aboutsummaryrefslogtreecommitdiffstats
path: root/src/declarative/items/qsgshadereffectitem.cpp
blob: 286b67bacd708d9f9b4292ebf7eda6b3304861f3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** 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 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.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include <private/qsgshadereffectitem_p.h>
#include <private/qsgshadereffectnode_p.h>

#include "qsgmaterial.h"
#include "qsgitem_p.h"

#include <private/qsgcontext_p.h>
#include <private/qsgtextureprovider_p.h>
#include "qsgcanvas.h"

#include <QtCore/qsignalmapper.h>
#include <QtOpenGL/qglframebufferobject.h>

QT_BEGIN_NAMESPACE

static const char qt_default_vertex_code[] =
    "uniform highp mat4 qt_ModelViewProjectionMatrix;               \n"
    "attribute highp vec4 qt_Vertex;                                \n"
    "attribute highp vec2 qt_MultiTexCoord0;                        \n"
    "varying highp vec2 qt_TexCoord0;                               \n"
    "void main() {                                                  \n"
    "    qt_TexCoord0 = qt_MultiTexCoord0;                          \n"
    "    gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;    \n"
    "}";

static const char qt_default_fragment_code[] =
    "varying highp vec2 qt_TexCoord0;                                   \n"
    "uniform sampler2D source;                                          \n"
    "uniform lowp float qt_Opacity;                                     \n"
    "void main() {                                                      \n"
    "    gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;   \n"
    "}";

static const char qt_position_attribute_name[] = "qt_Vertex";
static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";

const char *qtPositionAttributeName()
{
    return qt_position_attribute_name;
}

const char *qtTexCoordAttributeName()
{
    return qt_texcoord_attribute_name;
}

QSGShaderEffectItem::QSGShaderEffectItem(QSGItem *parent)
    : QSGItem(parent)
    , m_mesh(0)
    , m_cullMode(NoCulling)
    , m_blending(true)
    , m_dirtyData(true)
    , m_programDirty(true)
    , m_dirtyMesh(true)
    , m_dirtyGeometry(true)
{
    setFlag(QSGItem::ItemHasContents);
}

QSGShaderEffectItem::~QSGShaderEffectItem()
{
    reset();
}

void QSGShaderEffectItem::componentComplete()
{
    updateProperties();
    QSGItem::componentComplete();
}

void QSGShaderEffectItem::setFragmentShader(const QByteArray &code)
{
    if (m_source.fragmentCode.constData() == code.constData())
        return;
    m_source.fragmentCode = code;
    if (isComponentComplete()) {
        reset();
        updateProperties();
    }
    emit fragmentShaderChanged();
}

void QSGShaderEffectItem::setVertexShader(const QByteArray &code)
{
    if (m_source.vertexCode.constData() == code.constData())
        return;
    m_source.vertexCode = code;
    if (isComponentComplete()) {
        reset();
        updateProperties();
    }
    emit vertexShaderChanged();
}

void QSGShaderEffectItem::setBlending(bool enable)
{
    if (blending() == enable)
        return;

    m_blending = enable;
    update();

    emit blendingChanged();
}

void QSGShaderEffectItem::setMesh(QSGShaderEffectMesh *mesh)
{
    if (mesh == m_mesh)
        return;
    if (m_mesh)
        disconnect(m_mesh, SIGNAL(geometryChanged()), this, 0);
    m_mesh = mesh;
    if (m_mesh)
        connect(m_mesh, SIGNAL(geometryChanged()), this, SLOT(updateGeometry()));
    m_dirtyMesh = true;
    update();
    emit meshChanged();
}

void QSGShaderEffectItem::setCullMode(CullMode face)
{
    if (face == m_cullMode)
        return;
    m_cullMode = face;
    update();
    emit cullModeChanged();
}

void QSGShaderEffectItem::changeSource(int index)
{
    Q_ASSERT(index >= 0 && index < m_sources.size());
    QVariant v = property(m_sources.at(index).name.constData());
    setSource(v, index);
}

void QSGShaderEffectItem::updateData()
{
    m_dirtyData = true;
    update();
}

void QSGShaderEffectItem::updateGeometry()
{
    m_dirtyGeometry = true;
    update();
}

void QSGShaderEffectItem::setSource(const QVariant &var, int index)
{
    Q_ASSERT(index >= 0 && index < m_sources.size());

    SourceData &source = m_sources[index];

    source.item = 0;
    if (var.isNull()) {
        return;
    } else if (!qVariantCanConvert<QObject *>(var)) {
        qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData());
        return;
    }

    QObject *obj = qVariantValue<QObject *>(var);

    QSGTextureProvider *int3rface = QSGTextureProvider::from(obj);
    if (!int3rface) {
        qWarning("Could not assign property '%s', did not implement QSGTextureProvider.", source.name.constData());
    }

    source.item = qobject_cast<QSGItem *>(obj);

    // TODO: Find better solution.
    // 'source.item' needs a canvas to get a scenegraph node.
    // The easiest way to make sure it gets a canvas is to
    // make it a part of the same item tree as 'this'.
    if (source.item && source.item->parentItem() == 0) {
        source.item->setParentItem(this);
        source.item->setVisible(false);
    }
}

void QSGShaderEffectItem::disconnectPropertySignals()
{
    disconnect(this, 0, this, SLOT(updateData()));
    for (int i = 0; i < m_sources.size(); ++i) {
        SourceData &source = m_sources[i];
        disconnect(this, 0, source.mapper, 0);
        disconnect(source.mapper, 0, this, 0);
    }
}

void QSGShaderEffectItem::connectPropertySignals()
{
    QSet<QByteArray>::const_iterator it;
    for (it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) {
        int pi = metaObject()->indexOfProperty(it->constData());
        if (pi >= 0) {
            QMetaProperty mp = metaObject()->property(pi);
            if (!mp.hasNotifySignal())
                qWarning("QSGShaderEffectItem: property '%s' does not have notification method!", it->constData());
            QByteArray signalName("2");
            signalName.append(mp.notifySignal().signature());
            connect(this, signalName, this, SLOT(updateData()));
        } else {
            qWarning("QSGShaderEffectItem: '%s' does not have a matching property!", it->constData());
        }
    }
    for (int i = 0; i < m_sources.size(); ++i) {
        SourceData &source = m_sources[i];
        int pi = metaObject()->indexOfProperty(source.name.constData());
        if (pi >= 0) {
            QMetaProperty mp = metaObject()->property(pi);
            QByteArray signalName("2");
            signalName.append(mp.notifySignal().signature());
            connect(this, signalName, source.mapper, SLOT(map()));
            source.mapper->setMapping(this, i);
            connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int)));
        } else {
            qWarning("QSGShaderEffectItem: '%s' does not have a matching source!", source.name.constData());
        }
    }
}

void QSGShaderEffectItem::reset()
{
    disconnectPropertySignals();

    m_source.attributeNames.clear();
    m_source.uniformNames.clear();
    m_source.respectsOpacity = false;
    m_source.respectsMatrix = false;
    m_source.className = metaObject()->className();

    for (int i = 0; i < m_sources.size(); ++i) {
        const SourceData &source = m_sources.at(i);
        delete source.mapper;
        if (source.item && source.item->parentItem() == this)
            source.item->setParentItem(0);
    }
    m_sources.clear();

    m_programDirty = true;
    m_dirtyMesh = true;
}

void QSGShaderEffectItem::updateProperties()
{
    QByteArray vertexCode = m_source.vertexCode;
    QByteArray fragmentCode = m_source.fragmentCode;
    if (vertexCode.isEmpty())
        vertexCode = qt_default_vertex_code;
    if (fragmentCode.isEmpty())
        fragmentCode = qt_default_fragment_code;

    lookThroughShaderCode(vertexCode);
    lookThroughShaderCode(fragmentCode);

    if (!m_mesh && !m_source.attributeNames.contains(qt_position_attribute_name))
        qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_position_attribute_name);
    if (!m_mesh && !m_source.attributeNames.contains(qt_texcoord_attribute_name))
        qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_texcoord_attribute_name);
    if (!m_source.respectsMatrix)
        qWarning("QSGShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
    if (!m_source.respectsOpacity)
        qWarning("QSGShaderEffectItem: Missing reference to \'qt_Opacity\'.");

    for (int i = 0; i < m_sources.size(); ++i) {
        QVariant v = property(m_sources.at(i).name);
        setSource(v, i);
    }

    connectPropertySignals();
}

void QSGShaderEffectItem::lookThroughShaderCode(const QByteArray &code)
{
    // Regexp for matching attributes and uniforms.
    // In human readable form: attribute|uniform [lowp|mediump|highp] <type> <name>
    static QRegExp re(QLatin1String("\\b(attribute|uniform)\\b\\s*\\b(?:lowp|mediump|highp)?\\b\\s*\\b(\\w+)\\b\\s*\\b(\\w+)"));
    Q_ASSERT(re.isValid());

    int pos = -1;

    QString wideCode = QString::fromLatin1(code.constData(), code.size());

    while ((pos = re.indexIn(wideCode, pos + 1)) != -1) {
        QByteArray decl = re.cap(1).toLatin1(); // uniform or attribute
        QByteArray type = re.cap(2).toLatin1(); // type
        QByteArray name = re.cap(3).toLatin1(); // variable name

        if (decl == "attribute") {
            m_source.attributeNames.append(name);
        } else {
            Q_ASSERT(decl == "uniform");

            if (name == "qt_ModelViewProjectionMatrix") {
                m_source.respectsMatrix = true;
            } else if (name == "qt_Opacity") {
                m_source.respectsOpacity = true;
            } else {
                m_source.uniformNames.insert(name);
                if (type == "sampler2D") {
                    SourceData d;
                    d.mapper = new QSignalMapper;
                    d.name = name;
                    d.item = 0;
                    m_sources.append(d);
                }
            }
        }
    }
}

void QSGShaderEffectItem::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
    m_dirtyGeometry = true;
    QSGItem::geometryChanged(newGeometry, oldGeometry);
}

QSGNode *QSGShaderEffectItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    QSGShaderEffectNode *node = static_cast<QSGShaderEffectNode *>(oldNode);

    if (!node) {
        node = new QSGShaderEffectNode;
        node->setMaterial(&m_material);
        m_programDirty = true;
        m_dirtyData = true;
        m_dirtyGeometry = true;
    }

    if (m_dirtyMesh) {
        node->setGeometry(0);
        m_dirtyMesh = false;
        m_dirtyGeometry = true;
    }

    if (m_dirtyGeometry) {
        node->setFlag(QSGNode::OwnsGeometry, false);
        QSGGeometry *geometry = node->geometry();
        QRectF rect(0, 0, width(), height());
        QSGShaderEffectMesh *mesh = m_mesh ? m_mesh : &m_defaultMesh;

        geometry = mesh->updateGeometry(geometry, m_source.attributeNames, rect);
        if (!geometry) {
            delete node;
            return 0;
        }

        node->setGeometry(geometry);
        node->setFlag(QSGNode::OwnsGeometry, true);

        m_dirtyGeometry = false;
    }

    if (m_programDirty) {
        QSGShaderEffectProgram s = m_source;
        if (s.fragmentCode.isEmpty())
            s.fragmentCode = qt_default_fragment_code;
        if (s.vertexCode.isEmpty())
            s.vertexCode = qt_default_vertex_code;

        m_material.setProgramSource(s);
        node->markDirty(QSGNode::DirtyMaterial);
        m_programDirty = false;
    }

    // Update blending
    if (bool(m_material.flags() & QSGMaterial::Blending) != m_blending) {
        m_material.setFlag(QSGMaterial::Blending, m_blending);
        node->markDirty(QSGNode::DirtyMaterial);
    }

    if (int(m_material.cullMode()) != int(m_cullMode)) {
        m_material.setCullMode(QSGShaderEffectMaterial::CullMode(m_cullMode));
        node->markDirty(QSGNode::DirtyMaterial);
    }

    if (m_dirtyData) {
        QVector<QPair<QByteArray, QVariant> > values;
        QVector<QPair<QByteArray, QPointer<QSGItem> > > textures;
        const QVector<QPair<QByteArray, QPointer<QSGItem> > > &oldTextures = m_material.textureProviders();

        for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin(); 
             it != m_source.uniformNames.end(); ++it) {
            values.append(qMakePair(*it, property(*it)));
        }
        for (int i = 0; i < oldTextures.size(); ++i) {
            QSGTextureProvider *oldSource = QSGTextureProvider::from(oldTextures.at(i).second);
            if (oldSource && oldSource->textureChangedSignal())
                disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), node, SLOT(markDirtyTexture()));
        }
        for (int i = 0; i < m_sources.size(); ++i) {
            const SourceData &source = m_sources.at(i);
            textures.append(qMakePair(source.name, source.item));
            QSGTextureProvider *t = QSGTextureProvider::from(source.item);
            if (t && t->textureChangedSignal())
                connect(source.item, t->textureChangedSignal(), node, SLOT(markDirtyTexture()));
        }
        m_material.setUniforms(values);
        m_material.setTextureProviders(textures);
        node->markDirty(QSGNode::DirtyMaterial);
        m_dirtyData = false;
    }

    return node;
}

QT_END_NAMESPACE