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42 #include <private/qquickshadereffectnode_p.h>
44 #include "qquickshadereffectmesh_p.h"
45 #include "qquickshadereffect_p.h"
46 #include <QtQuick/qsgtextureprovider.h>
47 #include <QtQuick/private/qsgrenderer_p.h>
51 class QQuickCustomMaterialShader : public QSGMaterialShader
54 QQuickCustomMaterialShader(const QQuickShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes);
55 virtual void deactivate();
56 virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
57 virtual char const *const *attributeNames() const;
60 friend class QQuickShaderEffectNode;
62 virtual void compile();
63 virtual void initialize();
64 virtual const char *vertexShader() const;
65 virtual const char *fragmentShader() const;
67 const QQuickShaderEffectMaterialKey m_key;
68 QVector<const char *> m_attributeNames;
69 const QVector<QByteArray> m_attributes;
73 QVector<int> m_uniformLocs;
76 uint m_textureIndicesSet;
79 QQuickCustomMaterialShader::QQuickCustomMaterialShader(const QQuickShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes)
81 , m_attributes(attributes)
83 , m_textureIndicesSet(false)
85 for (int i = 0; i < attributes.count(); ++i)
86 m_attributeNames.append(attributes.at(i).constData());
87 m_attributeNames.append(0);
90 void QQuickCustomMaterialShader::deactivate()
92 QSGMaterialShader::deactivate();
93 glDisable(GL_CULL_FACE);
96 void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
98 Q_ASSERT(newEffect != 0);
100 QQuickShaderEffectMaterial *material = static_cast<QQuickShaderEffectMaterial *>(newEffect);
101 if (!material->m_emittedLogChanged && material->m_node) {
102 material->m_emittedLogChanged = true;
103 emit material->m_node->logAndStatusChanged(m_log, m_compiled ? QQuickShaderEffect::Compiled
104 : QQuickShaderEffect::Error);
107 if (!m_textureIndicesSet) {
108 for (int i = 0; i < material->m_textures.size(); ++i)
109 program()->setUniformValue(material->m_textures.at(i).first.constData(), i);
110 m_textureIndicesSet = true;
113 if (m_uniformLocs.size() != material->m_uniformValues.size()) {
114 m_uniformLocs.reserve(material->m_uniformValues.size());
115 for (int i = 0; i < material->m_uniformValues.size(); ++i) {
116 const QByteArray &name = material->m_uniformValues.at(i).first;
117 m_uniformLocs.append(program()->uniformLocation(name.constData()));
121 QOpenGLFunctions *functions = state.context()->functions();
122 for (int i = material->m_textures.size() - 1; i >= 0; --i) {
123 functions->glActiveTexture(GL_TEXTURE0 + i);
124 if (QSGTextureProvider *provider = material->m_textures.at(i).second) {
125 if (QSGTexture *texture = provider->texture()) {
130 qWarning("ShaderEffect: source or provider missing when binding textures");
131 glBindTexture(GL_TEXTURE_2D, 0);
134 if (material->m_source.respectsOpacity)
135 program()->setUniformValue(m_opacityLoc, state.opacity());
137 for (int i = 0; i < material->m_uniformValues.count(); ++i) {
138 const QVariant &v = material->m_uniformValues.at(i).second;
141 case QVariant::Color:
142 program()->setUniformValue(m_uniformLocs.at(i), qt_premultiply_color(qvariant_cast<QColor>(v)));
144 case QVariant::Double:
145 program()->setUniformValue(m_uniformLocs.at(i), (float) qvariant_cast<double>(v));
147 case QVariant::Transform:
148 program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast<QTransform>(v));
151 program()->setUniformValue(m_uniformLocs.at(i), v.toInt());
154 program()->setUniformValue(m_uniformLocs.at(i), GLint(v.toBool()));
157 case QVariant::SizeF:
158 program()->setUniformValue(m_uniformLocs.at(i), v.toSizeF());
160 case QVariant::Point:
161 case QVariant::PointF:
162 program()->setUniformValue(m_uniformLocs.at(i), v.toPointF());
165 case QVariant::RectF:
167 QRectF r = v.toRectF();
168 program()->setUniformValue(m_uniformLocs.at(i), r.x(), r.y(), r.width(), r.height());
171 case QVariant::Vector3D:
172 program()->setUniformValue(m_uniformLocs.at(i), qvariant_cast<QVector3D>(v));
179 const QQuickShaderEffectMaterial *oldMaterial = static_cast<const QQuickShaderEffectMaterial *>(oldEffect);
180 if (oldEffect == 0 || material->cullMode() != oldMaterial->cullMode()) {
181 switch (material->cullMode()) {
182 case QQuickShaderEffectMaterial::FrontFaceCulling:
183 glEnable(GL_CULL_FACE);
184 glCullFace(GL_FRONT);
186 case QQuickShaderEffectMaterial::BackFaceCulling:
187 glEnable(GL_CULL_FACE);
191 glDisable(GL_CULL_FACE);
196 if ((state.isMatrixDirty()) && material->m_source.respectsMatrix)
197 program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
200 char const *const *QQuickCustomMaterialShader::attributeNames() const
202 return m_attributeNames.constData();
205 void QQuickCustomMaterialShader::compile()
207 Q_ASSERT_X(!program()->isLinked(), "QQuickCustomMaterialShader::compile()", "Compile called multiple times!");
211 if (!program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader())) {
212 m_log += QLatin1String("*** Vertex shader ***\n");
213 m_log += program()->log();
216 if (!program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader())) {
217 m_log += QLatin1String("*** Fragment shader ***\n");
218 m_log += program()->log();
222 char const *const *attr = attributeNames();
224 int maxVertexAttribs = 0;
225 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
227 while (attrCount < maxVertexAttribs && attr[attrCount])
229 if (attr[attrCount]) {
230 qWarning("List of attribute names is too long.\n"
231 "Maximum number of attributes on this hardware is %i.\n"
232 "Vertex shader:\n%s\n"
233 "Fragment shader:\n%s\n",
234 maxVertexAttribs, vertexShader(), fragmentShader());
240 for (int i = 0; i < attrCount; ++i) {
242 for (int i = 0; attr[i]; ++i) {
245 program()->bindAttributeLocation(attr[i], i);
247 m_compiled = program()->link();
248 m_log += program()->log();
251 static const char *fallbackVertexShader =
252 "uniform highp mat4 qt_Matrix;"
253 "attribute highp vec4 v;"
254 "void main() { gl_Position = qt_Matrix * v; }";
255 static const char *fallbackFragmentShader =
256 "void main() { gl_FragColor = vec4(1., 0., 1., 1.); }";
259 qWarning("QQuickCustomMaterialShader: Shader compilation failed:");
260 qWarning() << program()->log();
262 program()->removeAllShaders();
263 program()->addShaderFromSourceCode(QOpenGLShader::Vertex, fallbackVertexShader);
264 program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fallbackFragmentShader);
266 for (int i = 0; i < attrCount; ++i) {
268 for (int i = 0; attr[i]; ++i) {
270 if (qstrcmp(attr[i], qtPositionAttributeName()) == 0)
271 program()->bindAttributeLocation("v", i);
277 void QQuickCustomMaterialShader::initialize()
279 m_opacityLoc = program()->uniformLocation("qt_Opacity");
280 m_matrixLoc = program()->uniformLocation("qt_Matrix");
283 const char *QQuickCustomMaterialShader::vertexShader() const
285 return m_key.vertexCode.constData();
288 const char *QQuickCustomMaterialShader::fragmentShader() const
290 return m_key.fragmentCode.constData();
294 bool QQuickShaderEffectMaterialKey::operator == (const QQuickShaderEffectMaterialKey &other) const
296 return vertexCode == other.vertexCode && fragmentCode == other.fragmentCode && className == other.className;
299 uint qHash(const QQuickShaderEffectMaterialKey &key)
301 return qHash(qMakePair(qMakePair(key.vertexCode, key.fragmentCode), key.className));
305 QHash<QQuickShaderEffectMaterialKey, QSharedPointer<QSGMaterialType> > QQuickShaderEffectMaterial::materialMap;
307 QQuickShaderEffectMaterial::QQuickShaderEffectMaterial(QQuickShaderEffectNode *node)
308 : m_cullMode(NoCulling)
310 , m_emittedLogChanged(false)
312 setFlag(Blending | RequiresFullMatrix, true);
315 QSGMaterialType *QQuickShaderEffectMaterial::type() const
317 return m_type.data();
320 QSGMaterialShader *QQuickShaderEffectMaterial::createShader() const
322 return new QQuickCustomMaterialShader(m_source, m_source.attributeNames);
325 int QQuickShaderEffectMaterial::compare(const QSGMaterial *other) const
327 return this - static_cast<const QQuickShaderEffectMaterial *>(other);
330 void QQuickShaderEffectMaterial::setCullMode(QQuickShaderEffectMaterial::CullMode face)
335 QQuickShaderEffectMaterial::CullMode QQuickShaderEffectMaterial::cullMode() const
340 void QQuickShaderEffectMaterial::setProgramSource(const QQuickShaderEffectProgram &source)
343 m_emittedLogChanged = false;
344 m_type = materialMap.value(m_source);
345 if (m_type.isNull()) {
346 m_type = QSharedPointer<QSGMaterialType>(new QSGMaterialType);
347 materialMap.insert(m_source, m_type);
351 void QQuickShaderEffectMaterial::setUniforms(const QVector<QPair<QByteArray, QVariant> > &uniformValues)
353 m_uniformValues = uniformValues;
356 void QQuickShaderEffectMaterial::setTextureProviders(const QVector<QPair<QByteArray, QSGTextureProvider *> > &textures)
358 m_textures = textures;
361 const QVector<QPair<QByteArray, QSGTextureProvider *> > &QQuickShaderEffectMaterial::textureProviders() const
366 void QQuickShaderEffectMaterial::updateTextures() const
368 for (int i = 0; i < m_textures.size(); ++i) {
369 if (QSGTextureProvider *provider = m_textures.at(i).second) {
370 if (QSGDynamicTexture *texture = qobject_cast<QSGDynamicTexture *>(provider->texture()))
371 texture->updateTexture();
377 QQuickShaderEffectNode::QQuickShaderEffectNode()
380 QSGNode::setFlag(UsePreprocess, true);
381 setMaterial(&m_material);
383 #ifdef QML_RUNTIME_TESTING
384 description = QLatin1String("shadereffect");
388 QQuickShaderEffectNode::~QQuickShaderEffectNode()
392 void QQuickShaderEffectNode::markDirtyTexture()
394 markDirty(DirtyMaterial);
397 void QQuickShaderEffectNode::preprocess()
399 Q_ASSERT(material());
400 static_cast<QQuickShaderEffectMaterial *>(material())->updateTextures();