as vertex and fragment shaders. Qt3D will automatically populate a set of default uniforms if they are encountered during the shader instrospection phase. \table \header \li {1, 1} Default Uniform \li {2, 1} Associated Qt3D Parameter name \li {3, 1} GLSL declaration \row \li {1, 1} ModelMatrix \li {2, 1} modelMatrix \li {3, 1} uniform mat4 modelMatrix; \row \li {1, 1} ViewMatrix \li {2, 1} viewMatrix \li {3, 1} uniform mat4 viewMatrix; \row \li {1, 1} ProjectionMatrix \li {2, 1} projectionMatrix \li {3, 1} uniform mat4 projectionMatrix; \row \li {1, 1} ModelViewMatrix \li {2, 1} modelView \li {3, 1} uniform mat4 modelView; \row \li {1, 1} ViewProjectionMatrix \li {2, 1} viewProjectionMatrix \li {3, 1} uniform mat4 viewProjectionMatrix; \row \li {1, 1} ModelViewProjectionMatrix \li {2, 1} modelViewProjection \br mvp \li {3, 1} uniform mat4 modelViewProjection; \br uniform mat4 mvp; \row \li {1, 1} InverseModelMatrix \li {2, 1} inverseModelMatrix \li {3, 1} uniform mat4 inverseModelMatrix; \row \li {1, 1} InverseViewMatrix \li {2, 1} inverseViewMatrix \li {3, 1} uniform mat4 inverseViewMatrix; \row \li {1, 1} InverseProjectionMatrix \li {2, 1} inverseProjectionMatrix \li {3, 1} uniform mat4 inverseProjectionMatrix; \row \li {1, 1} InverseModelViewMatrix \li {2, 1} inverseModelView \li {3, 1} uniform mat4 inverseModelView; \row \li {1, 1} InverseViewProjectionMatrix \li {2, 1} inverseViewProjectionMatrix \li {3, 1} uniform mat4 inverseViewProjectionMatrix; \row \li {1, 1} InverseModelViewProjectionMatrix \li {2, 1} inverseModelViewProjection \li {3, 1} uniform mat4 inverseModelViewProjection; \row \li {1, 1} ModelNormalMatrix \li {2, 1} modelNormalMatrix \li {3, 1} uniform mat3 modelNormalMatrix; \row \li {1, 1} ModelViewNormalMatrix \li {2, 1} modelViewNormal \li {3, 1} uniform mat3 modelViewNormal; \row \li {1, 1} ViewportMatrix \li {2, 1} viewportMatrix \li {3, 1} uniform mat4 viewportMatrix; \row \li {1, 1} InverseViewportMatrix \li {2, 1} inverseViewportMatrix \li {3, 1} uniform mat4 inverseViewportMatrix; \row \li {1, 1} AspectRatio \br (surface width / surface height) \li {2, 1} aspectRatio \li {3, 1} uniform float aspectRatio; \row \li {1, 1} Exposure \li {2, 1} exposure \li {3, 1} uniform float exposure; \row \li {1, 1} Gamma \li {2, 1} gamma \li {3, 1} uniform float gamma; \row \li {1, 1} Time \br (in nano seconds) \li {2, 1} time \li {3, 1} uniform float time; \row \li {1, 1} EyePosition \li {2, 1} eyePosition \li {3, 1} uniform vec3 eyePosition; \row \li {1, 1} SkinningPalette \li {2, 1} skinningPalette[0] \li {3, 1} const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints]; \endtable */ /*! \enum QShaderProgram::ShaderType This enum identifies the type of shader used. \value Vertex Vertex shader \value Fragment Fragment shader \value TessellationControl Tesselation control shader \value TessellationEvaluation Tesselation evaluation shader \value Geometry Geometry shader \value Compute Compute shader */ /*! \enum QShaderProgram::Status This enum identifies the status of shader used. \value NotReady The shader hasn't been compiled and linked yet \value Ready The shader was successfully compiled \value Error An error occurred while compiling the shader */ /*! \enum QShaderProgram::Format This enum identifies the format of the shader code used. \value GLSL OpenGL \value SPIRV Vulkan, OpenGL 5 \since 5.15 */ QT_BEGIN_NAMESPACE namespace Qt3DRender { QShaderProgramPrivate::QShaderProgramPrivate() : QNodePrivate() , m_status(QShaderProgram::NotReady) , m_format(QShaderProgram::GLSL) { } void QShaderProgramPrivate::setLog(const QString &log) { Q_Q(QShaderProgram); if (log != m_log) { m_log = log; const bool blocked = q->blockNotifications(true); emit q->logChanged(m_log); q->blockNotifications(blocked); } } void QShaderProgramPrivate::setStatus(QShaderProgram::Status status) { Q_Q(QShaderProgram); if (status != m_status) { m_status = status; const bool blocked = q->blockNotifications(true); emit q->statusChanged(m_status); q->blockNotifications(blocked); } } QShaderProgram::QShaderProgram(QNode *parent) : QNode(*new QShaderProgramPrivate, parent) { } QShaderProgram::~QShaderProgram() { } /*! \internal */ QShaderProgram::QShaderProgram(QShaderProgramPrivate &dd, QNode *parent) : QNode(dd, parent) { } /*! Posts a scene change with parameter \a change. */ void QShaderProgram::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &change) { Q_D(QShaderProgram); if (change->type() == Qt3DCore::PropertyUpdated) { const Qt3DCore::QPropertyUpdatedChangePtr e = qSharedPointerCast(change); if (e->propertyName() == QByteArrayLiteral("log")) d->setLog(e->value().toString()); else if (e->propertyName() == QByteArrayLiteral("status")) d->setStatus(static_cast(e->value().toInt())); } } /*! \qmlproperty string ShaderProgram::vertexShaderCode Holds the vertex shader code used by this shader program. */ /*! \property QShaderProgram::vertexShaderCode Holds the vertex shader code used by this shader program. */ void QShaderProgram::setVertexShaderCode(const QByteArray &vertexShaderCode) { Q_D(QShaderProgram); if (vertexShaderCode != d->m_vertexShaderCode) { d->m_vertexShaderCode = vertexShaderCode; emit vertexShaderCodeChanged(vertexShaderCode); } } QByteArray QShaderProgram::vertexShaderCode() const { Q_D(const QShaderProgram); return d->m_vertexShaderCode; } /*! \qmlproperty string ShaderProgram::tessellationControlShaderCode Holds the tesselation control shader code used by this shader program. */ /*! \property QShaderProgram::tessellationControlShaderCode Holds the tesselation control shader code used by this shader program. */ void QShaderProgram::setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode) { Q_D(QShaderProgram); if (tessellationControlShaderCode != d->m_tessControlShaderCode) { d->m_tessControlShaderCode = tessellationControlShaderCode; emit tessellationControlShaderCodeChanged(tessellationControlShaderCode); } } QByteArray QShaderProgram::tessellationControlShaderCode() const { Q_D(const QShaderProgram); return d->m_tessControlShaderCode; } /*! \qmlproperty string ShaderProgram::tessellationEvaluationShaderCode Holds the tesselation evaluation shader code used by this shader program. */ /*! \property QShaderProgram::tessellationEvaluationShaderCode Holds the tesselation evaluation shader code used by this shader program. */ void QShaderProgram::setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode) { Q_D(QShaderProgram); if (tessellationEvaluationShaderCode != d->m_tessEvalShaderCode) { d->m_tessEvalShaderCode = tessellationEvaluationShaderCode; emit tessellationEvaluationShaderCodeChanged(tessellationEvaluationShaderCode); } } QByteArray QShaderProgram::tessellationEvaluationShaderCode() const { Q_D(const QShaderProgram); return d->m_tessEvalShaderCode; } /*! \qmlproperty string ShaderProgram::geometryShaderCode Holds the geometry shader code used by this shader program. */ /*! \property QShaderProgram::geometryShaderCode Holds the geometry shader code used by this shader program. */ void QShaderProgram::setGeometryShaderCode(const QByteArray &geometryShaderCode) { Q_D(QShaderProgram); if (geometryShaderCode != d->m_geometryShaderCode) { d->m_geometryShaderCode = geometryShaderCode; emit geometryShaderCodeChanged(geometryShaderCode); } } QByteArray QShaderProgram::geometryShaderCode() const { Q_D(const QShaderProgram); return d->m_geometryShaderCode; } /*! \qmlproperty string ShaderProgram::fragmentShaderCode Holds the fragment shader code used by this shader program. */ /*! \property QShaderProgram::fragmentShaderCode Holds the fragment shader code used by this shader program. */ void QShaderProgram::setFragmentShaderCode(const QByteArray &fragmentShaderCode) { Q_D(QShaderProgram); if (fragmentShaderCode != d->m_fragmentShaderCode) { d->m_fragmentShaderCode = fragmentShaderCode; emit fragmentShaderCodeChanged(fragmentShaderCode); } } QByteArray QShaderProgram::fragmentShaderCode() const { Q_D(const QShaderProgram); return d->m_fragmentShaderCode; } /*! \qmlproperty string ShaderProgram::computeShaderCode Holds the compute shader code used by this shader program. */ /*! \property QShaderProgram::computeShaderCode Holds the compute shader code used by this shader program. */ void QShaderProgram::setComputeShaderCode(const QByteArray &computeShaderCode) { Q_D(QShaderProgram); if (computeShaderCode != d->m_computeShaderCode) { d->m_computeShaderCode = computeShaderCode; emit computeShaderCodeChanged(computeShaderCode); } } QByteArray QShaderProgram::computeShaderCode() const { Q_D(const QShaderProgram); return d->m_computeShaderCode; } /*! Sets the shader code for \a type of shader to the \a shaderCode. */ void QShaderProgram::setShaderCode(ShaderType type, const QByteArray &shaderCode) { switch (type) { case Vertex: setVertexShaderCode(shaderCode); break; case TessellationControl: setTessellationControlShaderCode(shaderCode); break; case TessellationEvaluation: setTessellationEvaluationShaderCode(shaderCode); break; case Geometry: setGeometryShaderCode(shaderCode); break; case Fragment: setFragmentShaderCode(shaderCode); break; case Compute: setComputeShaderCode(shaderCode); break; default: Q_UNREACHABLE(); } } /*! Returns the shader code for \a type. */ QByteArray QShaderProgram::shaderCode(ShaderType type) const { Q_D(const QShaderProgram); switch (type) { case Vertex: return d->m_vertexShaderCode; case TessellationControl: return d->m_tessControlShaderCode; case TessellationEvaluation: return d->m_tessEvalShaderCode; case Geometry: return d->m_geometryShaderCode; case Fragment: return d->m_fragmentShaderCode; case Compute: return d->m_computeShaderCode; default: Q_UNREACHABLE(); } } /*! \qmlproperty string ShaderProgram::log Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program. */ /*! \property QShaderProgram::log Holds the log of the current shader program. This is useful to diagnose a compilation failure of the shader program. */ QString QShaderProgram::log() const { Q_D(const QShaderProgram); return d->m_log; } /*! \qmlproperty enumeration ShaderProgram::status Holds the status of the current shader program. */ /*! \property QShaderProgram::status Holds the status of the current shader program. */ /*! Returns the status of the current shader program. */ QShaderProgram::Status QShaderProgram::status() const { Q_D(const QShaderProgram); return d->m_status; } void QShaderProgram::setFormat(QShaderProgram::Format format) { Q_D(QShaderProgram); if (format != d->m_format) { d->m_format = format; emit formatChanged(format); } } /*! \qmlproperty enumeration ShaderProgram::format \since 5.15 Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL */ /*! \property QShaderProgram::format \since 5.15 Holds the format of the code provided on the ShaderProgram. The default is ShaderProgram.GLSL */ QShaderProgram::Format QShaderProgram::format() const { Q_D(const QShaderProgram); return d->m_format; } QByteArray QShaderProgramPrivate::deincludify(const QString &filePath) { QFile f(filePath); if (!f.open(QIODevice::ReadOnly | QIODevice::Text)) { qWarning() << "Could not read shader source file:" << f.fileName(); return QByteArray(); } QByteArray contents = f.readAll(); return deincludify(contents, filePath); } QByteArray QShaderProgramPrivate::deincludify(const QByteArray &contents, const QString &filePath) { QByteArrayList lines = contents.split('\n'); const QByteArray includeDirective = QByteArrayLiteral("#pragma include"); for (int i = 0; i < lines.count(); ++i) { const auto line = lines[i].simplified(); if (line.startsWith(includeDirective)) { const QString includePartialPath = QString::fromUtf8(line.mid(includeDirective.count() + 1)); QString includePath = QFileInfo(includePartialPath).isAbsolute() ? includePartialPath : QFileInfo(filePath).absolutePath() + QLatin1Char('/') + includePartialPath; if (qEnvironmentVariableIsSet("QT3D_GLSL100_WORKAROUND")) { QString candidate = includePath + QLatin1String("100"); if (QFile::exists(candidate)) includePath = candidate; } lines.removeAt(i); QByteArray includedContents = deincludify(includePath); lines.insert(i, includedContents); QString lineDirective = QString(QStringLiteral("#line %1")).arg(i + 2); lines.insert(i + 1, lineDirective.toUtf8()); } } return lines.join('\n'); } /*! \qmlmethod string ShaderProgram::loadSource(url sourceUrl) Returns the shader code loaded from \a sourceUrl. */ /*! Returns the shader code loaded from \a sourceUrl. */ QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl) { // TO DO: Handle remote path return QShaderProgramPrivate::deincludify(Qt3DRender::QUrlHelper::urlToLocalFileOrQrc(sourceUrl)); } Qt3DCore::QNodeCreatedChangeBasePtr QShaderProgram::createNodeCreationChange() const { auto creationChange = Qt3DCore::QNodeCreatedChangePtr::create(this); auto &data = creationChange->data; Q_D(const QShaderProgram); data.vertexShaderCode = d->m_vertexShaderCode; data.tessellationControlShaderCode = d->m_tessControlShaderCode; data.tessellationEvaluationShaderCode = d->m_tessEvalShaderCode; data.geometryShaderCode = d->m_geometryShaderCode; data.fragmentShaderCode = d->m_fragmentShaderCode; data.computeShaderCode = d->m_computeShaderCode; data.format = d->m_format; return creationChange; } } // of namespace Qt3DRender QT_END_NAMESPACE