/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include "qquickshadereffect_p.h" #include #include #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 compile(); virtual const char *vertexShader() const; virtual const char *fragmentShader() const; const QQuickShaderEffectMaterialKey m_key; QVector m_attributes; QVector m_attributeNames; QString m_log; bool m_compiled; QVector m_uniformLocs[QQuickShaderEffectMaterialKey::ShaderTypeCount]; uint m_initialized : 1; }; QQuickCustomMaterialShader::QQuickCustomMaterialShader(const QQuickShaderEffectMaterialKey &key, const QVector &attributes) : m_key(key) , m_attributes(attributes) , m_compiled(false) , m_initialized(false) { for (int i = 0; i < m_attributes.count(); ++i) m_attributeNames.append(m_attributes.at(i).constData()); m_attributeNames.append(0); } void QQuickCustomMaterialShader::deactivate() { QSGMaterialShader::deactivate(); QOpenGLContext::currentContext()->functions()->glDisable(GL_CULL_FACE); } void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { typedef QQuickShaderEffectMaterial::UniformData UniformData; Q_ASSERT(newEffect != 0); QQuickShaderEffectMaterial *material = static_cast(newEffect); if (!material->m_emittedLogChanged && material->m_node) { material->m_emittedLogChanged = true; emit material->m_node->logAndStatusChanged(m_log, m_compiled ? QQuickShaderEffect::Compiled : QQuickShaderEffect::Error); } int textureProviderIndex = 0; if (!m_initialized) { for (int shaderType = 0; shaderType < QQuickShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) { Q_ASSERT(m_uniformLocs[shaderType].isEmpty()); m_uniformLocs[shaderType].reserve(material->uniforms[shaderType].size()); for (int i = 0; i < material->uniforms[shaderType].size(); ++i) { const UniformData &d = material->uniforms[shaderType].at(i); QByteArray name = d.name; if (d.specialType == UniformData::Sampler) { program()->setUniformValue(d.name.constData(), textureProviderIndex++); // We don't need to store the sampler uniform locations, since their values // only need to be set once. Look for the "qt_SubRect_" uniforms instead. // These locations are used when binding the textures later. name = "qt_SubRect_" + name; } m_uniformLocs[shaderType].append(program()->uniformLocation(name.constData())); } } m_initialized = true; textureProviderIndex = 0; } QOpenGLFunctions *functions = state.context()->functions(); for (int shaderType = 0; shaderType < QQuickShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) { for (int i = 0; i < material->uniforms[shaderType].size(); ++i) { const UniformData &d = material->uniforms[shaderType].at(i); int loc = m_uniformLocs[shaderType].at(i); if (d.specialType == UniformData::Sampler) { int idx = textureProviderIndex++; functions->glActiveTexture(GL_TEXTURE0 + idx); if (QSGTextureProvider *provider = material->textureProviders.at(idx)) { if (QSGTexture *texture = provider->texture()) { #ifndef QT_NO_DEBUG if (!qsg_safeguard_texture(texture)) continue; #endif if (loc >= 0) { QRectF r = texture->normalizedTextureSubRect(); program()->setUniformValue(loc, r.x(), r.y(), r.width(), r.height()); } else if (texture->isAtlasTexture() && (idx != 0 || !material->supportsAtlasTextures)) { texture = texture->removedFromAtlas(); } texture->bind(); continue; } } functions->glBindTexture(GL_TEXTURE_2D, 0); } else if (d.specialType == UniformData::Opacity) { program()->setUniformValue(loc, state.opacity()); } else if (d.specialType == UniformData::Matrix) { if (state.isMatrixDirty()) program()->setUniformValue(loc, state.combinedMatrix()); } else if (d.specialType == UniformData::None) { switch (int(d.value.type())) { case QMetaType::QColor: program()->setUniformValue(loc, qt_premultiply_color(qvariant_cast(d.value))); break; case QMetaType::Float: program()->setUniformValue(loc, qvariant_cast(d.value)); break; case QMetaType::Double: program()->setUniformValue(loc, (float) qvariant_cast(d.value)); break; case QMetaType::QTransform: program()->setUniformValue(loc, qvariant_cast(d.value)); break; case QMetaType::Int: program()->setUniformValue(loc, d.value.toInt()); break; case QMetaType::Bool: program()->setUniformValue(loc, GLint(d.value.toBool())); break; case QMetaType::QSize: case QMetaType::QSizeF: program()->setUniformValue(loc, d.value.toSizeF()); break; case QMetaType::QPoint: case QMetaType::QPointF: program()->setUniformValue(loc, d.value.toPointF()); break; case QMetaType::QRect: case QMetaType::QRectF: { QRectF r = d.value.toRectF(); program()->setUniformValue(loc, r.x(), r.y(), r.width(), r.height()); } break; case QMetaType::QVector2D: program()->setUniformValue(loc, qvariant_cast(d.value)); break; case QMetaType::QVector3D: program()->setUniformValue(loc, qvariant_cast(d.value)); break; case QMetaType::QVector4D: program()->setUniformValue(loc, qvariant_cast(d.value)); break; case QMetaType::QQuaternion: { QQuaternion q = qvariant_cast(d.value); program()->setUniformValue(loc, q.x(), q.y(), q.z(), q.scalar()); } break; case QMetaType::QMatrix4x4: program()->setUniformValue(loc, qvariant_cast(d.value)); break; default: break; } } } } functions->glActiveTexture(GL_TEXTURE0); const QQuickShaderEffectMaterial *oldMaterial = static_cast(oldEffect); if (oldEffect == 0 || material->cullMode != oldMaterial->cullMode) { switch (material->cullMode) { case QQuickShaderEffectMaterial::FrontFaceCulling: functions->glEnable(GL_CULL_FACE); functions->glCullFace(GL_FRONT); break; case QQuickShaderEffectMaterial::BackFaceCulling: functions->glEnable(GL_CULL_FACE); functions->glCullFace(GL_BACK); break; default: functions->glDisable(GL_CULL_FACE); break; } } } char const *const *QQuickCustomMaterialShader::attributeNames() const { return m_attributeNames.constData(); } void QQuickCustomMaterialShader::compile() { Q_ASSERT_X(!program()->isLinked(), "QQuickCustomMaterialShader::compile()", "Compile called multiple times!"); m_log.clear(); m_compiled = true; if (!program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader())) { m_log += QLatin1String("*** Vertex shader ***\n"); m_log += program()->log(); m_compiled = false; } if (!program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader())) { m_log += QLatin1String("*** Fragment shader ***\n"); m_log += program()->log(); m_compiled = false; } char const *const *attr = attributeNames(); #ifndef QT_NO_DEBUG int maxVertexAttribs = 0; QOpenGLContext::currentContext()->functions()->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs); int attrCount = 0; while (attrCount < maxVertexAttribs && attr[attrCount]) ++attrCount; if (attr[attrCount]) { qWarning("List of attribute names is too long.\n" "Maximum number of attributes on this hardware is %i.\n" "Vertex shader:\n%s\n" "Fragment shader:\n%s\n", maxVertexAttribs, vertexShader(), fragmentShader()); } #endif if (m_compiled) { #ifndef QT_NO_DEBUG for (int i = 0; i < attrCount; ++i) { #else for (int i = 0; attr[i]; ++i) { #endif if (*attr[i]) program()->bindAttributeLocation(attr[i], i); } m_compiled = program()->link(); m_log += program()->log(); } if (!m_compiled) { qWarning("QQuickCustomMaterialShader: Shader compilation failed:"); qWarning() << program()->log(); QSGShaderSourceBuilder::initializeProgramFromFiles( program(), QStringLiteral(":/items/shaders/shadereffectfallback.vert"), QStringLiteral(":/items/shaders/shadereffectfallback.frag")); #ifndef QT_NO_DEBUG for (int i = 0; i < attrCount; ++i) { #else for (int i = 0; attr[i]; ++i) { #endif if (qstrcmp(attr[i], qtPositionAttributeName()) == 0) program()->bindAttributeLocation("v", i); } program()->link(); } } const char *QQuickCustomMaterialShader::vertexShader() const { return m_key.sourceCode[QQuickShaderEffectMaterialKey::VertexShader].constData(); } const char *QQuickCustomMaterialShader::fragmentShader() const { return m_key.sourceCode[QQuickShaderEffectMaterialKey::FragmentShader].constData(); } bool QQuickShaderEffectMaterialKey::operator == (const QQuickShaderEffectMaterialKey &other) const { if (className != other.className) return false; for (int shaderType = 0; shaderType < ShaderTypeCount; ++shaderType) { if (sourceCode[shaderType] != other.sourceCode[shaderType]) return false; } return true; } bool QQuickShaderEffectMaterialKey::operator != (const QQuickShaderEffectMaterialKey &other) const { return !(*this == other); } uint qHash(const QQuickShaderEffectMaterialKey &key) { uint hash = qHash((void *)key.className); typedef QQuickShaderEffectMaterialKey Key; for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) hash = hash * 31337 + qHash(key.sourceCode[shaderType]); return hash; } QHash > QQuickShaderEffectMaterial::materialMap; QQuickShaderEffectMaterial::QQuickShaderEffectMaterial(QQuickShaderEffectNode *node) : cullMode(NoCulling) , supportsAtlasTextures(false) , m_node(node) , m_emittedLogChanged(false) { setFlag(Blending | RequiresFullMatrix, true); } QSGMaterialType *QQuickShaderEffectMaterial::type() const { return m_type.data(); } QSGMaterialShader *QQuickShaderEffectMaterial::createShader() const { return new QQuickCustomMaterialShader(m_source, attributes); } bool QQuickShaderEffectMaterial::UniformData::operator == (const UniformData &other) const { if (specialType != other.specialType) return false; if (name != other.name) return false; if (specialType == UniformData::Sampler) { QQuickItem *source = qobject_cast(qvariant_cast(value)); QQuickItem *otherSource = qobject_cast(qvariant_cast(other.value)); if (!source || !otherSource || !source->isTextureProvider() || !otherSource->isTextureProvider()) return false; return source->textureProvider()->texture()->textureId() == otherSource->textureProvider()->texture()->textureId(); } else { return value == other.value; } } int QQuickShaderEffectMaterial::compare(const QSGMaterial *o) const { const QQuickShaderEffectMaterial *other = static_cast(o); if (!supportsAtlasTextures || !other->supportsAtlasTextures) return 1; if (bool(flags() & QSGMaterial::RequiresFullMatrix) || bool(other->flags() & QSGMaterial::RequiresFullMatrix)) return 1; if (cullMode != other->cullMode) return 1; if (m_source != other->m_source) return 1; for (int shaderType = 0; shaderType < QQuickShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) { if (uniforms[shaderType] != other->uniforms[shaderType]) return 1; } return 0; } void QQuickShaderEffectMaterial::setProgramSource(const QQuickShaderEffectMaterialKey &source) { m_source = source; m_emittedLogChanged = false; m_type = materialMap.value(m_source); if (m_type.isNull()) { m_type = QSharedPointer(new QSGMaterialType); materialMap.insert(m_source, m_type); } } void QQuickShaderEffectMaterial::updateTextures() const { for (int i = 0; i < textureProviders.size(); ++i) { if (QSGTextureProvider *provider = textureProviders.at(i)) { if (QSGLayer *texture = qobject_cast(provider->texture())) texture->updateTexture(); } } } void QQuickShaderEffectMaterial::invalidateTextureProvider(QSGTextureProvider *provider) { for (int i = 0; i < textureProviders.size(); ++i) { if (provider == textureProviders.at(i)) textureProviders[i] = 0; } } QQuickShaderEffectNode::QQuickShaderEffectNode() { QSGNode::setFlag(UsePreprocess, true); #ifdef QSG_RUNTIME_DESCRIPTION qsgnode_set_description(this, QLatin1String("shadereffect")); #endif } QQuickShaderEffectNode::~QQuickShaderEffectNode() { } void QQuickShaderEffectNode::markDirtyTexture() { markDirty(DirtyMaterial); } void QQuickShaderEffectNode::textureProviderDestroyed(QObject *object) { Q_ASSERT(material()); static_cast(material())->invalidateTextureProvider(static_cast(object)); } void QQuickShaderEffectNode::preprocess() { Q_ASSERT(material()); static_cast(material())->updateTextures(); } QT_END_NAMESPACE