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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 QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <private/qsgshadereffectnode_p.h>
+
+#include "qsgshadereffectmesh_p.h"
+#include <private/qsgtextureprovider_p.h>
+#include <private/qsgrenderer_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QSGCustomMaterialShader : public QSGMaterialShader
+{
+public:
+ QSGCustomMaterialShader(const QSGShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes);
+ virtual void deactivate();
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+ virtual char const *const *attributeNames() const;
+
+protected:
+ friend class QSGShaderEffectNode;
+
+ virtual void initialize();
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+
+ const QSGShaderEffectMaterialKey m_key;
+ QVector<const char *> m_attributeNames;
+ const QVector<QByteArray> m_attributes;
+
+ QVector<int> m_uniformLocs;
+ int m_opacityLoc;
+ int m_matrixLoc;
+ uint m_textureIndicesSet;
+};
+
+QSGCustomMaterialShader::QSGCustomMaterialShader(const QSGShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes)
+ : m_key(key)
+ , m_attributes(attributes)
+ , m_textureIndicesSet(false)
+{
+ for (int i = 0; i < attributes.count(); ++i)
+ m_attributeNames.append(attributes.at(i).constData());
+ m_attributeNames.append(0);
+}
+
+void QSGCustomMaterialShader::deactivate()
+{
+ glDisable(GL_CULL_FACE);
+}
+
+void QSGCustomMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ Q_ASSERT(newEffect != 0);
+
+ const QSGShaderEffectMaterial *material = static_cast<const QSGShaderEffectMaterial *>(newEffect);
+
+ if (!m_textureIndicesSet) {
+ for (int i = 0; i < material->m_textures.size(); ++i)
+ program()->setUniformValue(material->m_textures.at(i).first.constData(), i);
+ m_textureIndicesSet = true;
+ }
+
+ if (m_uniformLocs.size() != material->m_uniformValues.size()) {
+ m_uniformLocs.reserve(material->m_uniformValues.size());
+ for (int i = 0; i < material->m_uniformValues.size(); ++i) {
+ const QByteArray &name = material->m_uniformValues.at(i).first;
+ m_uniformLocs.append(program()->uniformLocation(name.constData()));
+ }
+ }
+
+ QGLFunctions *functions = state.context()->functions();
+ for (int i = material->m_textures.size() - 1; i >= 0; --i) {
+ QPointer<QSGItem> source = material->m_textures.at(i).second;
+ QSGTextureProvider *provider = QSGTextureProvider::from(source);
+ QSGTexture *texture = provider ? provider->texture() : 0;
+ if (!source || !provider || !texture) {
+ qWarning("ShaderEffectItem: source or provider missing when binding textures");
+ continue;
+ }
+ functions->glActiveTexture(GL_TEXTURE0 + i);
+ provider->texture()->bind();
+ }
+
+ if (material->m_source.respectsOpacity)
+ program()->setUniformValue(m_opacityLoc, state.opacity());
+
+ for (int i = 0; i < material->m_uniformValues.count(); ++i) {
+ const QVariant &v = material->m_uniformValues.at(i).second;
+
+ switch (v.type()) {
+ case QVariant::Color:
+ program()->setUniformValue(m_uniformLocs.at(i), qt_premultiply_color(qvariant_cast<QColor>(v)));
+ break;
+ case QVariant::Double:
+ program()->setUniformValue(m_uniformLocs.at(i), (float) qvariant_cast<double>(v));
+ break;
+ case QVariant::Transform:
+ program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast<QTransform>(v));
+ break;
+ case QVariant::Int:
+ program()->setUniformValue(m_uniformLocs.at(i), v.toInt());
+ break;
+ case QVariant::Bool:
+ program()->setUniformValue(m_uniformLocs.at(i), GLint(v.toBool()));
+ break;
+ case QVariant::Size:
+ case QVariant::SizeF:
+ program()->setUniformValue(m_uniformLocs.at(i), v.toSizeF());
+ break;
+ case QVariant::Point:
+ case QVariant::PointF:
+ program()->setUniformValue(m_uniformLocs.at(i), v.toPointF());
+ break;
+ case QVariant::Rect:
+ case QVariant::RectF:
+ {
+ QRectF r = v.toRectF();
+ program()->setUniformValue(m_uniformLocs.at(i), r.x(), r.y(), r.width(), r.height());
+ }
+ break;
+ case QVariant::Vector3D:
+ program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast<QVector3D>(v));
+ break;
+ default:
+ break;
+ }
+ }
+
+ const QSGShaderEffectMaterial *oldMaterial = static_cast<const QSGShaderEffectMaterial *>(oldEffect);
+ if (oldEffect == 0 || material->cullMode() != oldMaterial->cullMode()) {
+ switch (material->cullMode()) {
+ case QSGShaderEffectMaterial::FrontFaceCulling:
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ break;
+ case QSGShaderEffectMaterial::BackFaceCulling:
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ break;
+ default:
+ glDisable(GL_CULL_FACE);
+ break;
+ }
+ }
+
+ if ((state.isMatrixDirty()) && material->m_source.respectsMatrix)
+ program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
+}
+
+char const *const *QSGCustomMaterialShader::attributeNames() const
+{
+ return m_attributeNames.constData();
+}
+
+void QSGCustomMaterialShader::initialize()
+{
+ m_opacityLoc = program()->uniformLocation("qt_Opacity");
+ m_matrixLoc = program()->uniformLocation("qt_ModelViewProjectionMatrix");
+}
+
+const char *QSGCustomMaterialShader::vertexShader() const
+{
+ return m_key.vertexCode.constData();
+}
+
+const char *QSGCustomMaterialShader::fragmentShader() const
+{
+ return m_key.fragmentCode.constData();
+}
+
+
+bool QSGShaderEffectMaterialKey::operator == (const QSGShaderEffectMaterialKey &other) const
+{
+ return vertexCode == other.vertexCode && fragmentCode == other.fragmentCode && className == other.className;
+}
+
+uint qHash(const QSGShaderEffectMaterialKey &key)
+{
+ return qHash(qMakePair(qMakePair(key.vertexCode, key.fragmentCode), key.className));
+}
+
+
+QHash<QSGShaderEffectMaterialKey, QSharedPointer<QSGMaterialType> > QSGShaderEffectMaterial::materialMap;
+
+QSGShaderEffectMaterial::QSGShaderEffectMaterial()
+ : m_cullMode(NoCulling)
+{
+ setFlag(Blending, true);
+}
+
+QSGMaterialType *QSGShaderEffectMaterial::type() const
+{
+ return m_type.data();
+}
+
+QSGMaterialShader *QSGShaderEffectMaterial::createShader() const
+{
+ return new QSGCustomMaterialShader(m_source, m_source.attributeNames);
+}
+
+int QSGShaderEffectMaterial::compare(const QSGMaterial *other) const
+{
+ return this - static_cast<const QSGShaderEffectMaterial *>(other);
+}
+
+void QSGShaderEffectMaterial::setCullMode(QSGShaderEffectMaterial::CullMode face)
+{
+ m_cullMode = face;
+}
+
+QSGShaderEffectMaterial::CullMode QSGShaderEffectMaterial::cullMode() const
+{
+ return m_cullMode;
+}
+
+void QSGShaderEffectMaterial::setProgramSource(const QSGShaderEffectProgram &source)
+{
+ m_source = source;
+ m_type = materialMap.value(m_source);
+ if (m_type.isNull()) {
+ m_type = QSharedPointer<QSGMaterialType>(new QSGMaterialType);
+ materialMap.insert(m_source, m_type);
+ }
+}
+
+void QSGShaderEffectMaterial::setUniforms(const QVector<QPair<QByteArray, QVariant> > &uniformValues)
+{
+ m_uniformValues = uniformValues;
+}
+
+void QSGShaderEffectMaterial::setTextureProviders(const QVector<QPair<QByteArray, QPointer<QSGItem> > > &textures)
+{
+ m_textures = textures;
+}
+
+const QVector<QPair<QByteArray, QPointer<QSGItem> > > &QSGShaderEffectMaterial::textureProviders() const
+{
+ return m_textures;
+}
+
+void QSGShaderEffectMaterial::updateTextures() const
+{
+ for (int i = 0; i < m_textures.size(); ++i) {
+ QSGItem *item = m_textures.at(i).second;
+ if (item) {
+ QSGTextureProvider *provider = QSGTextureProvider::from(item);
+ if (provider) {
+ QSGTexture *texture = provider->texture();
+ if (!texture) {
+ qWarning("QSGShaderEffectMaterial: no texture from %s [%s]",
+ qPrintable(item->objectName()),
+ item->metaObject()->className());
+ }
+ if (QSGDynamicTexture *t = qobject_cast<QSGDynamicTexture *>(provider->texture())) {
+ t->updateTexture();
+ }
+ }
+ }
+ }
+}
+
+
+QSGShaderEffectNode::QSGShaderEffectNode()
+{
+ QSGNode::setFlag(UsePreprocess, true);
+}
+
+QSGShaderEffectNode::~QSGShaderEffectNode()
+{
+}
+
+void QSGShaderEffectNode::markDirtyTexture()
+{
+ markDirty(DirtyMaterial);
+}
+
+void QSGShaderEffectNode::preprocess()
+{
+ Q_ASSERT(material());
+ static_cast<QSGShaderEffectMaterial *>(material())->updateTextures();
+}
+
+QT_END_NAMESPACE