diff options
author | Gunnar Sletta <gunnar@sletta.org> | 2014-08-22 16:52:05 +0200 |
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committer | Gunnar Sletta <gunnar@sletta.org> | 2014-08-26 06:10:51 +0200 |
commit | 1075dca1b50926f52daddf099b5f5a9fbb5da6c7 (patch) | |
tree | 4a6160db2fe4b22b9f99674548a47c55b77f8244 /examples/quick/scenegraph/twotextureproviders/xorblender.cpp | |
parent | 3035fd9ad9f1212c0eccd6a81a727727b2b38472 (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.cpp | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/twotextureproviders/xorblender.cpp b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp new file mode 100644 index 0000000000..c46a99ea67 --- /dev/null +++ b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp @@ -0,0 +1,272 @@ +/**************************************************************************** +** +** 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" |