| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB). | 
| 4 | ** Contact: https://www.qt.io/licensing/ | 
| 5 | ** | 
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. | 
| 7 | ** | 
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ | 
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| 17 | ** GNU Lesser General Public License Usage | 
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| 22 | ** ensure the GNU Lesser General Public License version 3 requirements | 
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| 25 | ** GNU General Public License Usage | 
| 26 | ** Alternatively, this file may be used under the terms of the GNU | 
| 27 | ** General Public License version 2.0 or (at your option) the GNU General | 
| 28 | ** Public license version 3 or any later version approved by the KDE Free | 
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| 35 | ** | 
| 36 | ** $QT_END_LICENSE$ | 
| 37 | ** | 
| 38 | ****************************************************************************/ | 
| 39 |  | 
| 40 | #include "scene3dsgmaterialshader_p.h" | 
| 41 |  | 
| 42 | #include <qopenglcontext.h> | 
| 43 | #include <qopenglfunctions.h> | 
| 44 | #include <QtGui/qsurfaceformat.h> | 
| 45 |  | 
| 46 | #include <scene3dsgmaterial_p.h> | 
| 47 |  | 
| 48 | QT_BEGIN_NAMESPACE | 
| 49 |  | 
| 50 | namespace { | 
| 51 |  | 
| 52 | inline bool isPowerOfTwo(int x) | 
| 53 | { | 
| 54 |     // Assumption: x >= 1 | 
| 55 |     return x == (x & -x); | 
| 56 | } | 
| 57 |  | 
| 58 | } | 
| 59 |  | 
| 60 | namespace Qt3DRender { | 
| 61 |  | 
| 62 | /*! | 
| 63 |     \class Qt3DCore::SCene3DMaterialShader | 
| 64 |     \internal | 
| 65 |  | 
| 66 |     \brief The Qt3DRender::Scene3DSGMaterialShader class is a custom | 
| 67 |     QSGMaterialShader subclass instantiated by a Qt3DRender::Scene3DSGMateria1 | 
| 68 |  | 
| 69 |     The Qt3DRender::Scene3DSGMaterialShader provides a shader that renders a texture | 
| 70 |     using premultiplied alpha. | 
| 71 |  */ | 
| 72 |  | 
| 73 | QSGMaterialType Scene3DSGMaterialShader::type; | 
| 74 |  | 
| 75 | Scene3DSGMaterialShader::Scene3DSGMaterialShader() | 
| 76 |     : QSGMaterialShader() | 
| 77 |     , m_matrixId(-1) | 
| 78 |     , m_opacityId(-1) | 
| 79 |     , m_visibleId(-1) | 
| 80 | { | 
| 81 | } | 
| 82 |  | 
| 83 | const char * const *Scene3DSGMaterialShader::attributeNames() const | 
| 84 | { | 
| 85 |     static char const *const attr[] = { "qt_VertexPosition" , "qt_VertexTexCoord" , 0 }; | 
| 86 |     return attr; | 
| 87 | } | 
| 88 |  | 
| 89 | const char *Scene3DSGMaterialShader::vertexShader() const | 
| 90 | { | 
| 91 |     QOpenGLContext *ctx = QOpenGLContext::currentContext(); | 
| 92 |     if (ctx->format().version() >= qMakePair(x: 3, y: 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { | 
| 93 |         return ""  | 
| 94 |                "#version 150 core                                   \n"  | 
| 95 |                "uniform mat4 qt_Matrix;                             \n"  | 
| 96 |                "in vec4 qt_VertexPosition;                          \n"  | 
| 97 |                "in vec2 qt_VertexTexCoord;                          \n"  | 
| 98 |                "out vec2 qt_TexCoord;                               \n"  | 
| 99 |                "void main() {                                       \n"  | 
| 100 |                "   qt_TexCoord = qt_VertexTexCoord;                 \n"  | 
| 101 |                "   gl_Position = qt_Matrix * qt_VertexPosition;     \n"  | 
| 102 |                "}" ; | 
| 103 |     } else { | 
| 104 |         return ""  | 
| 105 |                "uniform highp mat4 qt_Matrix;                       \n"  | 
| 106 |                "attribute highp vec4 qt_VertexPosition;             \n"  | 
| 107 |                "attribute highp vec2 qt_VertexTexCoord;             \n"  | 
| 108 |                "varying highp vec2 qt_TexCoord;                     \n"  | 
| 109 |                "void main() {                                       \n"  | 
| 110 |                "   qt_TexCoord = qt_VertexTexCoord;                 \n"  | 
| 111 |                "   gl_Position = qt_Matrix * qt_VertexPosition;     \n"  | 
| 112 |                "}" ; | 
| 113 |     } | 
| 114 | } | 
| 115 |  | 
| 116 | const char *Scene3DSGMaterialShader::fragmentShader() const | 
| 117 | { | 
| 118 |     QOpenGLContext *ctx = QOpenGLContext::currentContext(); | 
| 119 |     if (ctx->format().version() >= qMakePair(x: 3, y: 2) && ctx->format().profile() == QSurfaceFormat::CoreProfile) { | 
| 120 |         return ""  | 
| 121 |                "#version 150 core                                   \n"  | 
| 122 |                "uniform bool visible;                               \n"  | 
| 123 |                "uniform sampler2D source;                           \n"  | 
| 124 |                "uniform float qt_Opacity;                           \n"  | 
| 125 |                "in vec2 qt_TexCoord;                                \n"  | 
| 126 |                "out vec4 fragColor;                                 \n"  | 
| 127 |                "void main() {                                       \n"  | 
| 128 |                "   if (!visible) discard;                           \n"  | 
| 129 |                "   vec4 p = texture(source, qt_TexCoord);           \n"  | 
| 130 |                "   float a = qt_Opacity * p.a;                      \n"  | 
| 131 |                "   fragColor = vec4(p.rgb * a, a);                  \n"  | 
| 132 |                "}" ; | 
| 133 |     } else { | 
| 134 |         return ""  | 
| 135 |                "uniform bool visible;                                   \n"  | 
| 136 |                "uniform highp sampler2D source;                         \n"  | 
| 137 |                "uniform highp float qt_Opacity;                         \n"  | 
| 138 |                "varying highp vec2 qt_TexCoord;                         \n"  | 
| 139 |                "void main() {                                           \n"  | 
| 140 |                "   if (!visible) discard;                               \n"  | 
| 141 |                "   highp vec4 p = texture2D(source, qt_TexCoord);       \n"  | 
| 142 |                "   highp float a = qt_Opacity * p.a;                    \n"  | 
| 143 |                "   gl_FragColor = vec4(p.rgb * a, a);                   \n"  | 
| 144 |                "}" ; | 
| 145 |     } | 
| 146 | } | 
| 147 |  | 
| 148 | void Scene3DSGMaterialShader::initialize() | 
| 149 | { | 
| 150 |     m_matrixId = program()->uniformLocation(name: "qt_Matrix" ); | 
| 151 |     m_opacityId = program()->uniformLocation(name: "qt_Opacity" ); | 
| 152 |     m_visibleId = program()->uniformLocation(name: "visible" ); | 
| 153 | } | 
| 154 |  | 
| 155 | void Scene3DSGMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) | 
| 156 | { | 
| 157 |     Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); | 
| 158 |     Scene3DSGMaterial *tx = static_cast<Scene3DSGMaterial *>(newEffect); | 
| 159 |     Scene3DSGMaterial *oldTx = static_cast<Scene3DSGMaterial *>(oldEffect); | 
| 160 |  | 
| 161 |     QSGTexture *t = tx->texture(); | 
| 162 |  | 
| 163 |     if (t != nullptr) { | 
| 164 |         bool npotSupported = const_cast<QOpenGLContext *>(state.context()) | 
| 165 |                 ->functions()->hasOpenGLFeature(feature: QOpenGLFunctions::NPOTTextureRepeat); | 
| 166 |         if (!npotSupported) { | 
| 167 |             QSize size = t->textureSize(); | 
| 168 |             const bool isNpot = !isPowerOfTwo(x: size.width()) || !isPowerOfTwo(x: size.height()); | 
| 169 |             if (isNpot) { | 
| 170 |                 t->setHorizontalWrapMode(QSGTexture::ClampToEdge); | 
| 171 |                 t->setVerticalWrapMode(QSGTexture::ClampToEdge); | 
| 172 |             } | 
| 173 |         } | 
| 174 |  | 
| 175 |         if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) | 
| 176 |             t->bind(); | 
| 177 |         else | 
| 178 |             t->updateBindOptions(); | 
| 179 |     } | 
| 180 |  | 
| 181 |     if (oldTx == nullptr || oldTx->visible() != tx->visible()) | 
| 182 |         program()->setUniformValue(location: m_visibleId, value: tx->visible()); | 
| 183 |  | 
| 184 |     if (state.isMatrixDirty()) | 
| 185 |         program()->setUniformValue(location: m_matrixId, value: state.combinedMatrix()); | 
| 186 |  | 
| 187 |     if (state.isOpacityDirty()) | 
| 188 |         program()->setUniformValue(location: m_opacityId, value: state.opacity()); | 
| 189 | } | 
| 190 |  | 
| 191 | } // namespace Qt3DRender | 
| 192 |  | 
| 193 | QT_END_NAMESPACE | 
| 194 |  |