/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** 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 "qquickshadereffect_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 compile(); virtual void initialize(); virtual const char *vertexShader() const; virtual const char *fragmentShader() const; const QQuickShaderEffectMaterialKey m_key; QVector m_attributeNames; const QVector m_attributes; QString m_log; bool m_compiled; 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_compiled(false) , 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); 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); } 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("ShaderEffect: 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 QMetaType::QColor: program()->setUniformValue(m_uniformLocs.at(i), qt_premultiply_color(qvariant_cast(v))); break; case QMetaType::Float: program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast(v)); break; case QMetaType::Double: program()->setUniformValue(m_uniformLocs.at(i), (float) qvariant_cast(v)); break; case QMetaType::QTransform: program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast(v)); break; case QMetaType::Int: program()->setUniformValue(m_uniformLocs.at(i), v.toInt()); break; case QMetaType::Bool: program()->setUniformValue(m_uniformLocs.at(i), GLint(v.toBool())); break; case QMetaType::QSize: case QMetaType::QSizeF: program()->setUniformValue(m_uniformLocs.at(i), v.toSizeF()); break; case QMetaType::QPoint: case QMetaType::QPointF: program()->setUniformValue(m_uniformLocs.at(i), v.toPointF()); break; case QMetaType::QRect: case QMetaType::QRectF: { QRectF r = v.toRectF(); program()->setUniformValue(m_uniformLocs.at(i), r.x(), r.y(), r.width(), r.height()); } break; case QMetaType::QVector3D: 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::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; 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(); } static const char *fallbackVertexShader = "uniform highp mat4 qt_Matrix;" "attribute highp vec4 v;" "void main() { gl_Position = qt_Matrix * v; }"; static const char *fallbackFragmentShader = "void main() { gl_FragColor = vec4(1., 0., 1., 1.); }"; if (!m_compiled) { qWarning("QQuickCustomMaterialShader: Shader compilation failed:"); qWarning() << program()->log(); program()->removeAllShaders(); program()->addShaderFromSourceCode(QOpenGLShader::Vertex, fallbackVertexShader); program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fallbackFragmentShader); #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(); } } void QQuickCustomMaterialShader::initialize() { m_opacityLoc = program()->uniformLocation("qt_Opacity"); m_matrixLoc = program()->uniformLocation("qt_Matrix"); } 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(QQuickShaderEffectNode *node) : m_cullMode(NoCulling) , 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, 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_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::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() : m_material(this) { QSGNode::setFlag(UsePreprocess, true); setMaterial(&m_material); #ifdef QML_RUNTIME_TESTING description = QLatin1String("shadereffect"); #endif } QQuickShaderEffectNode::~QQuickShaderEffectNode() { } void QQuickShaderEffectNode::markDirtyTexture() { markDirty(DirtyMaterial); } void QQuickShaderEffectNode::preprocess() { Q_ASSERT(material()); static_cast(material())->updateTextures(); } QT_END_NAMESPACE