1 | /**************************************************************************** |
2 | ** |
3 | ** Copyright (C) 2019 The Qt Company Ltd. |
4 | ** Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com> |
5 | ** Copyright (C) 2016 Robin Burchell <robin.burchell@viroteck.net> |
6 | ** Contact: https://www.qt.io/licensing/ |
7 | ** |
8 | ** This file is part of the QtQuick module of the Qt Toolkit. |
9 | ** |
10 | ** $QT_BEGIN_LICENSE:LGPL$ |
11 | ** Commercial License Usage |
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17 | ** information use the contact form at https://www.qt.io/contact-us. |
18 | ** |
19 | ** GNU Lesser General Public License Usage |
20 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
21 | ** General Public License version 3 as published by the Free Software |
22 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
23 | ** packaging of this file. Please review the following information to |
24 | ** ensure the GNU Lesser General Public License version 3 requirements |
25 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
26 | ** |
27 | ** GNU General Public License Usage |
28 | ** Alternatively, this file may be used under the terms of the GNU |
29 | ** General Public License version 2.0 or (at your option) the GNU General |
30 | ** Public license version 3 or any later version approved by the KDE Free |
31 | ** Qt Foundation. The licenses are as published by the Free Software |
32 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
33 | ** included in the packaging of this file. Please review the following |
34 | ** information to ensure the GNU General Public License requirements will |
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36 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
37 | ** |
38 | ** $QT_END_LICENSE$ |
39 | ** |
40 | ****************************************************************************/ |
41 | |
42 | #include "qsgopenglvisualizer_p.h" |
43 | #include <qmath.h> |
44 | #include <private/qsgshadersourcebuilder_p.h> |
45 | |
46 | QT_BEGIN_NAMESPACE |
47 | |
48 | namespace QSGBatchRenderer |
49 | { |
50 | |
51 | #define QSGNODE_TRAVERSE(NODE) for (QSGNode *child = NODE->firstChild(); child; child = child->nextSibling()) |
52 | #define SHADOWNODE_TRAVERSE(NODE) for (Node *child = NODE->firstChild(); child; child = child->sibling()) |
53 | #define QSGNODE_DIRTY_PARENT (QSGNode::DirtyNodeAdded \ |
54 | | QSGNode::DirtyOpacity \ |
55 | | QSGNode::DirtyMatrix \ |
56 | | QSGNode::DirtyNodeRemoved) |
57 | |
58 | QMatrix4x4 qsg_matrixForRoot(Node *node); |
59 | |
60 | class VisualizeShader : public QOpenGLShaderProgram |
61 | { |
62 | public: |
63 | int color; |
64 | int matrix; |
65 | int rotation; |
66 | int pattern; |
67 | int projection; |
68 | }; |
69 | |
70 | OpenGLVisualizer::OpenGLVisualizer(Renderer *renderer) |
71 | : Visualizer(renderer), |
72 | m_funcs(QOpenGLContext::currentContext()->functions()), |
73 | m_visualizeProgram(nullptr) |
74 | { |
75 | } |
76 | |
77 | OpenGLVisualizer::~OpenGLVisualizer() |
78 | { |
79 | releaseResources(); |
80 | } |
81 | |
82 | void OpenGLVisualizer::releaseResources() |
83 | { |
84 | delete m_visualizeProgram; |
85 | m_visualizeProgram = nullptr; |
86 | } |
87 | |
88 | void OpenGLVisualizer::prepareVisualize() |
89 | { |
90 | // nothing to do here |
91 | } |
92 | |
93 | void OpenGLVisualizer::visualizeDrawGeometry(const QSGGeometry *g) |
94 | { |
95 | if (g->attributeCount() < 1) |
96 | return; |
97 | const QSGGeometry::Attribute *a = g->attributes(); |
98 | m_funcs->glVertexAttribPointer(indx: 0, size: a->tupleSize, type: a->type, normalized: false, stride: g->sizeOfVertex(), ptr: g->vertexData()); |
99 | if (g->indexCount()) |
100 | m_funcs->glDrawElements(mode: g->drawingMode(), count: g->indexCount(), type: g->indexType(), indices: g->indexData()); |
101 | else |
102 | m_funcs->glDrawArrays(mode: g->drawingMode(), first: 0, count: g->vertexCount()); |
103 | |
104 | } |
105 | |
106 | void OpenGLVisualizer::visualizeBatch(Batch *b) |
107 | { |
108 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
109 | |
110 | if (b->positionAttribute != 0) |
111 | return; |
112 | |
113 | QSGGeometryNode *gn = b->first->node; |
114 | QSGGeometry *g = gn->geometry(); |
115 | const QSGGeometry::Attribute &a = g->attributes()[b->positionAttribute]; |
116 | |
117 | m_funcs->glBindBuffer(GL_ARRAY_BUFFER, buffer: b->vbo.id); |
118 | |
119 | QMatrix4x4 matrix(m_renderer->m_current_projection_matrix); |
120 | if (b->root) |
121 | matrix = matrix * qsg_matrixForRoot(node: b->root); |
122 | |
123 | shader->setUniformValue(location: shader->pattern, value: float(b->merged ? 0 : 1)); |
124 | |
125 | QColor color = QColor::fromHsvF(h: (rand() & 1023) / 1023.0, s: 1.0, v: 1.0); |
126 | float cr = color.redF(); |
127 | float cg = color.greenF(); |
128 | float cb = color.blueF(); |
129 | shader->setUniformValue(location: shader->color, x: cr, y: cg, z: cb, w: 1.0); |
130 | |
131 | if (b->merged) { |
132 | shader->setUniformValue(location: shader->matrix, value: matrix); |
133 | const char *dataStart = m_renderer->m_context->separateIndexBuffer() ? b->ibo.data : b->vbo.data; |
134 | for (int ds=0; ds<b->drawSets.size(); ++ds) { |
135 | const DrawSet &set = b->drawSets.at(i: ds); |
136 | m_funcs->glVertexAttribPointer(indx: a.position, size: 2, type: a.type, normalized: false, stride: g->sizeOfVertex(), |
137 | ptr: (void *) (qintptr) (set.vertices)); |
138 | m_funcs->glDrawElements(mode: g->drawingMode(), count: set.indexCount, GL_UNSIGNED_SHORT, |
139 | indices: (void *)(qintptr)(dataStart + set.indices)); |
140 | } |
141 | } else { |
142 | Element *e = b->first; |
143 | int offset = 0; |
144 | while (e) { |
145 | gn = e->node; |
146 | g = gn->geometry(); |
147 | shader->setUniformValue(location: shader->matrix, value: matrix * *gn->matrix()); |
148 | m_funcs->glVertexAttribPointer(indx: a.position, size: a.tupleSize, type: a.type, normalized: false, stride: g->sizeOfVertex(), |
149 | ptr: (void *) (qintptr) offset); |
150 | if (g->indexCount()) |
151 | m_funcs->glDrawElements(mode: g->drawingMode(), count: g->indexCount(), type: g->indexType(), indices: g->indexData()); |
152 | else |
153 | m_funcs->glDrawArrays(mode: g->drawingMode(), first: 0, count: g->vertexCount()); |
154 | offset += g->sizeOfVertex() * g->vertexCount(); |
155 | e = e->nextInBatch; |
156 | } |
157 | } |
158 | } |
159 | |
160 | void OpenGLVisualizer::visualizeClipping(QSGNode *node) |
161 | { |
162 | if (node->type() == QSGNode::ClipNodeType) { |
163 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
164 | QSGClipNode *clipNode = static_cast<QSGClipNode *>(node); |
165 | QMatrix4x4 matrix = m_renderer->m_current_projection_matrix; |
166 | if (clipNode->matrix()) |
167 | matrix = matrix * *clipNode->matrix(); |
168 | shader->setUniformValue(location: shader->matrix, value: matrix); |
169 | visualizeDrawGeometry(g: clipNode->geometry()); |
170 | } |
171 | |
172 | QSGNODE_TRAVERSE(node) { |
173 | visualizeClipping(node: child); |
174 | } |
175 | } |
176 | |
177 | void OpenGLVisualizer::visualizeChanges(Node *n) |
178 | { |
179 | |
180 | if (n->type() == QSGNode::GeometryNodeType && n->element()->batch && m_visualizeChangeSet.contains(akey: n)) { |
181 | uint dirty = m_visualizeChangeSet.value(akey: n); |
182 | bool tinted = (dirty & QSGNODE_DIRTY_PARENT) != 0; |
183 | |
184 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
185 | QColor color = QColor::fromHsvF(h: (rand() & 1023) / 1023.0, s: 0.3, v: 1.0); |
186 | float ca = 0.5; |
187 | float cr = color.redF() * ca; |
188 | float cg = color.greenF() * ca; |
189 | float cb = color.blueF() * ca; |
190 | shader->setUniformValue(location: shader->color, x: cr, y: cg, z: cb, w: ca); |
191 | shader->setUniformValue(location: shader->pattern, value: float(tinted ? 0.5 : 0)); |
192 | |
193 | QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(n->sgNode); |
194 | |
195 | QMatrix4x4 matrix = m_renderer->m_current_projection_matrix; |
196 | if (n->element()->batch->root) |
197 | matrix = matrix * qsg_matrixForRoot(node: n->element()->batch->root); |
198 | matrix = matrix * *gn->matrix(); |
199 | shader->setUniformValue(location: shader->matrix, value: matrix); |
200 | visualizeDrawGeometry(g: gn->geometry()); |
201 | |
202 | // This is because many changes don't propegate their dirty state to the |
203 | // parent so the node updater will not unset these states. They are |
204 | // not used for anything so, unsetting it should have no side effects. |
205 | n->dirtyState = {}; |
206 | } |
207 | |
208 | SHADOWNODE_TRAVERSE(n) { |
209 | visualizeChanges(n: child); |
210 | } |
211 | } |
212 | |
213 | void OpenGLVisualizer::visualizeOverdraw_helper(Node *node) |
214 | { |
215 | if (node->type() == QSGNode::GeometryNodeType && node->element()->batch) { |
216 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
217 | QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(node->sgNode); |
218 | |
219 | QMatrix4x4 matrix = m_renderer->m_current_projection_matrix; |
220 | matrix(2, 2) = m_renderer->m_zRange; |
221 | matrix(2, 3) = 1.0f - node->element()->order * m_renderer->m_zRange; |
222 | |
223 | if (node->element()->batch->root) |
224 | matrix = matrix * qsg_matrixForRoot(node: node->element()->batch->root); |
225 | matrix = matrix * *gn->matrix(); |
226 | shader->setUniformValue(location: shader->matrix, value: matrix); |
227 | |
228 | QColor color = node->element()->batch->isOpaque ? QColor::fromRgbF(r: 0.3, g: 1.0, b: 0.3) : QColor::fromRgbF(r: 1.0, g: 0.3, b: 0.3); |
229 | float ca = 0.33f; |
230 | shader->setUniformValue(location: shader->color, x: color.redF() * ca, y: color.greenF() * ca, z: color.blueF() * ca, w: ca); |
231 | |
232 | visualizeDrawGeometry(g: gn->geometry()); |
233 | } |
234 | |
235 | SHADOWNODE_TRAVERSE(node) { |
236 | visualizeOverdraw_helper(node: child); |
237 | } |
238 | } |
239 | |
240 | void OpenGLVisualizer::visualizeOverdraw() |
241 | { |
242 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
243 | shader->setUniformValue(location: shader->color, x: 0.5f, y: 0.5f, z: 1.0f, w: 1.0f); |
244 | shader->setUniformValue(location: shader->projection, value: 1); |
245 | |
246 | m_funcs->glBlendFunc(GL_ONE, GL_ONE); |
247 | |
248 | static float step = 0; |
249 | step += static_cast<float>(M_PI * 2 / 1000.); |
250 | if (step > M_PI * 2) |
251 | step = 0; |
252 | float angle = 80.0 * std::sin(x: step); |
253 | |
254 | QMatrix4x4 xrot; xrot.rotate(angle: 20, x: 1, y: 0, z: 0); |
255 | QMatrix4x4 zrot; zrot.rotate(angle, x: 0, y: 0, z: 1); |
256 | QMatrix4x4 tx; tx.translate(x: 0, y: 0, z: 1); |
257 | |
258 | QMatrix4x4 m; |
259 | |
260 | // m.rotate(180, 0, 1, 0); |
261 | |
262 | m.translate(x: 0, y: 0.5, z: 4); |
263 | m.scale(x: 2, y: 2, z: 1); |
264 | |
265 | m.rotate(angle: -30, x: 1, y: 0, z: 0); |
266 | m.rotate(angle, x: 0, y: 1, z: 0); |
267 | m.translate(x: 0, y: 0, z: -1); |
268 | |
269 | shader->setUniformValue(location: shader->rotation, value: m); |
270 | |
271 | float box[] = { |
272 | // lower |
273 | -1, 1, 0, 1, 1, 0, |
274 | -1, 1, 0, -1, -1, 0, |
275 | 1, 1, 0, 1, -1, 0, |
276 | -1, -1, 0, 1, -1, 0, |
277 | |
278 | // upper |
279 | -1, 1, 1, 1, 1, 1, |
280 | -1, 1, 1, -1, -1, 1, |
281 | 1, 1, 1, 1, -1, 1, |
282 | -1, -1, 1, 1, -1, 1, |
283 | |
284 | // sides |
285 | -1, -1, 0, -1, -1, 1, |
286 | 1, -1, 0, 1, -1, 1, |
287 | -1, 1, 0, -1, 1, 1, |
288 | 1, 1, 0, 1, 1, 1 |
289 | }; |
290 | m_funcs->glVertexAttribPointer(indx: 0, size: 3, GL_FLOAT, normalized: false, stride: 0, ptr: box); |
291 | m_funcs->glLineWidth(width: 2); |
292 | m_funcs->glDrawArrays(GL_LINES, first: 0, count: 24); |
293 | |
294 | visualizeOverdraw_helper(node: m_renderer->m_nodes.value(akey: m_renderer->rootNode())); |
295 | } |
296 | |
297 | void OpenGLVisualizer::visualize() |
298 | { |
299 | if (m_visualizeMode == VisualizeNothing) |
300 | return; |
301 | |
302 | if (!m_visualizeProgram) { |
303 | VisualizeShader *prog = new VisualizeShader(); |
304 | QSGShaderSourceBuilder::initializeProgramFromFiles( |
305 | program: prog, |
306 | QStringLiteral(":/qt-project.org/scenegraph/shaders/visualization.vert" ), |
307 | QStringLiteral(":/qt-project.org/scenegraph/shaders/visualization.frag" )); |
308 | prog->bindAttributeLocation(name: "v" , location: 0); |
309 | prog->link(); |
310 | prog->bind(); |
311 | prog->color = prog->uniformLocation(name: "color" ); |
312 | prog->pattern = prog->uniformLocation(name: "pattern" ); |
313 | prog->projection = prog->uniformLocation(name: "projection" ); |
314 | prog->matrix = prog->uniformLocation(name: "matrix" ); |
315 | prog->rotation = prog->uniformLocation(name: "rotation" ); |
316 | m_visualizeProgram = prog; |
317 | } else { |
318 | m_visualizeProgram->bind(); |
319 | } |
320 | VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram); |
321 | |
322 | m_funcs->glDisable(GL_DEPTH_TEST); |
323 | m_funcs->glEnable(GL_BLEND); |
324 | m_funcs->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
325 | m_funcs->glEnableVertexAttribArray(index: 0); |
326 | |
327 | // Blacken out the actual rendered content... |
328 | float bgOpacity = 0.8f; |
329 | if (m_visualizeMode == VisualizeBatches) |
330 | bgOpacity = 1.0; |
331 | float v[] = { -1, 1, 1, 1, -1, -1, 1, -1 }; |
332 | shader->setUniformValue(location: shader->color, x: 0.0f, y: 0.0f, z: 0.0f, w: bgOpacity); |
333 | shader->setUniformValue(location: shader->matrix, value: QMatrix4x4()); |
334 | shader->setUniformValue(location: shader->rotation, value: QMatrix4x4()); |
335 | shader->setUniformValue(location: shader->pattern, value: 0.0f); |
336 | shader->setUniformValue(location: shader->projection, value: false); |
337 | m_funcs->glVertexAttribPointer(indx: 0, size: 2, GL_FLOAT, normalized: false, stride: 0, ptr: v); |
338 | m_funcs->glDrawArrays(GL_TRIANGLE_STRIP, first: 0, count: 4); |
339 | |
340 | if (m_visualizeMode == VisualizeBatches) { |
341 | srand(seed: 0); // To force random colors to be roughly the same every time.. |
342 | for (int i = 0; i < m_renderer->m_opaqueBatches.size(); ++i) |
343 | visualizeBatch(b: m_renderer->m_opaqueBatches.at(i)); |
344 | for (int i = 0; i < m_renderer->m_alphaBatches.size(); ++i) |
345 | visualizeBatch(b: m_renderer->m_alphaBatches.at(i)); |
346 | } else if (m_visualizeMode == VisualizeClipping) { |
347 | shader->setUniformValue(location: shader->pattern, value: 0.5f); |
348 | shader->setUniformValue(location: shader->color, x: 0.2f, y: 0.0f, z: 0.0f, w: 0.2f); |
349 | visualizeClipping(node: m_renderer->rootNode()); |
350 | } else if (m_visualizeMode == VisualizeChanges) { |
351 | visualizeChanges(n: m_renderer->m_nodes.value(akey: m_renderer->rootNode())); |
352 | m_visualizeChangeSet.clear(); |
353 | } else if (m_visualizeMode == VisualizeOverdraw) { |
354 | visualizeOverdraw(); |
355 | } |
356 | |
357 | // Reset state back to defaults.. |
358 | m_funcs->glDisable(GL_BLEND); |
359 | m_funcs->glDisableVertexAttribArray(index: 0); |
360 | shader->release(); |
361 | } |
362 | |
363 | } |
364 | |
365 | QT_END_NAMESPACE |
366 | |