/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** 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. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 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 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include "qquickshadereffectmesh_p.h" #include #include QT_BEGIN_NAMESPACE class QQuickCustomMaterialShader : public QSGMaterialShader { public: QQuickCustomMaterialShader(const QQuickShaderEffectMaterialKey &key, const QVector &attributes); virtual void deactivate(); virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual char const *const *attributeNames() const; protected: friend class QQuickShaderEffectNode; virtual void initialize(); virtual const char *vertexShader() const; virtual const char *fragmentShader() const; const QQuickShaderEffectMaterialKey m_key; QVector m_attributeNames; const QVector m_attributes; QVector m_uniformLocs; int m_opacityLoc; int m_matrixLoc; uint m_textureIndicesSet; }; QQuickCustomMaterialShader::QQuickCustomMaterialShader(const QQuickShaderEffectMaterialKey &key, const QVector &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 QQuickCustomMaterialShader::deactivate() { QSGMaterialShader::deactivate(); glDisable(GL_CULL_FACE); } void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(newEffect != 0); const QQuickShaderEffectMaterial *material = static_cast(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())); } } QOpenGLFunctions *functions = state.context()->functions(); for (int i = material->m_textures.size() - 1; i >= 0; --i) { functions->glActiveTexture(GL_TEXTURE0 + i); if (QSGTextureProvider *provider = material->m_textures.at(i).second) { if (QSGTexture *texture = provider->texture()) { texture->bind(); continue; } } qWarning("ShaderEffectItem: source or provider missing when binding textures"); glBindTexture(GL_TEXTURE_2D, 0); } 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(v))); break; case QVariant::Double: program()->setUniformValue(m_uniformLocs.at(i), (float) qvariant_cast(v)); break; case QVariant::Transform: program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast(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(v)); break; default: break; } } const QQuickShaderEffectMaterial *oldMaterial = static_cast(oldEffect); if (oldEffect == 0 || material->cullMode() != oldMaterial->cullMode()) { switch (material->cullMode()) { case QQuickShaderEffectMaterial::FrontFaceCulling: glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); break; case QQuickShaderEffectMaterial::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 *QQuickCustomMaterialShader::attributeNames() const { return m_attributeNames.constData(); } void QQuickCustomMaterialShader::initialize() { m_opacityLoc = program()->uniformLocation("qt_Opacity"); m_matrixLoc = program()->uniformLocation("qt_Matrix"); // TODO: Remove after grace period. if (m_matrixLoc == -1) m_matrixLoc = program()->uniformLocation("qt_ModelViewProjectionMatrix"); } const char *QQuickCustomMaterialShader::vertexShader() const { return m_key.vertexCode.constData(); } const char *QQuickCustomMaterialShader::fragmentShader() const { return m_key.fragmentCode.constData(); } bool QQuickShaderEffectMaterialKey::operator == (const QQuickShaderEffectMaterialKey &other) const { return vertexCode == other.vertexCode && fragmentCode == other.fragmentCode && className == other.className; } uint qHash(const QQuickShaderEffectMaterialKey &key) { return qHash(qMakePair(qMakePair(key.vertexCode, key.fragmentCode), key.className)); } QHash > QQuickShaderEffectMaterial::materialMap; QQuickShaderEffectMaterial::QQuickShaderEffectMaterial() : m_cullMode(NoCulling) { setFlag(Blending, true); } QSGMaterialType *QQuickShaderEffectMaterial::type() const { return m_type.data(); } QSGMaterialShader *QQuickShaderEffectMaterial::createShader() const { return new QQuickCustomMaterialShader(m_source, m_source.attributeNames); } int QQuickShaderEffectMaterial::compare(const QSGMaterial *other) const { return this - static_cast(other); } void QQuickShaderEffectMaterial::setCullMode(QQuickShaderEffectMaterial::CullMode face) { m_cullMode = face; } QQuickShaderEffectMaterial::CullMode QQuickShaderEffectMaterial::cullMode() const { return m_cullMode; } void QQuickShaderEffectMaterial::setProgramSource(const QQuickShaderEffectProgram &source) { m_source = source; m_type = materialMap.value(m_source); if (m_type.isNull()) { m_type = QSharedPointer(new QSGMaterialType); materialMap.insert(m_source, m_type); } } void QQuickShaderEffectMaterial::setUniforms(const QVector > &uniformValues) { m_uniformValues = uniformValues; } void QQuickShaderEffectMaterial::setTextureProviders(const QVector > &textures) { m_textures = textures; } const QVector > &QQuickShaderEffectMaterial::textureProviders() const { return m_textures; } void QQuickShaderEffectMaterial::updateTextures() const { for (int i = 0; i < m_textures.size(); ++i) { if (QSGTextureProvider *provider = m_textures.at(i).second) { if (QSGDynamicTexture *texture = qobject_cast(provider->texture())) texture->updateTexture(); } } } QQuickShaderEffectNode::QQuickShaderEffectNode() { QSGNode::setFlag(UsePreprocess, true); setMaterial(&m_material); } QQuickShaderEffectNode::~QQuickShaderEffectNode() { } void QQuickShaderEffectNode::markDirtyTexture() { markDirty(DirtyMaterial); } void QQuickShaderEffectNode::preprocess() { Q_ASSERT(material()); static_cast(material())->updateTextures(); } QT_END_NAMESPACE