| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2014 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 | 
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
| 19 | ** General Public License version 3 as published by the Free Software | 
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| 22 | ** ensure the GNU Lesser General Public License version 3 requirements | 
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| 24 | ** | 
| 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 "shaderdata_p.h" | 
| 41 | #include "qshaderdata.h" | 
| 42 | #include "qshaderdata_p.h" | 
| 43 | #include <QMetaProperty> | 
| 44 | #include <QMetaObject> | 
| 45 | #include <Qt3DCore/qdynamicpropertyupdatedchange.h> | 
| 46 | #include <Qt3DCore/qpropertyupdatedchange.h> | 
| 47 | #include <private/qbackendnode_p.h> | 
| 48 | #include <private/managers_p.h> | 
| 49 | #include <private/nodemanagers_p.h> | 
| 50 |  | 
| 51 | QT_BEGIN_NAMESPACE | 
| 52 |  | 
| 53 | using namespace Qt3DCore; | 
| 54 |  | 
| 55 | namespace Qt3DRender { | 
| 56 | namespace Render { | 
| 57 |  | 
| 58 | namespace { | 
| 59 |  | 
| 60 | const int qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>(); | 
| 61 |  | 
| 62 | } | 
| 63 |  | 
| 64 | ShaderData::ShaderData() | 
| 65 |     : m_managers(nullptr) | 
| 66 | { | 
| 67 | } | 
| 68 |  | 
| 69 | ShaderData::~ShaderData() | 
| 70 | { | 
| 71 | } | 
| 72 |  | 
| 73 | void ShaderData::setManagers(NodeManagers *managers) | 
| 74 | { | 
| 75 |     m_managers = managers; | 
| 76 | } | 
| 77 |  | 
| 78 | void ShaderData::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) | 
| 79 | { | 
| 80 |     const QShaderData *node = qobject_cast<const QShaderData *>(object: frontEnd); | 
| 81 |     if (!node) | 
| 82 |         return; | 
| 83 |     BackendNode::syncFromFrontEnd(frontEnd, firstTime); | 
| 84 |  | 
| 85 |     if (firstTime) { | 
| 86 |         m_propertyReader = node->propertyReader(); | 
| 87 |  | 
| 88 |         const QMetaObject *metaObj = node->metaObject(); | 
| 89 |         const int propertyOffset = QShaderData::staticMetaObject.propertyOffset(); | 
| 90 |         const int propertyCount = metaObj->propertyCount(); | 
| 91 |         // Dynamic properties names | 
| 92 |         const auto dynamicPropertyNames = node->dynamicPropertyNames(); | 
| 93 |  | 
| 94 |         QVector<QString> propertyNames; | 
| 95 |         propertyNames.reserve(asize: propertyCount - propertyOffset + dynamicPropertyNames.size()); | 
| 96 |  | 
| 97 |         // Statiically defined properties | 
| 98 |         for (int i = propertyOffset; i < propertyCount; ++i) { | 
| 99 |             const QMetaProperty pro = metaObj->property(index: i); | 
| 100 |             if (pro.isWritable()) | 
| 101 |                 propertyNames.push_back(t: QString::fromLatin1(str: pro.name())); | 
| 102 |         } | 
| 103 |         // Dynamic properties | 
| 104 |         for (const QByteArray &propertyName : dynamicPropertyNames) | 
| 105 |             propertyNames.push_back(t: QString::fromLatin1(str: propertyName)); | 
| 106 |  | 
| 107 |         for (const QString &propertyName : propertyNames) { | 
| 108 |             if (propertyName == QStringLiteral("data" ) || | 
| 109 |                     propertyName == QStringLiteral("childNodes" )) // We don't handle default Node properties | 
| 110 |                 continue; | 
| 111 |  | 
| 112 |             const QVariant &propertyValue = m_propertyReader->readProperty(v: node->property(name: propertyName.toLatin1())); | 
| 113 |             bool isNested = false; | 
| 114 |             bool isTransformed = false; | 
| 115 |  | 
| 116 |             // We check if the property is a QNodeId | 
| 117 |             isNested = (propertyValue.userType() == qNodeIdTypeId); | 
| 118 |             // We check if QVector<QNodeId> | 
| 119 |             if (propertyValue.userType() == QMetaType::QVariantList) { | 
| 120 |                 QVariantList list = propertyValue.value<QVariantList>(); | 
| 121 |                 if (list.count() > 0 && list.at(i: 0).userType() == qNodeIdTypeId) | 
| 122 |                     isNested = true; | 
| 123 |             } | 
| 124 |  | 
| 125 |             // We check if property is a Transformed property | 
| 126 |             if (propertyValue.userType() == QVariant::Vector3D) { | 
| 127 |                 // if there is a matching QShaderData::TransformType propertyTransformed | 
| 128 |                 isTransformed = propertyNames.contains(t: propertyName + QLatin1String("Transformed" )); | 
| 129 |             } | 
| 130 |             m_originalProperties.insert(akey: propertyName, avalue: { .value: propertyValue, .isNested: isNested, .isTransformed: isTransformed }); | 
| 131 |         } | 
| 132 |         BackendNode::markDirty(changes: AbstractRenderer::ParameterDirty); | 
| 133 |     } else { | 
| 134 |         // Updates | 
| 135 |         if (!m_propertyReader.isNull()) { | 
| 136 |             auto it = m_originalProperties.begin(); | 
| 137 |             const auto end = m_originalProperties.end(); | 
| 138 |  | 
| 139 |             while (it != end) { | 
| 140 |                 const QVariant newValue = m_propertyReader->readProperty(v: node->property(name: it.key().toLatin1())); | 
| 141 |                 PropertyValue &propValue = it.value(); | 
| 142 |                 if (propValue.value != newValue) { | 
| 143 |                     // Note we aren't notified about nested QShaderData in this call | 
| 144 |                     // only scalar / vec properties | 
| 145 |                     propValue.value = newValue; | 
| 146 |                     BackendNode::markDirty(changes: AbstractRenderer::ParameterDirty); | 
| 147 |                 } | 
| 148 |                 ++it; | 
| 149 |             } | 
| 150 |         } | 
| 151 |     } | 
| 152 | } | 
| 153 |  | 
| 154 | ShaderData *ShaderData::lookupResource(NodeManagers *managers, QNodeId id) | 
| 155 | { | 
| 156 |     return managers->shaderDataManager()->lookupResource(id); | 
| 157 | } | 
| 158 |  | 
| 159 | ShaderData *ShaderData::lookupResource(QNodeId id) | 
| 160 | { | 
| 161 |     return ShaderData::lookupResource(managers: m_managers, id); | 
| 162 | } | 
| 163 |  | 
| 164 | // RenderCommand updater jobs | 
| 165 | QVariant ShaderData::getTransformedProperty(const QString &name, const Matrix4x4 &viewMatrix) const noexcept | 
| 166 | { | 
| 167 |     // Note protecting m_worldMatrix at this point as we assume all world updates | 
| 168 |     // have been performed when reaching this point | 
| 169 |     const auto it = m_originalProperties.constFind(akey: name); | 
| 170 |     if (it != m_originalProperties.constEnd()) { | 
| 171 |         const PropertyValue &propertyValue = it.value(); | 
| 172 |         if (propertyValue.isTransformed) { | 
| 173 |             const auto transformedIt = m_originalProperties.constFind(akey: name + QLatin1String("Transformed" )); | 
| 174 |             if (transformedIt != m_originalProperties.constEnd()) { | 
| 175 |                 const PropertyValue &transformedValue = transformedIt.value(); | 
| 176 |                 const TransformType transformType = static_cast<TransformType>(transformedValue.value.toInt()); | 
| 177 |                 switch (transformType) { | 
| 178 |                 case ModelToEye: | 
| 179 |                     return QVariant::fromValue(value: viewMatrix * m_worldMatrix * Vector3D(propertyValue.value.value<QVector3D>())); | 
| 180 |                 case ModelToWorld: | 
| 181 |                     return QVariant::fromValue(value: m_worldMatrix * Vector3D(propertyValue.value.value<QVector3D>())); | 
| 182 |                 case ModelToWorldDirection: | 
| 183 |                     return QVariant::fromValue(value: Vector3D(m_worldMatrix * Vector4D(propertyValue.value.value<QVector3D>(), 0.0f))); | 
| 184 |                 case NoTransform: | 
| 185 |                     break; | 
| 186 |                 } | 
| 187 |             } | 
| 188 |         } | 
| 189 |         return propertyValue.value; | 
| 190 |     } | 
| 191 |     return QVariant(); | 
| 192 | } | 
| 193 |  | 
| 194 | // Unit tests only | 
| 195 | ShaderData::TransformType ShaderData::propertyTransformType(const QString &name) const | 
| 196 | { | 
| 197 |     const auto it = m_originalProperties.constFind(akey: name); | 
| 198 |     if (it != m_originalProperties.constEnd()) { | 
| 199 |         const PropertyValue &propertyValue = it.value(); | 
| 200 |         if (propertyValue.isTransformed) { | 
| 201 |             auto transformedIt = m_originalProperties.constFind(akey: name + QLatin1String("Transformed" )); | 
| 202 |             if (transformedIt != m_originalProperties.end()) | 
| 203 |                 return static_cast<TransformType>(transformedIt.value().value.toInt()); | 
| 204 |         } | 
| 205 |     } | 
| 206 |     return NoTransform; | 
| 207 | } | 
| 208 |  | 
| 209 | // Called by FramePreparationJob or by RenderView when dealing with lights | 
| 210 | void ShaderData::updateWorldTransform(const Matrix4x4 &worldMatrix) | 
| 211 | { | 
| 212 |     if (m_worldMatrix != worldMatrix) { | 
| 213 |         m_worldMatrix = worldMatrix; | 
| 214 |     } | 
| 215 | } | 
| 216 |  | 
| 217 | RenderShaderDataFunctor::RenderShaderDataFunctor(AbstractRenderer *renderer, NodeManagers *managers) | 
| 218 |     : m_managers(managers) | 
| 219 |     , m_renderer(renderer) | 
| 220 | { | 
| 221 | } | 
| 222 |  | 
| 223 | Qt3DCore::QBackendNode *RenderShaderDataFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const | 
| 224 | { | 
| 225 |     ShaderData *backend = m_managers->shaderDataManager()->getOrCreateResource(id: change->subjectId()); | 
| 226 |     backend->setManagers(m_managers); | 
| 227 |     backend->setRenderer(m_renderer); | 
| 228 |     return backend; | 
| 229 | } | 
| 230 |  | 
| 231 | Qt3DCore::QBackendNode *RenderShaderDataFunctor::get(Qt3DCore::QNodeId id) const | 
| 232 | { | 
| 233 |     return m_managers->shaderDataManager()->lookupResource(id); | 
| 234 | } | 
| 235 |  | 
| 236 | void RenderShaderDataFunctor::destroy(Qt3DCore::QNodeId id) const | 
| 237 | { | 
| 238 |     m_managers->shaderDataManager()->releaseResource(id); | 
| 239 | } | 
| 240 |  | 
| 241 | } // namespace Render | 
| 242 | } // namespace Qt3DRender | 
| 243 |  | 
| 244 | QT_END_NAMESPACE | 
| 245 |  |