| 1 | /* |
| 2 | * SPDX-FileCopyrightText: 2025 Arjen Hiemstra <ahiemstra@heimr.nl> |
| 3 | * |
| 4 | * SPDX-License-Identifier: LGPL-2.0-or-later |
| 5 | */ |
| 6 | |
| 7 | #pragma once |
| 8 | |
| 9 | #include <QSGGeometryNode> |
| 10 | #include <QSGMaterial> |
| 11 | #include <QSGMaterialShader> |
| 12 | #include <QSGTextureProvider> |
| 13 | #include <QVariant> |
| 14 | |
| 15 | #include "uniformdatastream.h" |
| 16 | |
| 17 | class ShaderMaterial; |
| 18 | |
| 19 | /*! |
| 20 | * A base class for scene graph nodes that want to use a shader to render something. |
| 21 | */ |
| 22 | class ShaderNode : public QSGGeometryNode |
| 23 | { |
| 24 | public: |
| 25 | using TextureChannel = unsigned char; |
| 26 | |
| 27 | struct TextureInfo { |
| 28 | TextureChannel channel = 0; |
| 29 | QQuickWindow::CreateTextureOptions options; |
| 30 | std::shared_ptr<QSGTexture> texture = nullptr; |
| 31 | QPointer<QSGTextureProvider> provider = nullptr; |
| 32 | QMetaObject::Connection providerConnection; |
| 33 | }; |
| 34 | |
| 35 | ShaderNode(); |
| 36 | ~ShaderNode() override; |
| 37 | |
| 38 | void preprocess() override; |
| 39 | |
| 40 | /*! |
| 41 | * The rectangle describing the geometry of this node. |
| 42 | */ |
| 43 | QRectF rect() const; |
| 44 | void setRect(const QRectF &newRect); |
| 45 | |
| 46 | /*! |
| 47 | * The UV coordinates of the geometry of this node. |
| 48 | */ |
| 49 | QRectF uvs(TextureChannel channel) const; |
| 50 | void setUVs(TextureChannel channel, const QRectF &newUvs); |
| 51 | |
| 52 | /*! |
| 53 | * The variant of the material used for rendering. |
| 54 | * |
| 55 | * This will be passed to createMaterialVariant() to perform the actual |
| 56 | * creation of the material. |
| 57 | */ |
| 58 | QSGMaterialType *materialVariant() const; |
| 59 | void setMaterialVariant(QSGMaterialType *variant); |
| 60 | |
| 61 | /*! |
| 62 | * Set the name of the shader to use for rendering. |
| 63 | * |
| 64 | * By default this will create and use an instance of ShaderMaterial that |
| 65 | * corresponds to the given shader. |
| 66 | */ |
| 67 | void setShader(const QString &shader); |
| 68 | |
| 69 | /*! |
| 70 | * Set the size of buffer used by the material for storing uniform values. |
| 71 | * |
| 72 | * The given size is in bytes. Note that you should account for all uniforms |
| 73 | * in your shader's uniform buffer. |
| 74 | */ |
| 75 | void setUniformBufferSize(qsizetype size); |
| 76 | |
| 77 | /*! |
| 78 | * A writeable view of the material's uniform data buffer. |
| 79 | * |
| 80 | * This can be used in combination with UniformDataStream to write the |
| 81 | * values of your uniforms. |
| 82 | */ |
| 83 | std::span<char> uniformData(); |
| 84 | |
| 85 | /*! |
| 86 | * Set the number of texture channels. |
| 87 | * |
| 88 | * Each texture channel gets its own set of UV coordinates and texture. By |
| 89 | * default, the UVs will be set to (0, 0, 1, 1) unless the texture is an |
| 90 | * atlas texture, in which case coordinates matching the atlas will be used. |
| 91 | * Use setTexture() to set the texture to use for a channel. |
| 92 | */ |
| 93 | void setTextureChannels(unsigned char count); |
| 94 | |
| 95 | /*! |
| 96 | * Set the texture for a channel to an image. |
| 97 | * |
| 98 | * This will create a texture from \a image using \a window and the options |
| 99 | * specified by \a options, then assign it to texture channel \a channel. |
| 100 | * Textures created from images are cached, if an image has the same cache |
| 101 | * ID as a previous call to setTexture(), no new texture will be created. |
| 102 | */ |
| 103 | void setTexture(TextureChannel channel, const QImage &image, QQuickWindow *window, QQuickWindow::CreateTextureOptions options = {}); |
| 104 | |
| 105 | /*! |
| 106 | * Set the texture for a channel to a texture provider. |
| 107 | * |
| 108 | * This will use \a provider to provide the texture for channel \a channel. |
| 109 | * \a options will be used whenever a new texture is created from |
| 110 | * \a provider. |
| 111 | */ |
| 112 | void setTexture(TextureChannel channel, QSGTextureProvider *provider, QQuickWindow::CreateTextureOptions options = {}); |
| 113 | |
| 114 | /*! |
| 115 | * Update internal state based on newly-set parameters. |
| 116 | * |
| 117 | * This is done as an explicit step to ensure we don't modify expensive GPU |
| 118 | * resources like geometry multiple times during a single update. |
| 119 | */ |
| 120 | virtual void update(); |
| 121 | |
| 122 | /*! |
| 123 | * Helper function that returns a pre-multiplied version of a color. |
| 124 | */ |
| 125 | static inline QColor toPremultiplied(const QColor &value) |
| 126 | { |
| 127 | return QColor::fromRgbF(r: value.redF() * value.alphaF(), // |
| 128 | g: value.greenF() * value.alphaF(), |
| 129 | b: value.blueF() * value.alphaF(), |
| 130 | a: value.alphaF()); |
| 131 | } |
| 132 | |
| 133 | protected: |
| 134 | /*! |
| 135 | * Create a new instance of a certain material variant. |
| 136 | * |
| 137 | * This should return a new instance of the material that matches \a variant, |
| 138 | * or nullptr if the specified variant cannot be handled by the current node. |
| 139 | */ |
| 140 | virtual QSGMaterial *createMaterialVariant(QSGMaterialType *variant); |
| 141 | |
| 142 | private: |
| 143 | void preprocessTexture(const TextureInfo &texture); |
| 144 | |
| 145 | QRectF m_rect; |
| 146 | QVarLengthArray<QRectF, 16> m_uvs; |
| 147 | bool m_geometryUpdateNeeded = true; |
| 148 | unsigned char m_textureChannels = 1; |
| 149 | |
| 150 | QSGMaterialType *m_materialVariant = nullptr; |
| 151 | ShaderMaterial *m_shaderMaterial = nullptr; |
| 152 | |
| 153 | QList<TextureInfo> m_textures; |
| 154 | |
| 155 | QSGGeometry::AttributeSet *m_attributeSet = nullptr; |
| 156 | }; |
| 157 | |