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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+** 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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgmaterial.h"
+#include "qsgrenderer_p.h"
+#include "qsgmaterialshader_p.h"
+#if QT_CONFIG(opengl)
+# include <private/qsgshadersourcebuilder_p.h>
+# include <private/qsgdefaultcontext_p.h>
+# include <private/qsgdefaultrendercontext_p.h>
+# include <QtGui/QOpenGLFunctions>
+# include <QtGui/QOpenGLContext>
+#endif
+
+QT_BEGIN_NAMESPACE
+
+#if QT_CONFIG(opengl)
+const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const
+{
+ const QStringList files = m_sourceFiles[type];
+ QSGShaderSourceBuilder builder;
+ for (const QString &file : files)
+ builder.appendSourceFile(file);
+ m_sources[type] = builder.source();
+ return m_sources[type].constData();
+}
+#endif
+
+/*!
+ \class QSGMaterialShader
+ \brief The QSGMaterialShader class represents an OpenGL shader program
+ in the renderer.
+ \inmodule QtQuick
+ \ingroup qtquick-scenegraph-materials
+
+ The QSGMaterialShader API is relatively low-level. A more convenient API,
+ which provides almost all the same features, is available through
+ QSGSimpleMaterialShader.
+
+ \warning This class is only functional when running with the legacy OpenGL
+ renderer of the Qt Quick scenegraph.
+
+ The QSGMaterial and QSGMaterialShader form a tight relationship. For one
+ scene graph (including nested graphs), there is one unique QSGMaterialShader
+ instance which encapsulates the QOpenGLShaderProgram the scene graph uses
+ to render that material, such as a shader to flat coloring of geometry.
+ Each QSGGeometryNode can have a unique QSGMaterial containing the
+ how the shader should be configured when drawing that node, such as
+ the actual color used to render the geometry.
+
+ An instance of QSGMaterialShader is never created explicitly by the user,
+ it will be created on demand by the scene graph through
+ QSGMaterial::createShader(). The scene graph will make sure that there
+ is only one instance of each shader implementation through a scene graph.
+
+ The source code returned from vertexShader() is used to control what the
+ material does with the vertiex data that comes in from the geometry.
+ The source code returned from the fragmentShader() is used to control
+ what how the material should fill each individual pixel in the geometry.
+ The vertex and fragment source code is queried once during initialization,
+ changing what is returned from these functions later will not have
+ any effect.
+
+ The activate() function is called by the scene graph when a shader is
+ is starting to be used. The deactivate function is called by the scene
+ graph when the shader is no longer going to be used. While active,
+ the scene graph may make one or more calls to updateState() which
+ will update the state of the shader for each individual geometry to
+ render.
+
+ The attributeNames() returns the name of the attributes used in the
+ vertexShader(). These are used in the default implementation of
+ activate() and deactivate() to decide whice vertex registers are enabled.
+
+ The initialize() function is called during program creation to allow
+ subclasses to prepare for use, such as resolve uniform names in the
+ vertexShader() and fragmentShader().
+
+ A minimal example:
+ \code
+ class Shader : public QSGMaterialShader
+ {
+ public:
+ const char *vertexShader() const {
+ return
+ "attribute highp vec4 vertex; \n"
+ "uniform highp mat4 matrix; \n"
+ "void main() { \n"
+ " gl_Position = matrix * vertex; \n"
+ "}";
+ }
+
+ const char *fragmentShader() const {
+ return
+ "uniform lowp float opacity; \n"
+ "void main() { \n"
+ " gl_FragColor = vec4(1, 0, 0, 1) * opacity; \n"
+ "}";
+ }
+
+ char const *const *attributeNames() const
+ {
+ static char const *const names[] = { "vertex", 0 };
+ return names;
+ }
+
+ void initialize()
+ {
+ QSGMaterialShader::initialize();
+ m_id_matrix = program()->uniformLocation("matrix");
+ m_id_opacity = program()->uniformLocation("opacity");
+ }
+
+ void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
+ {
+ Q_ASSERT(program()->isLinked());
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_id_matrix, state.combinedMatrix());
+ if (state.isOpacityDirty())
+ program()->setUniformValue(m_id_opacity, state.opacity());
+ }
+
+ private:
+ int m_id_matrix;
+ int m_id_opacity;
+ };
+ \endcode
+
+ \note All classes with QSG prefix should be used solely on the scene graph's
+ rendering thread. See \l {Scene Graph and Rendering} for more information.
+
+ */
+
+
+
+/*!
+ Creates a new QSGMaterialShader.
+ */
+QSGMaterialShader::QSGMaterialShader()
+ : d_ptr(new QSGMaterialShaderPrivate)
+{
+}
+
+/*!
+ \internal
+ */
+QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd)
+ : d_ptr(&dd)
+{
+}
+
+/*!
+ \internal
+ */
+QSGMaterialShader::~QSGMaterialShader()
+{
+}
+
+/*!
+ \fn char const *const *QSGMaterialShader::attributeNames() const
+
+ Returns a zero-terminated array describing the names of the
+ attributes used in the vertex shader.
+
+ This function is called when the shader is compiled to specify
+ which attributes exist. The order of the attribute names
+ defines the attribute register position in the vertex shader.
+ */
+
+#if QT_CONFIG(opengl)
+/*!
+ \fn const char *QSGMaterialShader::vertexShader() const
+
+ Called when the shader is being initialized to get the vertex
+ shader source code.
+
+ The contents returned from this function should never change.
+*/
+const char *QSGMaterialShader::vertexShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Vertex);
+}
+
+
+/*!
+ \fn const char *QSGMaterialShader::fragmentShader() const
+
+ Called when the shader is being initialized to get the fragment
+ shader source code.
+
+ The contents returned from this function should never change.
+*/
+const char *QSGMaterialShader::fragmentShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Fragment);
+}
+
+
+/*!
+ \fn QOpenGLShaderProgram *QSGMaterialShader::program()
+
+ Returns the shader program used by this QSGMaterialShader.
+ */
+#endif
+
+/*!
+ \fn void QSGMaterialShader::initialize()
+
+ Reimplement this function to do one-time initialization when the
+ shader program is compiled. The OpenGL shader program is compiled
+ and linked, but not bound, when this function is called.
+ */
+
+
+/*!
+ This function is called by the scene graph to indicate that geometry is
+ about to be rendered using this shader.
+
+ State that is global for all uses of the shader, independent of the geometry
+ that is being drawn, can be setup in this function.
+ */
+
+void QSGMaterialShader::activate()
+{
+}
+
+
+
+/*!
+ This function is called by the scene graph to indicate that geometry will
+ no longer to be rendered using this shader.
+ */
+
+void QSGMaterialShader::deactivate()
+{
+}
+
+
+
+/*!
+ This function is called by the scene graph before geometry is rendered
+ to make sure the shader is in the right state.
+
+ The current rendering \a state is passed from the scene graph. If the state
+ indicates that any state is dirty, the updateState implementation must
+ update accordingly for the geometry to render correctly.
+
+ The subclass specific state, such as the color of a flat color material, should
+ be extracted from \a newMaterial to update the color uniforms accordingly.
+
+ The \a oldMaterial can be used to minimze state changes when updating
+ material states. The \a oldMaterial is 0 if this shader was just activated.
+
+ \sa activate(), deactivate()
+ */
+
+void QSGMaterialShader::updateState(const RenderState & /* state */, QSGMaterial * /* newMaterial */, QSGMaterial * /* oldMaterial */)
+{
+}
+
+#if QT_CONFIG(opengl)
+/*!
+ Sets the GLSL source file for the shader stage \a type to \a sourceFile. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function.
+
+ This function is useful when you have a single source file for a given shader
+ stage. If your shader consists of multiple source files then use
+ setShaderSourceFiles()
+
+ \sa setShaderSourceFiles(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = (QStringList() << sourceFile);
+}
+
+/*!
+ Sets the GLSL source files for the shader stage \a type to \a sourceFiles. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function in the order given.
+
+ \sa setShaderSourceFile(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = sourceFiles;
+}
+
+/*!
+ This function is called when the shader is initialized to compile the
+ actual QOpenGLShaderProgram. Do not call it explicitly.
+
+ The default implementation will extract the vertexShader() and
+ fragmentShader() and bind the names returned from attributeNames()
+ to consecutive vertex attribute registers starting at 0.
+ */
+
+void QSGMaterialShader::compile()
+{
+ Q_ASSERT_X(!m_program.isLinked(), "QSGSMaterialShader::compile()", "Compile called multiple times!");
+
+ program()->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader());
+ program()->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader());
+
+ char const *const *attr = attributeNames();
+#ifndef QT_NO_DEBUG
+ int maxVertexAttribs = 0;
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ funcs->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
+ for (int i = 0; attr[i]; ++i) {
+ if (i >= maxVertexAttribs) {
+ qFatal("List of attribute names is either too long or not null-terminated.\n"
+ "Maximum number of attributes on this hardware is %i.\n"
+ "Vertex shader:\n%s\n"
+ "Fragment shader:\n%s\n",
+ maxVertexAttribs, vertexShader(), fragmentShader());
+ }
+ if (*attr[i])
+ program()->bindAttributeLocation(attr[i], i);
+ }
+#else
+ for (int i = 0; attr[i]; ++i) {
+ if (*attr[i])
+ program()->bindAttributeLocation(attr[i], i);
+ }
+#endif
+
+ if (!program()->link()) {
+ qWarning("QSGMaterialShader: Shader compilation failed:");
+ qWarning() << program()->log();
+ }
+}
+
+#endif
+
+/*!
+ \class QSGMaterialShader::RenderState
+ \brief The QSGMaterialShader::RenderState encapsulates the current rendering state
+ during a call to QSGMaterialShader::updateState().
+ \inmodule QtQuick
+
+ The render state contains a number of accessors that the shader needs to respect
+ in order to conform to the current state of the scene graph.
+
+ The instance is only valid inside a call to QSGMaterialShader::updateState() and
+ should not be used outisde this function.
+ */
+
+
+
+/*!
+ \enum QSGMaterialShader::RenderState::DirtyState
+
+ \value DirtyMatrix Used to indicate that the matrix has changed and must be updated.
+
+ \value DirtyOpacity Used to indicate that the opacity has changed and must be updated.
+
+ \value DirtyCachedMaterialData Used to indicate that the cached material data have changed and must be updated.
+
+ \value DirtyAll Used to indicate that everything needs to be updated.
+ */
+
+
+
+/*!
+ \fn bool QSGMaterialShader::RenderState::isMatrixDirty() const
+
+ Returns \c true if the dirtyStates() contain the dirty matrix state,
+ otherwise returns \c false.
+ */
+
+
+
+/*!
+ \fn bool QSGMaterialShader::RenderState::isOpacityDirty() const
+
+ Returns \c true if the dirtyStates() contains the dirty opacity state,
+ otherwise returns \c false.
+ */
+
+/*!
+ \fn bool QSGMaterialShader::RenderState::isCachedMaterialDataDirty() const
+
+ Returns \c true if the dirtyStates() contains the dirty cached material state,
+ otherwise returns \c false.
+ */
+
+/*!
+ \fn QSGMaterialShader::RenderState::DirtyStates QSGMaterialShader::RenderState::dirtyStates() const
+
+ Returns which rendering states that have changed and needs to be updated
+ for geometry rendered with this material to conform to the current
+ rendering state.
+ */
+
+
+
+/*!
+ Returns the accumulated opacity to be used for rendering.
+ */
+
+float QSGMaterialShader::RenderState::opacity() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->currentOpacity();
+}
+
+/*!
+ Returns the modelview determinant to be used for rendering.
+ */
+
+float QSGMaterialShader::RenderState::determinant() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->determinant();
+}
+
+/*!
+ Returns the matrix combined of modelview matrix and project matrix.
+ */
+
+QMatrix4x4 QSGMaterialShader::RenderState::combinedMatrix() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->currentCombinedMatrix();
+}
+/*!
+ Returns the ratio between physical pixels and device-independent pixels
+ to be used for rendering.
+*/
+float QSGMaterialShader::RenderState::devicePixelRatio() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->devicePixelRatio();
+}
+
+
+
+/*!
+ Returns the model view matrix.
+
+ If the material has the RequiresFullMatrix flag
+ set, this is guaranteed to be the complete transform
+ matrix calculated from the scenegraph.
+
+ However, if this flag is not set, the renderer may
+ choose to alter this matrix. For example, it may
+ pre-transform vertices on the CPU and set this matrix
+ to identity.
+
+ In a situation such as the above, it is still possible
+ to retrieve the actual matrix determinant by setting
+ the RequiresDeterminant flag in the material and
+ calling the determinant() accessor.
+ */
+
+QMatrix4x4 QSGMaterialShader::RenderState::modelViewMatrix() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->currentModelViewMatrix();
+}
+
+/*!
+ Returns the projection matrix.
+ */
+
+QMatrix4x4 QSGMaterialShader::RenderState::projectionMatrix() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->currentProjectionMatrix();
+}
+
+
+
+/*!
+ Returns the viewport rect of the surface being rendered to.
+ */
+
+QRect QSGMaterialShader::RenderState::viewportRect() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->viewportRect();
+}
+
+
+
+/*!
+ Returns the device rect of the surface being rendered to
+ */
+
+QRect QSGMaterialShader::RenderState::deviceRect() const
+{
+ Q_ASSERT(m_data);
+ return static_cast<const QSGRenderer *>(m_data)->deviceRect();
+}
+
+#if QT_CONFIG(opengl)
+
+/*!
+ Returns the QOpenGLContext that is being used for rendering
+ */
+
+QOpenGLContext *QSGMaterialShader::RenderState::context() const
+{
+ // Only the QSGDefaultRenderContext will have an OpenGL Context to query
+ auto openGLRenderContext = static_cast<const QSGDefaultRenderContext *>(static_cast<const QSGRenderer *>(m_data)->context());
+ if (openGLRenderContext != nullptr)
+ return openGLRenderContext->openglContext();
+ else
+ return nullptr;
+}
+
+#endif
+
+QT_END_NAMESPACE