/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** 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 "qsgmaterial.h" #include "qsgrenderer_p.h" QT_BEGIN_NAMESPACE /*! \class QSGMaterialShader \brief The QSGMaterialShader class implements a material renders geometry. 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 to used to render the geometry. An instance of QSGMaterialShader is never created explicitely 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 deactive() 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 \warning Instances of QSGMaterialShader belongs to the Scene Graph rendering thread, and cannot be used from the GUI thread. */ /*! Creates a new QSGMaterialShader. */ QSGMaterialShader::QSGMaterialShader() { } /*! \fn QOpenGLShaderProgram *QSGMaterialShader::program() const Returns the shader program used by this QSGMaterialShader. */ /*! 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. If reimplemented, make sure to either call the base class implementation to enable the vertex attribute registers. */ void QSGMaterialShader::activate() { Q_ASSERT(program()->isLinked()); program()->bind(); char const *const *attr = attributeNames(); for (int i = 0; attr[i]; ++i) { if (*attr[i]) program()->enableAttributeArray(i); } } /*! This function is called by the scene graph to indicate that geometry will no longer to be rendered using this shader. If reimplemented, make sure to either call the base class implementation to disable the vertex attribute registers. */ void QSGMaterialShader::deactivate() { char const *const *attr = attributeNames(); for (int i = 0; attr[i]; ++i) { if (*attr[i]) program()->disableAttributeArray(i); } } /*! 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 */) { } /*! This function is called when the shader is initialized to compile the actual QOpenGLShaderProgram. Do not call it explicitely. 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()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader()); program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader()); char const *const *attr = attributeNames(); #ifndef QT_NO_DEBUG int maxVertexAttribs = 0; 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(); } } /*! \class QSGMaterialShader::RenderState \brief The QSGMaterialShader::RenderState encapsulates the current rendering state during a call to QSGMaterialShader::updateState(). 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. */ /*! \fn bool QSGMaterialShader::RenderState::isMatrixDirty() const Convenience function to check if the dirtyStates() indicates that the matrix needs to be updated. */ /*! \fn bool QSGMaterialShader::RenderState::isOpacityDirty() const Conveience function to check if the dirtyStates() indicates that the opacity needs to be updated. */ /*! \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(m_data)->currentOpacity(); } /*! Returns the matrix combined of modelview matrix and project matrix. */ QMatrix4x4 QSGMaterialShader::RenderState::combinedMatrix() const { Q_ASSERT(m_data); return static_cast(m_data)->currentCombinedMatrix(); } /*! Returns the model view matrix. */ QMatrix4x4 QSGMaterialShader::RenderState::modelViewMatrix() const { Q_ASSERT(m_data); return static_cast(m_data)->currentModelViewMatrix(); } /*! Returns the viewport rect of the surface being rendered to. */ QRect QSGMaterialShader::RenderState::viewportRect() const { Q_ASSERT(m_data); return static_cast(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(m_data)->deviceRect(); } /*! Returns the QOpenGLContext that is being used for rendering */ QOpenGLContext *QSGMaterialShader::RenderState::context() const { return static_cast(m_data)->glContext(); } #ifndef QT_NO_DEBUG static int qt_material_count = 0; static void qt_print_material_count() { qDebug("Number of leaked materials: %i", qt_material_count); qt_material_count = -1; } #endif /*! \class QSGMaterialType \brief The QSGMaterialType class is used as a unique type token in combination with QSGMaterial. It serves no purpose outside the QSGMaterial::type() function. */ /*! \class QSGMaterial \brief The QSGMaterial class encapsulates rendering state for a shader program. The QSGMaterial and QSGMaterialShader subclasses 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 to used to render the geometry. The QSGMaterial has two virtual functions that both need to be implemented. The function type() should return a unique instance for all instances of a specific subclass. The createShader() function should return a new instance of QSGMaterialShader, specific to the subclass of QSGMaterial. A minimal QSGMaterial implementation could look like this: \code class Material : public QSGMaterial { public: QSGMaterialType *type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *createShader() const { return new Shader; } }; \endcode \warning Instances of QSGMaterial belongs to the Scene Graph rendering thread, and cannot be used from the GUI thread. */ QSGMaterial::QSGMaterial() : m_flags(0) { #ifndef QT_NO_DEBUG ++qt_material_count; static bool atexit_registered = false; if (!atexit_registered) { atexit(qt_print_material_count); atexit_registered = true; } #endif } QSGMaterial::~QSGMaterial() { #ifndef QT_NO_DEBUG --qt_material_count; if (qt_material_count < 0) qDebug("Material destroyed after qt_print_material_count() was called."); #endif } /*! \enum QSGMaterial::Flag \value Blending Set this flag to true if the material requires GL_BLEND to be enabled during rendering. \value RequiresDeterminant Set this flag to true if the material relies on the determinant of the matrix of the geometry nodes for rendering. \value RequiresFullMatrix Set this flag to true if the material relies on the full matrix of the geometry nodes for rendering. */ /*! Sets the flags \a flags on this material if \a on is true; otherwise clears the attribute. */ void QSGMaterial::setFlag(Flags flags, bool on) { if (on) m_flags |= flags; else m_flags &= ~flags; } /*! Compares this material to \a other and returns 0 if they are equal; -1 if this material should sort before \a other and 1 if \a other should sort before. The scene graph can reorder geometry nodes to minimize state changes. The compare function is called during the sorting process so that the materials can be sorted to minimize state changes in each call to QSGMaterialShader::updateState(). The this pointer and \a other is guaranteed to have the same type(). */ int QSGMaterial::compare(const QSGMaterial *other) const { Q_ASSERT(other && type() == other->type()); return qint64(this) - qint64(other); } /*! \fn QSGMaterialType QSGMaterial::type() const This function is called by the scene graph to return a unique instance per subclass. */ /*! \fn QSGMaterialShader *QSGMaterial::createShader() const This function returns a new instance of a the QSGMaterialShader implementatation used to render geometry for a specifc implementation of QSGMaterial. The function will be called only once for each material type that exists in the scene graph and will be cached internally. */ QT_END_NAMESPACE