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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "renderview_p.h"
#include <Qt3DRenderer/qmaterial.h>
#include <Qt3DRenderer/qrenderaspect.h>
#include <Qt3DRenderer/qrendertarget.h>
#include <Qt3DRenderer/sphere.h>
#include <Qt3DRenderer/private/cameraselectornode_p.h>
#include <Qt3DRenderer/private/framegraphnode_p.h>
#include <Qt3DRenderer/private/layerfilternode_p.h>
#include <Qt3DRenderer/private/qparameter_p.h>
#include <Qt3DRenderer/private/rendercameralens_p.h>
#include <Qt3DRenderer/private/rendercommand_p.h>
#include <Qt3DRenderer/private/rendereffect_p.h>
#include <Qt3DRenderer/private/renderentity_p.h>
#include <Qt3DRenderer/private/renderer_p.h>
#include <Qt3DRenderer/private/renderlayer_p.h>
#include <Qt3DRenderer/private/renderlogging_p.h>
#include <Qt3DRenderer/private/renderpassfilternode_p.h>
#include <Qt3DRenderer/private/renderrenderpass_p.h>
#include <Qt3DRenderer/private/rendergeometryrenderer_p.h>
#include <Qt3DRenderer/private/renderstate_p.h>
#include <Qt3DRenderer/private/techniquefilternode_p.h>
#include <Qt3DRenderer/private/viewportnode_p.h>
#include <Qt3DRenderer/qparametermapping.h>
#include <Qt3DCore/qentity.h>
#include <QtGui/qsurface.h>
#include <algorithm>
#include <QDebug>
QT_BEGIN_NAMESPACE
namespace Qt3D {
namespace Render {
namespace {
// TODO: Should we treat lack of layer data as implicitly meaning that an
// entity is in all layers?
bool isEntityInLayers(const RenderEntity *entity, const QStringList &layers)
{
if (layers.isEmpty())
return true;
QList<RenderLayer *> renderLayers = entity->renderComponents<RenderLayer>();
Q_FOREACH (RenderLayer *layer, renderLayers) {
if (layer->isEnabled())
Q_FOREACH (const QString &layerName, layer->layers())
if (layers.contains(layerName))
return true;
}
return false;
}
void destroyUniformValue(const QUniformValue *value, QFrameAllocator *allocator)
{
QUniformValue *v = const_cast<QUniformValue *>(value);
if (v->isTexture())
allocator->deallocate(static_cast<TextureUniform *>(v));
else
allocator->deallocate(v);
}
} // anonymouse namespace
RenderView::StandardUniformsPFuncsHash RenderView::ms_standardUniformSetters = RenderView::initializeStandardUniformSetters();
QStringList RenderView::ms_standardAttributesNames = RenderView::initializeStandardAttributeNames();
RenderView::StandardUniformsPFuncsHash RenderView::initializeStandardUniformSetters()
{
RenderView::StandardUniformsPFuncsHash setters;
setters.insert(QStringLiteral("modelMatrix"), &RenderView::modelMatrix);
setters.insert(QStringLiteral("viewMatrix"), &RenderView::viewMatrix);
setters.insert(QStringLiteral("projectionMatrix"), &RenderView::projectionMatrix);
setters.insert(QStringLiteral("modelView"), &RenderView::modelViewMatrix);
setters.insert(QStringLiteral("modelViewProjection"), &RenderView::modelViewProjectionMatrix);
setters.insert(QStringLiteral("mvp"), &RenderView::modelViewProjectionMatrix);
setters.insert(QStringLiteral("inverseModelMatrix"), &RenderView::inverseModelMatrix);
setters.insert(QStringLiteral("inverViewMatrix"), &RenderView::inverseViewMatrix);
setters.insert(QStringLiteral("inverseProjectionMatrix"), &RenderView::inverseProjectionMatrix);
setters.insert(QStringLiteral("inverseModelView"), &RenderView::inverseModelViewMatrix);
setters.insert(QStringLiteral("inverseModelViewProjection"), &RenderView::inverseModelViewProjectionMatrix);
setters.insert(QStringLiteral("modelNormalMatrix"), &RenderView::modelNormalMatrix);
setters.insert(QStringLiteral("modelViewNormal"), &RenderView::modelViewNormalMatrix);
setters.insert(QStringLiteral("viewportMatrix"), &RenderView::viewportMatrix);
setters.insert(QStringLiteral("inverseViewportMatrix"), &RenderView::inverseViewportMatrix);
setters.insert(QStringLiteral("time"), &RenderView::time);
return setters;
}
QStringList RenderView::initializeStandardAttributeNames()
{
QStringList attributesNames;
attributesNames << QAttribute::defaultPositionAttributeName();
attributesNames << QAttribute::defaultTextureCoordinateAttributeName();
attributesNames << QAttribute::defaultNormalAttributeName();
attributesNames << QAttribute::defaultColorAttributeName();
attributesNames << QAttribute::defaultTangentAttributeName();
return attributesNames;
}
QUniformValue *RenderView::modelMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant(model, m_allocator);
}
QUniformValue *RenderView::viewMatrix(const QMatrix4x4 &) const
{
return QUniformValue::fromVariant(*m_data->m_viewMatrix, m_allocator);
}
QUniformValue *RenderView::projectionMatrix(const QMatrix4x4 &) const
{
return QUniformValue::fromVariant(m_data->m_renderCamera->projection(), m_allocator);
}
QUniformValue *RenderView::modelViewMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant(*m_data->m_viewMatrix * model, m_allocator);
}
QUniformValue *RenderView::modelViewProjectionMatrix(const QMatrix4x4 &model) const
{
QMatrix4x4 projection;
if (m_data->m_renderCamera)
projection = m_data->m_renderCamera->projection();
return QUniformValue::fromVariant(projection * *m_data->m_viewMatrix * model, m_allocator);
}
QUniformValue *RenderView::inverseModelMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant(model.inverted(), m_allocator);
}
QUniformValue *RenderView::inverseViewMatrix(const QMatrix4x4 &) const
{
return QUniformValue::fromVariant(m_data->m_viewMatrix->inverted(), m_allocator);
}
QUniformValue *RenderView::inverseProjectionMatrix(const QMatrix4x4 &) const
{
QMatrix4x4 projection;
if (m_data->m_renderCamera)
projection = m_data->m_renderCamera->projection();
return QUniformValue::fromVariant(projection.inverted(), m_allocator);
}
QUniformValue *RenderView::inverseModelViewMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant((*m_data->m_viewMatrix * model).inverted(), m_allocator);
}
QUniformValue *RenderView::inverseModelViewProjectionMatrix(const QMatrix4x4 &model) const
{
QMatrix4x4 projection;
if (m_data->m_renderCamera)
projection = m_data->m_renderCamera->projection();
return QUniformValue::fromVariant((projection * *m_data->m_viewMatrix * model).inverted(0), m_allocator);
}
QUniformValue *RenderView::modelNormalMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant(QVariant::fromValue(model.normalMatrix()), m_allocator);
}
QUniformValue *RenderView::modelViewNormalMatrix(const QMatrix4x4 &model) const
{
return QUniformValue::fromVariant(QVariant::fromValue((*m_data->m_viewMatrix * model).normalMatrix()), m_allocator);
}
// TODO: Move this somewhere global where QGraphicsContext::setViewport() can use it too
static QRectF resolveViewport(const QRectF &fractionalViewport, const QSize &surfaceSize)
{
return QRectF(fractionalViewport.x() * surfaceSize.width(),
(1.0 - fractionalViewport.y() - fractionalViewport.height()) * surfaceSize.height(),
fractionalViewport.width() * surfaceSize.width(),
fractionalViewport.height() * surfaceSize.height());
}
QUniformValue *RenderView::viewportMatrix(const QMatrix4x4 &model) const
{
// TODO: Can we avoid having to pass the model matrix in to these functions?
Q_UNUSED(model);
QMatrix4x4 viewportMatrix;
viewportMatrix.viewport(resolveViewport(*m_viewport, m_surfaceSize));
return QUniformValue::fromVariant(QVariant::fromValue(viewportMatrix), m_allocator);
}
QUniformValue *RenderView::inverseViewportMatrix(const QMatrix4x4 &model) const
{
Q_UNUSED(model);
QMatrix4x4 viewportMatrix;
viewportMatrix.viewport(resolveViewport(*m_viewport, m_surfaceSize));
QMatrix4x4 inverseViewportMatrix = viewportMatrix.inverted();
return QUniformValue::fromVariant(QVariant::fromValue(inverseViewportMatrix), m_allocator);
}
QUniformValue *RenderView::time(const QMatrix4x4 &model) const
{
Q_UNUSED(model);
qint64 time = m_renderer->rendererAspect()->time();
float t = time / 1000000000.0f;
return QUniformValue::fromVariant(QVariant(t), m_allocator);
}
RenderView::RenderView()
: m_renderer(Q_NULLPTR)
, m_allocator(Q_NULLPTR)
, m_data(Q_NULLPTR)
, m_clearColor(Q_NULLPTR)
, m_viewport(Q_NULLPTR)
, m_clearBuffer(QClearBuffer::None)
, m_stateSet(Q_NULLPTR)
, m_noDraw(false)
{
}
RenderView::~RenderView()
{
if (m_allocator == Q_NULLPTR) // Mainly needed for unit tests
return;
Q_FOREACH (RenderCommand *command, m_commands) {
// Deallocate all uniform values of the QUniformPack of each RenderCommand
const QHash<QString, const QUniformValue* > uniforms = command->m_uniforms.uniforms();
const QHash<QString, const QUniformValue* >::const_iterator end = uniforms.constEnd();
QHash<QString, const QUniformValue* >::const_iterator it = uniforms.constBegin();
for (; it != end; ++it)
destroyUniformValue(it.value(), m_allocator);
if (command->m_stateSet != Q_NULLPTR) // We do not delete the RenderState as that is stored statically
m_allocator->deallocate<RenderStateSet>(command->m_stateSet);
// Deallocate RenderCommand
m_allocator->deallocate<RenderCommand>(command);
}
// Deallocate viewMatrix
m_allocator->deallocate<QMatrix4x4>(m_data->m_viewMatrix);
// Deallocate viewport rect
m_allocator->deallocate<QRectF>(m_viewport);
// Deallocate clearColor
m_allocator->deallocate<QColor>(m_clearColor);
// Deallocate m_data
m_allocator->deallocate<InnerData>(m_data);
// Deallocate m_stateSet
if (m_stateSet)
m_allocator->deallocate<RenderStateSet>(m_stateSet);
}
// We need to overload the delete operator so that when the Renderer deletes the list of RenderViews, each RenderView
// can clear itself with the frame allocator and deletes its RenderViews
void RenderView::operator delete(void *ptr)
{
RenderView *rView = static_cast<RenderView *>(ptr);
if (rView != Q_NULLPTR && rView->m_allocator != Q_NULLPTR)
rView->m_allocator->deallocateRawMemory(rView, sizeof(RenderView));
}
// Since placement new is used we need a matching operator delete, at least MSVC complains otherwise
void RenderView::operator delete(void *ptr, void *)
{
RenderView *rView = static_cast<RenderView *>(ptr);
if (rView != Q_NULLPTR && rView->m_allocator != Q_NULLPTR)
rView->m_allocator->deallocateRawMemory(rView, sizeof(RenderView));
}
void RenderView::sort()
{
// Compares the bitsetKey of the RenderCommands
// Key[Depth | StateCost | Shader]
std::sort(m_commands.begin(), m_commands.end(), compareCommands);
// Minimize uniform changes
int i = 0;
while (i < m_commands.size()) {
int j = i;
// Advance while commands share the same shader
while (i < m_commands.size() && m_commands[j]->m_shaderDna == m_commands[i]->m_shaderDna)
++i;
if (i - j > 0) { // Several commands have the same shader, so we minimize uniform changes
QHash<QString, const QUniformValue *> cachedUniforms = m_commands[j++]->m_uniforms.uniforms();
while (j < i) {
QHash<QString, const QUniformValue *> &uniforms = m_commands[j]->m_uniforms.m_uniforms;
QHash<QString, const QUniformValue *>::iterator it = uniforms.begin();
while (it != uniforms.end()) {
bool found = false;
if (cachedUniforms.contains(it.key()) && !it.value()->isTexture()) {
const QUniformValue *refValue = cachedUniforms[it.key()];
if (*const_cast<QUniformValue *>(refValue) == *it.value()) {
destroyUniformValue(it.value(), m_allocator);
it = uniforms.erase(it);
found = true;
}
}
if (!found) {
cachedUniforms.insert(it.key(), it.value());
++it;
}
}
++j;
}
}
++i;
}
}
void RenderView::setRenderer(Renderer *renderer)
{
m_renderer = renderer;
m_data->m_uniformBlockBuilder.shaderDataManager = m_renderer->shaderDataManager();
}
// Tries to order renderCommand by shader so as to minimize shader changes
void RenderView::buildRenderCommands(RenderEntity *node)
{
// Build renderCommand for current node
if (isEntityInLayers(node, m_data->m_layers)) {
RenderGeometryRenderer *geometryRenderer = Q_NULLPTR;
if (node->componentHandle<RenderGeometryRenderer, 16>() != HGeometryRenderer()
&& (geometryRenderer = node->renderComponent<RenderGeometryRenderer>()) != Q_NULLPTR) {
// There is a geometry renderer
if (geometryRenderer != Q_NULLPTR && !geometryRenderer->geometryId().isNull()) {
// TO DO: Perform culling here
// As shaders may be deforming, transforming the mesh
// We might want to make that optional or dependent on an explicit bounding box item
// Find the material, effect, technique and set of render passes to use
RenderMaterial *material = Q_NULLPTR;
RenderEffect *effect = Q_NULLPTR;
if ((material = node->renderComponent<RenderMaterial>()) != Q_NULLPTR && material->isEnabled())
effect = m_renderer->effectManager()->lookupResource(material->effect());
RenderTechnique *technique = findTechniqueForEffect(m_renderer, this, effect);
ParameterInfoList parameters;
// Order set:
// 1 Pass Filter
// 2 Technique Filter
// 3 Material
// 4 Effect
// 5 Technique
// 6 RenderPass
// Add Parameters define in techniqueFilter and passFilter
// passFilter have priority over techniqueFilter
if (m_data->m_passFilter)
parametersFromParametersProvider(¶meters, m_renderer->parameterManager(),
m_data->m_passFilter);
if (m_data->m_techniqueFilter)
parametersFromParametersProvider(¶meters, m_renderer->parameterManager(),
m_data->m_techniqueFilter);
RenderRenderPassList passes;
if (technique) {
passes = findRenderPassesForTechnique(m_renderer, this, technique);
} else {
material = m_renderer->materialManager()->data(m_renderer->defaultMaterialHandle());
effect = m_renderer->effectManager()->data(m_renderer->defaultEffectHandle());
technique = m_renderer->techniqueManager()->data(m_renderer->defaultTechniqueHandle());
passes << m_renderer->renderPassManager()->data(m_renderer->defaultRenderPassHandle());
}
// Get the parameters for our selected rendering setup (override what was defined in the technique/pass filter)
parametersFromMaterialEffectTechnique(¶meters, m_renderer->parameterManager(), material, effect, technique);
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
Q_FOREACH (RenderRenderPass *pass, passes) {
// Add the RenderRenderPass Parameters
ParameterInfoList globalParameter = parameters;
parametersFromParametersProvider(&globalParameter, m_renderer->parameterManager(), pass);
RenderCommand *command = m_allocator->allocate<RenderCommand>();
command->m_depth = m_data->m_eyePos.distanceToPoint(node->worldBoundingVolume()->center());
command->m_geometry = m_renderer->geometryManager()->lookupHandle(geometryRenderer->geometryId());
command->m_geometryRenderer = node->componentHandle<RenderGeometryRenderer, 16>();
command->m_instancesCount = 0;
command->m_stateSet = Q_NULLPTR;
command->m_changeCost = 0;
// For RenderPass based states we use the globally set RenderState
// if no renderstates are defined as part of the pass. That means:
// RenderPass { renderStates: [] } will use the states defined by
// StateSet in the FrameGraph
if (!pass->renderStates().isEmpty())
command->m_stateSet = buildRenderStateSet(pass->renderStates(), m_allocator);
if (command->m_stateSet != Q_NULLPTR) {
// Merge per pass stateset with global stateset
// so that the local stateset only overrides
if (m_stateSet != Q_NULLPTR)
command->m_stateSet->merge(m_stateSet);
command->m_changeCost = m_renderer->defaultRenderState()->changeCost(command->m_stateSet);
}
setShaderAndUniforms(command, pass, parameters, *(node->worldTransform()));
buildSortingKey(command);
m_commands.append(command);
}
}
}
}
// Traverse children
Q_FOREACH (RenderEntity *child, node->children())
buildRenderCommands(child);
}
const AttachmentPack &RenderView::attachmentPack() const
{
return m_attachmentPack;
}
void RenderView::setUniformValue(QUniformPack &uniformPack, const QString &name, const QVariant &value)
{
RenderTexture *tex = Q_NULLPTR;
if ((tex = value.value<RenderTexture *>()) != Q_NULLPTR) {
uniformPack.setTexture(name, tex->peerUuid());
TextureUniform *texUniform = m_allocator->allocate<TextureUniform>();
texUniform->setTextureId(tex->peerUuid());
uniformPack.setUniform(name, texUniform);
} else {
uniformPack.setUniform(name, QUniformValue::fromVariant(value, m_allocator));
}
}
void RenderView::setUniformBlockValue(QUniformPack &uniformPack, RenderShader *shader, const ShaderUniformBlock &block, const QVariant &value)
{
RenderShaderData *shaderData = Q_NULLPTR;
if ((shaderData = value.value<RenderShaderData *>())) {
// UBO are indexed by <ShaderId, ShaderDataId> so that a same QShaderData can be used among different shaders
// while still making sure that if they have a different layout everything will still work
// If two shaders define the same block with the exact same layout, in that case the UBO could be shared
// but how do we know that ? We'll need to compare ShaderUniformBlocks
// For now a UBO is unique to a Shader and a ShaderData
// later we might want to make them shareable across Shaders but
// that will require checking that all Shaders have the same layout for a given
// uniform block
ShaderDataShaderUboKey uboKey(shaderData->peerUuid(),
shader->peerUuid());
BlockToUBO uniformBlockUBO;
uniformBlockUBO.m_blockIndex = block.m_index;
uniformBlockUBO.m_shaderDataID = shaderData->peerUuid();
bool uboNeedsUpdate = false;
// build UBO at uboId if not created before
if (!m_renderer->uboManager()->contains(uboKey)) {
m_renderer->uboManager()->getOrCreateResource(uboKey);
uboNeedsUpdate = true;
}
// If shaderData has been updated (property has changed or one of the nested properties has changed)
// foreach property defined in the QShaderData, we try to fill the value of the corresponding active uniform(s)
// for all the updated properties (all the properties if the UBO was just created)
if (shaderData->needsUpdate(*m_data->m_viewMatrix) || uboNeedsUpdate) {
// Clear previous values remaining in the hash
m_data->m_uniformBlockBuilder.activeUniformNamesToValue.clear();
// Update only update properties if uboNeedsUpdate is true, otherwise update the whole block
m_data->m_uniformBlockBuilder.updatedPropertiesOnly = uboNeedsUpdate;
// Retrieve names and description of each active uniforms in the uniform block
m_data->m_uniformBlockBuilder.uniforms = shader->activeUniformsForBlock(block.m_index);
// Builds the name-value map for the block
m_data->m_uniformBlockBuilder.buildActiveUniformNameValueMapStructHelper(shaderData, block.m_name);
if (!uboNeedsUpdate)
shaderData->addToClearUpdateList();
// copy the name-value map into the BlockToUBO
uniformBlockUBO.m_updatedProperties = m_data->m_uniformBlockBuilder.activeUniformNamesToValue;
uboNeedsUpdate = true;
}
uniformBlockUBO.m_needsUpdate = uboNeedsUpdate;
uniformPack.setUniformBuffer(uniformBlockUBO);
}
}
void RenderView::setDefaultUniformBlockShaderDataValue(QUniformPack &uniformPack, RenderShader *shader, RenderShaderData *shaderData, const QString &structName)
{
m_data->m_uniformBlockBuilder.activeUniformNamesToValue.clear();
// updates transformed properties;
shaderData->needsUpdate(*m_data->m_viewMatrix);
// Force to update the whole block
m_data->m_uniformBlockBuilder.updatedPropertiesOnly = false;
// Retrieve names and description of each active uniforms in the uniform block
m_data->m_uniformBlockBuilder.uniforms = shader->activeUniformsForBlock(-1);
// Build name-value map for the block
m_data->m_uniformBlockBuilder.buildActiveUniformNameValueMapStructHelper(shaderData, structName);
// Set uniform values for each entrie of the block name-value map
QHash<QString, QVariant>::const_iterator activeValuesIt = m_data->m_uniformBlockBuilder.activeUniformNamesToValue.begin();
const QHash<QString, QVariant>::const_iterator activeValuesEnd = m_data->m_uniformBlockBuilder.activeUniformNamesToValue.end();
while (activeValuesIt != activeValuesEnd) {
setUniformValue(uniformPack, activeValuesIt.key(), activeValuesIt.value());
++activeValuesIt;
}
}
void RenderView::buildSortingKey(RenderCommand *command)
{
// Build a bitset key depending on the SortingCriterion
int sortCount = m_data->m_sortingCriteria.count();
// If sortCount == 0, no sorting is applied
// Handle at most 4 filters at once
for (int i = 0; i < sortCount && i < 4; i++) {
SortCriterion *sC = m_renderer->sortCriterionManager()->lookupResource(m_data->m_sortingCriteria[i]);
switch (sC->sortType()) {
case QSortCriterion::StateChangeCost:
command->m_sortingType.sorts[i] = command->m_changeCost; // State change cost
break;
case QSortCriterion::BackToFront:
command->m_sortingType.sorts[i] = 0; // Depth value (not implemented yet)
break;
case QSortCriterion::Material:
command->m_sortingType.sorts[i] = command->m_shaderDna; // Material
break;
default:
Q_UNREACHABLE();
}
}
}
void RenderView::setShaderAndUniforms(RenderCommand *command, RenderRenderPass *rPass, ParameterInfoList ¶meters, const QMatrix4x4 &worldTransform)
{
// The VAO Handle is set directly in the renderer thread so as to avoid having to use a mutex here
// Set shader, technique, and effect by basically doing :
// ShaderProgramManager[MaterialManager[frontentEntity->id()]->Effect->Techniques[TechniqueFilter->name]->RenderPasses[RenderPassFilter->name]];
// The Renderer knows that if one of those is null, a default material / technique / effect as to be used
// Find all RenderPasses (in order) matching values set in the RenderPassFilter
// Get list of parameters for the Material, Effect, and Technique
// For each ParameterBinder in the RenderPass -> create a QUniformPack
// Once that works, improve that to try and minimize QUniformPack updates
if (rPass != Q_NULLPTR) {
// Index RenderShader by Shader UUID
command->m_shader = m_renderer->shaderManager()->lookupHandle(rPass->shaderProgram());
RenderShader *shader = Q_NULLPTR;
if ((shader = m_renderer->shaderManager()->data(command->m_shader)) != Q_NULLPTR) {
command->m_shaderDna = shader->dna();
// Builds the QUniformPack, sets shader standard uniforms and store attributes name / glname bindings
// If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
// equals to the parameter name
const QVector<QString> &uniformNames = shader->uniformsNames();
const QVector<QString> &attributeNames = shader->attributesNames();
const QVector<QString> &uniformBlockNames = shader->uniformBlockNames();
// Set fragData Name and index
// Later on we might want to relink the shader if attachments have changed
// But for now we set them once and for all
QHash<QString, int> fragOutputs;
if (!m_renderTarget.isNull() && !shader->isLoaded()) {
Q_FOREACH (const Attachment &att, m_attachmentPack.attachments()) {
if (att.m_type <= QRenderAttachment::ColorAttachment15)
fragOutputs.insert(att.m_name, att.m_type);
}
}
if (!uniformNames.isEmpty() || !attributeNames.isEmpty()) {
// Set default standard uniforms without bindings
Q_FOREACH (const QString &uniformName, uniformNames) {
if (ms_standardUniformSetters.contains(uniformName))
command->m_uniforms.setUniform(uniformName,
(this->*ms_standardUniformSetters[uniformName])(worldTransform));
}
// Set default attributes
Q_FOREACH (const QString &attributeName, attributeNames) {
if (ms_standardAttributesNames.contains(attributeName))
command->m_parameterAttributeToShaderNames.insert(attributeName, attributeName);
}
// Set uniforms and attributes explicitly binded
Q_FOREACH (const RenderParameterMapping &binding, rPass->bindings()) {
ParameterInfoList::iterator it = findParamInfo(¶meters, binding.parameterName());
if (it == parameters.end()) {
if (binding.bindingType() == QParameterMapping::Attribute
&& attributeNames.contains(binding.shaderVariableName())) {
command->m_parameterAttributeToShaderNames.insert(binding.parameterName(), binding.shaderVariableName());
} else if (binding.bindingType() == QParameterMapping::StandardUniform
&& uniformNames.contains(binding.shaderVariableName())
&& ms_standardUniformSetters.contains(binding.parameterName())) {
command->m_uniforms.setUniform(binding.shaderVariableName(),
(this->*ms_standardUniformSetters[binding.parameterName()])(worldTransform));
} else if (binding.bindingType() == QParameterMapping::FragmentOutput
&& fragOutputs.contains(binding.parameterName())) {
fragOutputs.insert(binding.shaderVariableName(), fragOutputs.take(binding.parameterName()));
} else {
qCWarning(Render::Backend) << Q_FUNC_INFO << "Trying to bind a Parameter that hasn't been defined " << binding.parameterName();
}
} else {
setUniformValue(command->m_uniforms, binding.shaderVariableName(), it->value);
parameters.erase(it);
}
}
// Parameters remaining could be
// -> uniform scalar / vector
// -> uniform struct / arrays
// -> uniform block / array (4.3)
if ((!uniformNames.isEmpty() || !uniformBlockNames.isEmpty()) && !parameters.isEmpty()) {
ParameterInfoList::iterator it = parameters.begin();
while (it != parameters.end()) {
if (uniformNames.contains(it->name)) { // Parameter is a regular uniform
setUniformValue(command->m_uniforms, it->name, it->value);
it = parameters.erase(it);
} else if (uniformBlockNames.indexOf(it->name) != -1) { // Parameter is a uniform block
const ShaderUniformBlock &block = shader->uniformBlock(it->name);
setUniformBlockValue(command->m_uniforms, shader, block, it->value);
it = parameters.erase(it);
} else {
const QVariant &v = it->value;
RenderShaderData *shaderData = Q_NULLPTR;
if ((shaderData = v.value<RenderShaderData *>()) != Q_NULLPTR) {
// Try to check if we have a struct or array matching a QShaderData parameter
setDefaultUniformBlockShaderDataValue(command->m_uniforms, shader, shaderData, it->name);
it = parameters.erase(it);
} else {
// Else param unused by current shader
++it;
}
}
}
}
}
// Set frag outputs in the shaders if hash not empty
if (!fragOutputs.isEmpty())
shader->setFragOutputs(fragOutputs);
}
}
else {
qCWarning(Render::Backend) << Q_FUNC_INFO << "Using default effect as none was provided";
}
}
} // namespace Render
} // namespace Qt3D
QT_END_NAMESPACE
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