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authorGunnar Sletta <gunnar@sletta.org>2014-08-22 16:52:05 +0200
committerGunnar Sletta <gunnar@sletta.org>2014-08-26 06:10:51 +0200
commit1075dca1b50926f52daddf099b5f5a9fbb5da6c7 (patch)
tree4a6160db2fe4b22b9f99674548a47c55b77f8244 /examples/quick/scenegraph/twotextureproviders/xorblender.cpp
parent3035fd9ad9f1212c0eccd6a81a727727b2b38472 (diff)
Added an example that shows how to consume texture providers from C++.
And how to use use two textures in the same material. Change-Id: Idcc618ed359422c2a104eeed105b7c4f5086ee4e Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'examples/quick/scenegraph/twotextureproviders/xorblender.cpp')
-rw-r--r--examples/quick/scenegraph/twotextureproviders/xorblender.cpp272
1 files changed, 272 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/twotextureproviders/xorblender.cpp b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp
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+++ b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2014 Gunnar Sletta <gunnar@sletta.org>
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "xorblender.h"
+
+#include <QtCore/QPointer>
+
+#include <QtGui/QOpenGLContext>
+#include <QtGui/QOpenGLFunctions>
+
+#include <QtQuick/QSGSimpleMaterial>
+#include <QtQuick/QSGTexture>
+#include <QtQuick/QSGGeometryNode>
+#include <QtQuick/QSGTextureProvider>
+
+/* This example could just as well have been implemented all in QML using
+ * a ShaderEffect, and for 90% of all usecases, using a ShaderEffect will
+ * be sufficient. This example exists to illustrate how to consume
+ * texture providers from C++ and how to use multiple texture sources in
+ * a custom material.
+ */
+
+struct XorBlendState {
+ QSGTexture *texture1;
+ QSGTexture *texture2;
+};
+
+class XorBlendShader : public QSGSimpleMaterialShader<XorBlendState>
+{
+ QSG_DECLARE_SIMPLE_SHADER(XorBlendShader, XorBlendState)
+public:
+
+ const char *vertexShader() const {
+ return
+ "attribute highp vec4 aVertex; \n"
+ "attribute highp vec2 aTexCoord; \n"
+ "uniform highp mat4 qt_Matrix; \n"
+ "varying highp vec2 vTexCoord; \n"
+ "void main() { \n"
+ " gl_Position = qt_Matrix * aVertex; \n"
+ " vTexCoord = aTexCoord; \n"
+ "}";
+ }
+
+ const char *fragmentShader() const {
+ return
+ "uniform lowp float qt_Opacity; \n"
+ "uniform lowp sampler2D uSource1; \n"
+ "uniform lowp sampler2D uSource2; \n"
+ "varying highp vec2 vTexCoord; \n"
+ "void main() { \n"
+ " lowp vec4 p1 = texture2D(uSource1, vTexCoord); \n"
+ " lowp vec4 p2 = texture2D(uSource2, vTexCoord); \n"
+ " gl_FragColor = (p1 * (1.0 - p2.a) + p2 * (1.0 - p1.a)) * qt_Opacity; \n"
+ "}";
+ }
+
+ QList<QByteArray> attributes() const {
+ return QList<QByteArray>() << "aVertex" << "aTexCoord";
+ }
+
+ void updateState(const XorBlendState *state, const XorBlendState *) {
+ QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
+ // We bind the textures in inverse order so that we leave the updateState
+ // function with GL_TEXTURE0 as the active texture unit. This is maintain
+ // the "contract" that updateState should not mess up the GL state beyond
+ // what is needed for this material.
+ f->glActiveTexture(GL_TEXTURE1);
+ state->texture2->bind();
+ f->glActiveTexture(GL_TEXTURE0);
+ state->texture1->bind();
+ }
+
+ void resolveUniforms() {
+ // The texture units never change, only the texturess we bind to them so
+ // we set these once and for all here.
+ program()->setUniformValue("uSource1", 0); // GL_TEXTURE0
+ program()->setUniformValue("uSource2", 1); // GL_TEXTURE1
+ }
+};
+
+/* The rendering is split into two nodes. The top-most node is not actually
+ * rendering anything, but is responsible for managing the texture providers.
+ * The XorNode also has a geometry node internally which it uses to render
+ * the texture providers using the XorBlendShader when all providers and
+ * textures are all present.
+ *
+ * The texture providers are updated solely on the render thread (when rendering
+ * is happening on a separate thread). This is why we are using preprocess
+ * and direct signals between the the texture providers and the node rather
+ * than updating state in updatePaintNode.
+ */
+class XorNode : public QObject, public QSGNode
+{
+ Q_OBJECT
+public:
+ XorNode(QSGTextureProvider *p1, QSGTextureProvider *p2)
+ : m_provider1(p1)
+ , m_provider2(p2)
+ {
+ setFlag(QSGNode::UsePreprocess, true);
+
+ // Set up material so it is all set for later..
+ m_material = XorBlendShader::createMaterial();
+ m_material->state()->texture1 = 0;
+ m_material->state()->texture2 = 0;
+ m_material->setFlag(QSGMaterial::Blending);
+ m_node.setMaterial(m_material);
+ m_node.setFlag(QSGNode::OwnsMaterial);
+
+ // Set up geometry, actual vertices will be initialized in updatePaintNode
+ m_node.setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4));
+ m_node.setFlag(QSGNode::OwnsGeometry);
+
+ // If this node is used as in a shader effect source, we need to propegate
+ // changes that will occur in this node outwards.
+ connect(m_provider1, SIGNAL(textureChanged()), this, SLOT(textureChange()), Qt::DirectConnection);
+ connect(m_provider2, SIGNAL(textureChanged()), this, SLOT(textureChange()), Qt::DirectConnection);
+ }
+
+ void preprocess() {
+ XorBlendState *state = m_material->state();
+ // Update the textures from the providers, calling into QSGDynamicTexture if required
+ if (m_provider1) {
+ state->texture1 = m_provider1->texture();
+ if (QSGDynamicTexture *dt1 = qobject_cast<QSGDynamicTexture *>(state->texture1))
+ dt1->updateTexture();
+ }
+ if (m_provider2) {
+ state->texture2 = m_provider2->texture();
+ if (QSGDynamicTexture *dt2 = qobject_cast<QSGDynamicTexture *>(state->texture2))
+ dt2->updateTexture();
+ }
+
+ // Remove node from the scene graph if it is there and either texture is missing...
+ if (m_node.parent() && (!state->texture1 || !state->texture2))
+ removeChildNode(&m_node);
+
+ // Add it if it is not already there and both textures are present..
+ else if (!m_node.parent() && state->texture1 && state->texture2)
+ appendChildNode(&m_node);
+ }
+
+ void setRect(const QRectF &rect) {
+ // Update geometry if it has changed and mark the change in the scene graph.
+ if (m_rect != rect) {
+ m_rect = rect;
+ QSGGeometry::updateTexturedRectGeometry(m_node.geometry(), m_rect, QRectF(0, 0, 1, 1));
+ m_node.markDirty(QSGNode::DirtyGeometry);
+ }
+ }
+
+public slots:
+ void textureChange() {
+ // When our sources change, we will look different, so signal the change to the
+ // scene graph.
+ markDirty(QSGNode::DirtyMaterial);
+ }
+
+private:
+ QRectF m_rect;
+ QSGSimpleMaterial<XorBlendState> *m_material;
+ QSGGeometryNode m_node;
+ QPointer<QSGTextureProvider> m_provider1;
+ QPointer<QSGTextureProvider> m_provider2;
+};
+
+XorBlender::XorBlender(QQuickItem *parent)
+ : QQuickItem(parent)
+ , m_source1(0)
+ , m_source2(0)
+ , m_source1Changed(false)
+ , m_source2Changed(false)
+{
+ setFlag(ItemHasContents, true);
+}
+
+void XorBlender::setSource1(QQuickItem *i)
+{
+ if (i == m_source1)
+ return;
+ m_source1 = i;
+ emit source1Changed(m_source1);
+ m_source1Changed = true;
+ update();
+}
+
+void XorBlender::setSource2(QQuickItem *i)
+{
+ if (i == m_source2)
+ return;
+ m_source2 = i;
+ emit source2Changed(m_source2);
+ m_source2Changed = true;
+ update();
+}
+
+QSGNode *XorBlender::updatePaintNode(QSGNode *old, UpdatePaintNodeData *)
+{
+ // Check if our input is valid and abort if not, deleting the old node.
+ bool abort = false;
+ if (!m_source1 || !m_source1->isTextureProvider()) {
+ qDebug() << "source1 is missing or not a texture provider";
+ abort = true;
+ }
+ if (!m_source2 || !m_source2->isTextureProvider()) {
+ qDebug() << "source2 is missing or not a texture provider";
+ abort = true;
+ }
+ if (abort) {
+ delete old;
+ return 0;
+ }
+
+ XorNode *node = static_cast<XorNode *>(old);
+
+ // If the sources have changed, recreate the nodes
+ if (m_source1Changed || m_source2Changed) {
+ delete node;
+ node = 0;
+ m_source1Changed = false;
+ m_source2Changed = false;
+ }
+
+ // Create a new XorNode for us to render with.
+ if (!node)
+ node = new XorNode(m_source1->textureProvider(), m_source2->textureProvider());
+
+ // Update the geometry of the node to match the new bounding rect
+ node->setRect(boundingRect());
+
+ return node;
+}
+
+#include "xorblender.moc"