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| 39 | |
| 40 | #include "qsgmaterial.h" |
| 41 | #include "qsgrenderer_p.h" |
| 42 | #include "qsgmaterialshader_p.h" |
| 43 | #if QT_CONFIG(opengl) |
| 44 | # include <private/qsgshadersourcebuilder_p.h> |
| 45 | # include <private/qsgdefaultcontext_p.h> |
| 46 | # include <private/qsgdefaultrendercontext_p.h> |
| 47 | # include <QtGui/QOpenGLFunctions> |
| 48 | # include <QtGui/QOpenGLContext> |
| 49 | #endif |
| 50 | |
| 51 | QT_BEGIN_NAMESPACE |
| 52 | |
| 53 | #if QT_CONFIG(opengl) |
| 54 | const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const |
| 55 | { |
| 56 | const QStringList files = m_sourceFiles[type]; |
| 57 | QSGShaderSourceBuilder builder; |
| 58 | for (const QString &file : files) |
| 59 | builder.appendSourceFile(fileName: file); |
| 60 | m_sources[type] = builder.source(); |
| 61 | return m_sources[type].constData(); |
| 62 | } |
| 63 | #endif |
| 64 | |
| 65 | /*! |
| 66 | \class QSGMaterialShader |
| 67 | \brief The QSGMaterialShader class represents an OpenGL shader program |
| 68 | in the renderer. |
| 69 | \inmodule QtQuick |
| 70 | \ingroup qtquick-scenegraph-materials |
| 71 | |
| 72 | The QSGMaterialShader API is relatively low-level. A more convenient API, |
| 73 | which provides almost all the same features, is available through |
| 74 | QSGSimpleMaterialShader. |
| 75 | |
| 76 | \warning This class is only functional when running with the legacy OpenGL |
| 77 | renderer of the Qt Quick scenegraph. |
| 78 | |
| 79 | The QSGMaterial and QSGMaterialShader form a tight relationship. For one |
| 80 | scene graph (including nested graphs), there is one unique QSGMaterialShader |
| 81 | instance which encapsulates the QOpenGLShaderProgram the scene graph uses |
| 82 | to render that material, such as a shader to flat coloring of geometry. |
| 83 | Each QSGGeometryNode can have a unique QSGMaterial containing the |
| 84 | how the shader should be configured when drawing that node, such as |
| 85 | the actual color used to render the geometry. |
| 86 | |
| 87 | An instance of QSGMaterialShader is never created explicitly by the user, |
| 88 | it will be created on demand by the scene graph through |
| 89 | QSGMaterial::createShader(). The scene graph will make sure that there |
| 90 | is only one instance of each shader implementation through a scene graph. |
| 91 | |
| 92 | The source code returned from vertexShader() is used to control what the |
| 93 | material does with the vertiex data that comes in from the geometry. |
| 94 | The source code returned from the fragmentShader() is used to control |
| 95 | what how the material should fill each individual pixel in the geometry. |
| 96 | The vertex and fragment source code is queried once during initialization, |
| 97 | changing what is returned from these functions later will not have |
| 98 | any effect. |
| 99 | |
| 100 | The activate() function is called by the scene graph when a shader is |
| 101 | is starting to be used. The deactivate function is called by the scene |
| 102 | graph when the shader is no longer going to be used. While active, |
| 103 | the scene graph may make one or more calls to updateState() which |
| 104 | will update the state of the shader for each individual geometry to |
| 105 | render. |
| 106 | |
| 107 | The attributeNames() returns the name of the attributes used in the |
| 108 | vertexShader(). These are used in the default implementation of |
| 109 | activate() and deactivate() to decide whice vertex registers are enabled. |
| 110 | |
| 111 | The initialize() function is called during program creation to allow |
| 112 | subclasses to prepare for use, such as resolve uniform names in the |
| 113 | vertexShader() and fragmentShader(). |
| 114 | |
| 115 | A minimal example: |
| 116 | \code |
| 117 | class Shader : public QSGMaterialShader |
| 118 | { |
| 119 | public: |
| 120 | const char *vertexShader() const { |
| 121 | return |
| 122 | "attribute highp vec4 vertex; \n" |
| 123 | "uniform highp mat4 matrix; \n" |
| 124 | "void main() { \n" |
| 125 | " gl_Position = matrix * vertex; \n" |
| 126 | "}"; |
| 127 | } |
| 128 | |
| 129 | const char *fragmentShader() const { |
| 130 | return |
| 131 | "uniform lowp float opacity; \n" |
| 132 | "void main() { \n" |
| 133 | " gl_FragColor = vec4(1, 0, 0, 1) * opacity; \n" |
| 134 | "}"; |
| 135 | } |
| 136 | |
| 137 | char const *const *attributeNames() const |
| 138 | { |
| 139 | static char const *const names[] = { "vertex", 0 }; |
| 140 | return names; |
| 141 | } |
| 142 | |
| 143 | void initialize() |
| 144 | { |
| 145 | QSGMaterialShader::initialize(); |
| 146 | m_id_matrix = program()->uniformLocation("matrix"); |
| 147 | m_id_opacity = program()->uniformLocation("opacity"); |
| 148 | } |
| 149 | |
| 150 | void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) |
| 151 | { |
| 152 | Q_ASSERT(program()->isLinked()); |
| 153 | if (state.isMatrixDirty()) |
| 154 | program()->setUniformValue(m_id_matrix, state.combinedMatrix()); |
| 155 | if (state.isOpacityDirty()) |
| 156 | program()->setUniformValue(m_id_opacity, state.opacity()); |
| 157 | } |
| 158 | |
| 159 | private: |
| 160 | int m_id_matrix; |
| 161 | int m_id_opacity; |
| 162 | }; |
| 163 | \endcode |
| 164 | |
| 165 | \note All classes with QSG prefix should be used solely on the scene graph's |
| 166 | rendering thread. See \l {Scene Graph and Rendering} for more information. |
| 167 | |
| 168 | */ |
| 169 | |
| 170 | |
| 171 | |
| 172 | /*! |
| 173 | Creates a new QSGMaterialShader. |
| 174 | */ |
| 175 | QSGMaterialShader::QSGMaterialShader() |
| 176 | : d_ptr(new QSGMaterialShaderPrivate) |
| 177 | { |
| 178 | } |
| 179 | |
| 180 | /*! |
| 181 | \internal |
| 182 | */ |
| 183 | QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd) |
| 184 | : d_ptr(&dd) |
| 185 | { |
| 186 | } |
| 187 | |
| 188 | /*! |
| 189 | \internal |
| 190 | */ |
| 191 | QSGMaterialShader::~QSGMaterialShader() |
| 192 | { |
| 193 | } |
| 194 | |
| 195 | /*! |
| 196 | \fn char const *const *QSGMaterialShader::attributeNames() const |
| 197 | |
| 198 | Returns a zero-terminated array describing the names of the |
| 199 | attributes used in the vertex shader. |
| 200 | |
| 201 | This function is called when the shader is compiled to specify |
| 202 | which attributes exist. The order of the attribute names |
| 203 | defines the attribute register position in the vertex shader. |
| 204 | */ |
| 205 | |
| 206 | #if QT_CONFIG(opengl) |
| 207 | /*! |
| 208 | \fn const char *QSGMaterialShader::vertexShader() const |
| 209 | |
| 210 | Called when the shader is being initialized to get the vertex |
| 211 | shader source code. |
| 212 | |
| 213 | The contents returned from this function should never change. |
| 214 | */ |
| 215 | const char *QSGMaterialShader::vertexShader() const |
| 216 | { |
| 217 | Q_D(const QSGMaterialShader); |
| 218 | return d->loadShaderSource(type: QOpenGLShader::Vertex); |
| 219 | } |
| 220 | |
| 221 | |
| 222 | /*! |
| 223 | \fn const char *QSGMaterialShader::fragmentShader() const |
| 224 | |
| 225 | Called when the shader is being initialized to get the fragment |
| 226 | shader source code. |
| 227 | |
| 228 | The contents returned from this function should never change. |
| 229 | */ |
| 230 | const char *QSGMaterialShader::fragmentShader() const |
| 231 | { |
| 232 | Q_D(const QSGMaterialShader); |
| 233 | return d->loadShaderSource(type: QOpenGLShader::Fragment); |
| 234 | } |
| 235 | |
| 236 | |
| 237 | /*! |
| 238 | \fn QOpenGLShaderProgram *QSGMaterialShader::program() |
| 239 | |
| 240 | Returns the shader program used by this QSGMaterialShader. |
| 241 | */ |
| 242 | #endif |
| 243 | |
| 244 | /*! |
| 245 | \fn void QSGMaterialShader::initialize() |
| 246 | |
| 247 | Reimplement this function to do one-time initialization when the |
| 248 | shader program is compiled. The OpenGL shader program is compiled |
| 249 | and linked, but not bound, when this function is called. |
| 250 | */ |
| 251 | |
| 252 | |
| 253 | /*! |
| 254 | This function is called by the scene graph to indicate that geometry is |
| 255 | about to be rendered using this shader. |
| 256 | |
| 257 | State that is global for all uses of the shader, independent of the geometry |
| 258 | that is being drawn, can be setup in this function. |
| 259 | */ |
| 260 | |
| 261 | void QSGMaterialShader::activate() |
| 262 | { |
| 263 | } |
| 264 | |
| 265 | |
| 266 | |
| 267 | /*! |
| 268 | This function is called by the scene graph to indicate that geometry will |
| 269 | no longer to be rendered using this shader. |
| 270 | */ |
| 271 | |
| 272 | void QSGMaterialShader::deactivate() |
| 273 | { |
| 274 | } |
| 275 | |
| 276 | |
| 277 | |
| 278 | /*! |
| 279 | This function is called by the scene graph before geometry is rendered |
| 280 | to make sure the shader is in the right state. |
| 281 | |
| 282 | The current rendering \a state is passed from the scene graph. If the state |
| 283 | indicates that any state is dirty, the updateState implementation must |
| 284 | update accordingly for the geometry to render correctly. |
| 285 | |
| 286 | The subclass specific state, such as the color of a flat color material, should |
| 287 | be extracted from \a newMaterial to update the color uniforms accordingly. |
| 288 | |
| 289 | The \a oldMaterial can be used to minimze state changes when updating |
| 290 | material states. The \a oldMaterial is 0 if this shader was just activated. |
| 291 | |
| 292 | \sa activate(), deactivate() |
| 293 | */ |
| 294 | |
| 295 | void QSGMaterialShader::updateState(const RenderState & /* state */, QSGMaterial * /* newMaterial */, QSGMaterial * /* oldMaterial */) |
| 296 | { |
| 297 | } |
| 298 | |
| 299 | #if QT_CONFIG(opengl) |
| 300 | /*! |
| 301 | Sets the GLSL source file for the shader stage \a type to \a sourceFile. The |
| 302 | default implementation of the vertexShader() and fragmentShader() functions |
| 303 | will load the source files set by this function. |
| 304 | |
| 305 | This function is useful when you have a single source file for a given shader |
| 306 | stage. If your shader consists of multiple source files then use |
| 307 | setShaderSourceFiles() |
| 308 | |
| 309 | \sa setShaderSourceFiles(), vertexShader(), fragmentShader() |
| 310 | */ |
| 311 | void QSGMaterialShader::setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile) |
| 312 | { |
| 313 | Q_D(QSGMaterialShader); |
| 314 | d->m_sourceFiles[type] = (QStringList() << sourceFile); |
| 315 | } |
| 316 | |
| 317 | /*! |
| 318 | Sets the GLSL source files for the shader stage \a type to \a sourceFiles. The |
| 319 | default implementation of the vertexShader() and fragmentShader() functions |
| 320 | will load the source files set by this function in the order given. |
| 321 | |
| 322 | \sa setShaderSourceFile(), vertexShader(), fragmentShader() |
| 323 | */ |
| 324 | void QSGMaterialShader::setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles) |
| 325 | { |
| 326 | Q_D(QSGMaterialShader); |
| 327 | d->m_sourceFiles[type] = sourceFiles; |
| 328 | } |
| 329 | |
| 330 | /*! |
| 331 | This function is called when the shader is initialized to compile the |
| 332 | actual QOpenGLShaderProgram. Do not call it explicitly. |
| 333 | |
| 334 | The default implementation will extract the vertexShader() and |
| 335 | fragmentShader() and bind the names returned from attributeNames() |
| 336 | to consecutive vertex attribute registers starting at 0. |
| 337 | */ |
| 338 | |
| 339 | void QSGMaterialShader::compile() |
| 340 | { |
| 341 | Q_ASSERT_X(!m_program.isLinked(), "QSGSMaterialShader::compile()" , "Compile called multiple times!" ); |
| 342 | |
| 343 | program()->addCacheableShaderFromSourceCode(type: QOpenGLShader::Vertex, source: vertexShader()); |
| 344 | program()->addCacheableShaderFromSourceCode(type: QOpenGLShader::Fragment, source: fragmentShader()); |
| 345 | |
| 346 | char const *const *attr = attributeNames(); |
| 347 | #ifndef QT_NO_DEBUG |
| 348 | int maxVertexAttribs = 0; |
| 349 | QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); |
| 350 | funcs->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, params: &maxVertexAttribs); |
| 351 | for (int i = 0; attr[i]; ++i) { |
| 352 | if (i >= maxVertexAttribs) { |
| 353 | qFatal(msg: "List of attribute names is either too long or not null-terminated.\n" |
| 354 | "Maximum number of attributes on this hardware is %i.\n" |
| 355 | "Vertex shader:\n%s\n" |
| 356 | "Fragment shader:\n%s\n" , |
| 357 | maxVertexAttribs, vertexShader(), fragmentShader()); |
| 358 | } |
| 359 | if (*attr[i]) |
| 360 | program()->bindAttributeLocation(name: attr[i], location: i); |
| 361 | } |
| 362 | #else |
| 363 | for (int i = 0; attr[i]; ++i) { |
| 364 | if (*attr[i]) |
| 365 | program()->bindAttributeLocation(attr[i], i); |
| 366 | } |
| 367 | #endif |
| 368 | |
| 369 | if (!program()->link()) { |
| 370 | qWarning(msg: "QSGMaterialShader: Shader compilation failed:" ); |
| 371 | qWarning() << program()->log(); |
| 372 | } |
| 373 | } |
| 374 | |
| 375 | #endif |
| 376 | |
| 377 | /*! |
| 378 | \class QSGMaterialShader::RenderState |
| 379 | \brief The QSGMaterialShader::RenderState encapsulates the current rendering state |
| 380 | during a call to QSGMaterialShader::updateState(). |
| 381 | \inmodule QtQuick |
| 382 | |
| 383 | The render state contains a number of accessors that the shader needs to respect |
| 384 | in order to conform to the current state of the scene graph. |
| 385 | |
| 386 | The instance is only valid inside a call to QSGMaterialShader::updateState() and |
| 387 | should not be used outisde this function. |
| 388 | */ |
| 389 | |
| 390 | |
| 391 | |
| 392 | /*! |
| 393 | \enum QSGMaterialShader::RenderState::DirtyState |
| 394 | |
| 395 | \value DirtyMatrix Used to indicate that the matrix has changed and must be updated. |
| 396 | |
| 397 | \value DirtyOpacity Used to indicate that the opacity has changed and must be updated. |
| 398 | |
| 399 | \value DirtyCachedMaterialData Used to indicate that the cached material data have changed and must be updated. |
| 400 | |
| 401 | \value DirtyAll Used to indicate that everything needs to be updated. |
| 402 | */ |
| 403 | |
| 404 | |
| 405 | |
| 406 | /*! |
| 407 | \fn bool QSGMaterialShader::RenderState::isMatrixDirty() const |
| 408 | |
| 409 | Returns \c true if the dirtyStates() contain the dirty matrix state, |
| 410 | otherwise returns \c false. |
| 411 | */ |
| 412 | |
| 413 | |
| 414 | |
| 415 | /*! |
| 416 | \fn bool QSGMaterialShader::RenderState::isOpacityDirty() const |
| 417 | |
| 418 | Returns \c true if the dirtyStates() contains the dirty opacity state, |
| 419 | otherwise returns \c false. |
| 420 | */ |
| 421 | |
| 422 | /*! |
| 423 | \fn bool QSGMaterialShader::RenderState::isCachedMaterialDataDirty() const |
| 424 | |
| 425 | Returns \c true if the dirtyStates() contains the dirty cached material state, |
| 426 | otherwise returns \c false. |
| 427 | */ |
| 428 | |
| 429 | /*! |
| 430 | \fn QSGMaterialShader::RenderState::DirtyStates QSGMaterialShader::RenderState::dirtyStates() const |
| 431 | |
| 432 | Returns which rendering states that have changed and needs to be updated |
| 433 | for geometry rendered with this material to conform to the current |
| 434 | rendering state. |
| 435 | */ |
| 436 | |
| 437 | |
| 438 | |
| 439 | /*! |
| 440 | Returns the accumulated opacity to be used for rendering. |
| 441 | */ |
| 442 | |
| 443 | float QSGMaterialShader::RenderState::opacity() const |
| 444 | { |
| 445 | Q_ASSERT(m_data); |
| 446 | return static_cast<const QSGRenderer *>(m_data)->currentOpacity(); |
| 447 | } |
| 448 | |
| 449 | /*! |
| 450 | Returns the modelview determinant to be used for rendering. |
| 451 | */ |
| 452 | |
| 453 | float QSGMaterialShader::RenderState::determinant() const |
| 454 | { |
| 455 | Q_ASSERT(m_data); |
| 456 | return static_cast<const QSGRenderer *>(m_data)->determinant(); |
| 457 | } |
| 458 | |
| 459 | /*! |
| 460 | Returns the matrix combined of modelview matrix and project matrix. |
| 461 | */ |
| 462 | |
| 463 | QMatrix4x4 QSGMaterialShader::RenderState::combinedMatrix() const |
| 464 | { |
| 465 | Q_ASSERT(m_data); |
| 466 | return static_cast<const QSGRenderer *>(m_data)->currentCombinedMatrix(); |
| 467 | } |
| 468 | /*! |
| 469 | Returns the ratio between physical pixels and device-independent pixels |
| 470 | to be used for rendering. |
| 471 | */ |
| 472 | float QSGMaterialShader::RenderState::devicePixelRatio() const |
| 473 | { |
| 474 | Q_ASSERT(m_data); |
| 475 | return static_cast<const QSGRenderer *>(m_data)->devicePixelRatio(); |
| 476 | } |
| 477 | |
| 478 | |
| 479 | |
| 480 | /*! |
| 481 | Returns the model view matrix. |
| 482 | |
| 483 | If the material has the RequiresFullMatrix flag |
| 484 | set, this is guaranteed to be the complete transform |
| 485 | matrix calculated from the scenegraph. |
| 486 | |
| 487 | However, if this flag is not set, the renderer may |
| 488 | choose to alter this matrix. For example, it may |
| 489 | pre-transform vertices on the CPU and set this matrix |
| 490 | to identity. |
| 491 | |
| 492 | In a situation such as the above, it is still possible |
| 493 | to retrieve the actual matrix determinant by setting |
| 494 | the RequiresDeterminant flag in the material and |
| 495 | calling the determinant() accessor. |
| 496 | */ |
| 497 | |
| 498 | QMatrix4x4 QSGMaterialShader::RenderState::modelViewMatrix() const |
| 499 | { |
| 500 | Q_ASSERT(m_data); |
| 501 | return static_cast<const QSGRenderer *>(m_data)->currentModelViewMatrix(); |
| 502 | } |
| 503 | |
| 504 | /*! |
| 505 | Returns the projection matrix. |
| 506 | */ |
| 507 | |
| 508 | QMatrix4x4 QSGMaterialShader::RenderState::projectionMatrix() const |
| 509 | { |
| 510 | Q_ASSERT(m_data); |
| 511 | return static_cast<const QSGRenderer *>(m_data)->currentProjectionMatrix(); |
| 512 | } |
| 513 | |
| 514 | |
| 515 | |
| 516 | /*! |
| 517 | Returns the viewport rect of the surface being rendered to. |
| 518 | */ |
| 519 | |
| 520 | QRect QSGMaterialShader::RenderState::viewportRect() const |
| 521 | { |
| 522 | Q_ASSERT(m_data); |
| 523 | return static_cast<const QSGRenderer *>(m_data)->viewportRect(); |
| 524 | } |
| 525 | |
| 526 | |
| 527 | |
| 528 | /*! |
| 529 | Returns the device rect of the surface being rendered to |
| 530 | */ |
| 531 | |
| 532 | QRect QSGMaterialShader::RenderState::deviceRect() const |
| 533 | { |
| 534 | Q_ASSERT(m_data); |
| 535 | return static_cast<const QSGRenderer *>(m_data)->deviceRect(); |
| 536 | } |
| 537 | |
| 538 | #if QT_CONFIG(opengl) |
| 539 | |
| 540 | /*! |
| 541 | Returns the QOpenGLContext that is being used for rendering |
| 542 | */ |
| 543 | |
| 544 | QOpenGLContext *QSGMaterialShader::RenderState::context() const |
| 545 | { |
| 546 | // Only the QSGDefaultRenderContext will have an OpenGL Context to query |
| 547 | auto openGLRenderContext = static_cast<const QSGDefaultRenderContext *>(static_cast<const QSGRenderer *>(m_data)->context()); |
| 548 | if (openGLRenderContext != nullptr) |
| 549 | return openGLRenderContext->openglContext(); |
| 550 | else |
| 551 | return nullptr; |
| 552 | } |
| 553 | |
| 554 | #endif |
| 555 | |
| 556 | QT_END_NAMESPACE |
| 557 | |