| 1 | // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qshaderprogram.h" |
| 5 | #include "qshaderprogram_p.h" |
| 6 | #include <Qt3DCore/private/qurlhelper_p.h> |
| 7 | #include <QDebug> |
| 8 | #include <QFile> |
| 9 | #include <QFileInfo> |
| 10 | #include <QUrl> |
| 11 | #include <QRegularExpression> |
| 12 | |
| 13 | /*! |
| 14 | \class Qt3DRender::QShaderProgram |
| 15 | \inmodule Qt3DRender |
| 16 | \brief Encapsulates a Shader Program. |
| 17 | \inherits Qt3DCore::QNode |
| 18 | \since 5.5 |
| 19 | |
| 20 | A shader program consists of several different shaders, such as vertex and fragment shaders. |
| 21 | |
| 22 | Qt3D will automatically populate a set of default uniforms if they are |
| 23 | encountered during the shader instrospection phase. |
| 24 | |
| 25 | \table |
| 26 | \header |
| 27 | \li Default Uniform |
| 28 | \li Associated Qt3D Parameter name |
| 29 | \li GLSL declaration |
| 30 | |
| 31 | \row |
| 32 | \li ModelMatrix |
| 33 | \li modelMatrix |
| 34 | \li uniform mat4 modelMatrix; |
| 35 | |
| 36 | \row |
| 37 | \li ViewMatrix |
| 38 | \li viewMatrix |
| 39 | \li uniform mat4 viewMatrix; |
| 40 | |
| 41 | \row |
| 42 | \li ProjectionMatrix |
| 43 | \li projectionMatrix |
| 44 | \li uniform mat4 projectionMatrix; |
| 45 | |
| 46 | \row |
| 47 | \li ModelViewMatrix |
| 48 | \li modelView |
| 49 | \li uniform mat4 modelView; |
| 50 | |
| 51 | \row |
| 52 | \li ViewProjectionMatrix |
| 53 | \li viewProjectionMatrix |
| 54 | \li uniform mat4 viewProjectionMatrix; |
| 55 | |
| 56 | \row |
| 57 | \li ModelViewProjectionMatrix |
| 58 | \li modelViewProjection \br mvp |
| 59 | \li uniform mat4 modelViewProjection; \br uniform mat4 mvp; |
| 60 | |
| 61 | \row |
| 62 | \li InverseModelMatrix |
| 63 | \li inverseModelMatrix |
| 64 | \li uniform mat4 inverseModelMatrix; |
| 65 | |
| 66 | \row |
| 67 | \li InverseViewMatrix |
| 68 | \li inverseViewMatrix |
| 69 | \li uniform mat4 inverseViewMatrix; |
| 70 | |
| 71 | \row |
| 72 | \li InverseProjectionMatrix |
| 73 | \li inverseProjectionMatrix |
| 74 | \li uniform mat4 inverseProjectionMatrix; |
| 75 | |
| 76 | \row |
| 77 | \li InverseModelViewMatrix |
| 78 | \li inverseModelView |
| 79 | \li uniform mat4 inverseModelView; |
| 80 | |
| 81 | \row |
| 82 | \li InverseViewProjectionMatrix |
| 83 | \li inverseViewProjectionMatrix |
| 84 | \li uniform mat4 inverseViewProjectionMatrix; |
| 85 | |
| 86 | \row |
| 87 | \li InverseModelViewProjectionMatrix |
| 88 | \li inverseModelViewProjection |
| 89 | \li uniform mat4 inverseModelViewProjection; |
| 90 | |
| 91 | \row |
| 92 | \li ModelNormalMatrix |
| 93 | \li modelNormalMatrix |
| 94 | \li uniform mat3 modelNormalMatrix; |
| 95 | |
| 96 | \row |
| 97 | \li ModelViewNormalMatrix |
| 98 | \li modelViewNormal |
| 99 | \li uniform mat3 modelViewNormal; |
| 100 | |
| 101 | \row |
| 102 | \li ViewportMatrix |
| 103 | \li viewportMatrix |
| 104 | \li uniform mat4 viewportMatrix; |
| 105 | |
| 106 | \row |
| 107 | \li InverseViewportMatrix |
| 108 | \li inverseViewportMatrix |
| 109 | \li uniform mat4 inverseViewportMatrix; |
| 110 | |
| 111 | \row |
| 112 | \li AspectRatio \br (surface width / surface height) |
| 113 | \li aspectRatio |
| 114 | \li uniform float aspectRatio; |
| 115 | |
| 116 | \row |
| 117 | \li Exposure |
| 118 | \li exposure |
| 119 | \li uniform float exposure; |
| 120 | |
| 121 | \row |
| 122 | \li Gamma |
| 123 | \li gamma |
| 124 | \li uniform float gamma; |
| 125 | |
| 126 | \row |
| 127 | \li Time \br (in nano seconds) |
| 128 | \li time |
| 129 | \li uniform float time; |
| 130 | |
| 131 | \row |
| 132 | \li EyePosition |
| 133 | \li eyePosition |
| 134 | \li uniform vec3 eyePosition; |
| 135 | |
| 136 | \row |
| 137 | \li SkinningPalette |
| 138 | \li skinningPalette[0] |
| 139 | \li const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints]; |
| 140 | |
| 141 | \endtable |
| 142 | |
| 143 | \section1 RHI Support |
| 144 | |
| 145 | When writing GLSL 450 shader code to use with Qt 3D's RHI backend, |
| 146 | the default uniforms will be provided as 2 uniform buffer objects. |
| 147 | |
| 148 | The binding locations for these is set to bindings 0 for RenderView |
| 149 | uniforms and 1 for Command uniforms. |
| 150 | |
| 151 | \badcode |
| 152 | #version 450 core |
| 153 | |
| 154 | layout(location = 0) in vec3 vertexPosition; |
| 155 | |
| 156 | layout(std140, binding = 0) uniform qt3d_render_view_uniforms { |
| 157 | mat4 viewMatrix; |
| 158 | mat4 projectionMatrix; |
| 159 | mat4 uncorrectedProjectionMatrix; |
| 160 | mat4 clipCorrectionMatrix; |
| 161 | mat4 viewProjectionMatrix; |
| 162 | mat4 inverseViewMatrix; |
| 163 | mat4 inverseProjectionMatrix; |
| 164 | mat4 inverseViewProjectionMatrix; |
| 165 | mat4 viewportMatrix; |
| 166 | mat4 inverseViewportMatrix; |
| 167 | vec4 textureTransformMatrix; |
| 168 | vec3 eyePosition; |
| 169 | float aspectRatio; |
| 170 | float gamma; |
| 171 | float exposure; |
| 172 | float time; |
| 173 | float yUpInNDC; |
| 174 | float yUpInFBO; |
| 175 | }; |
| 176 | |
| 177 | layout(std140, binding = 1) uniform qt3d_command_uniforms { |
| 178 | mat4 modelMatrix; |
| 179 | mat4 inverseModelMatrix; |
| 180 | mat4 modelViewMatrix; |
| 181 | mat3 modelNormalMatrix; |
| 182 | mat4 inverseModelViewMatrix; |
| 183 | mat4 modelViewProjection; |
| 184 | mat4 inverseModelViewProjectionMatrix; |
| 185 | }; |
| 186 | |
| 187 | void main() |
| 188 | { |
| 189 | gl_Position = (projectionMatrix * viewMatrix * modelMatrix * vertexPosition); |
| 190 | } |
| 191 | \endcode |
| 192 | |
| 193 | For user defined uniform buffer object, use binding starting at 2 or auto |
| 194 | to let Qt 3D work out the binding automatically. Make sure to remain |
| 195 | consistent between the different shader stages. |
| 196 | |
| 197 | |
| 198 | \badcode |
| 199 | #version 450 core |
| 200 | |
| 201 | layout(std140, binding = auto) uniform my_uniforms { |
| 202 | vec4 myColor; |
| 203 | }; |
| 204 | |
| 205 | layout(location=0) out vec4 fragColor; |
| 206 | |
| 207 | void main() |
| 208 | { |
| 209 | fragColor = myColor; |
| 210 | } |
| 211 | \endcode |
| 212 | |
| 213 | There is no change involved when it comes to feeding values to uniforms. |
| 214 | |
| 215 | For the above example, setting myColor could be done with: |
| 216 | |
| 217 | \badcode |
| 218 | QParameter *parameter = new QParameter(); |
| 219 | parameter->setName("myColor"); |
| 220 | parameter->setValue(QVariant::fromValue(QColor(Qt::blue))); |
| 221 | \endcode |
| 222 | |
| 223 | Textures still have to be defined as standalone uniforms. |
| 224 | |
| 225 | \badcode |
| 226 | #version 450 core |
| 227 | |
| 228 | layout(binding=0) uniform sampler2D source; |
| 229 | |
| 230 | layout(location=0) out vec4 fragColor; |
| 231 | |
| 232 | void main() |
| 233 | { |
| 234 | fragColor = texture(source, vec2(0.5, 0.5)); |
| 235 | } |
| 236 | \endcode |
| 237 | */ |
| 238 | |
| 239 | /*! |
| 240 | \qmltype ShaderProgram |
| 241 | \nativetype Qt3DRender::QShaderProgram |
| 242 | \inqmlmodule Qt3D.Render |
| 243 | \brief Encapsulates a Shader Program. |
| 244 | \since 5.5 |
| 245 | |
| 246 | ShaderProgram class encapsulates a shader program. A shader program consists of several |
| 247 | different shaders, such as vertex and fragment shaders. |
| 248 | |
| 249 | Qt3D will automatically populate a set of default uniforms if they are |
| 250 | encountered during the shader instrospection phase. |
| 251 | |
| 252 | \table |
| 253 | \header |
| 254 | \li {1, 1} Default Uniform |
| 255 | \li {2, 1} Associated Qt3D Parameter name |
| 256 | \li {3, 1} GLSL declaration |
| 257 | |
| 258 | \row |
| 259 | \li {1, 1} ModelMatrix |
| 260 | \li {2, 1} modelMatrix |
| 261 | \li {3, 1} uniform mat4 modelMatrix; |
| 262 | |
| 263 | \row |
| 264 | \li {1, 1} ViewMatrix |
| 265 | \li {2, 1} viewMatrix |
| 266 | \li {3, 1} uniform mat4 viewMatrix; |
| 267 | |
| 268 | \row |
| 269 | \li {1, 1} ProjectionMatrix |
| 270 | \li {2, 1} projectionMatrix |
| 271 | \li {3, 1} uniform mat4 projectionMatrix; |
| 272 | |
| 273 | \row |
| 274 | \li {1, 1} ModelViewMatrix |
| 275 | \li {2, 1} modelView |
| 276 | \li {3, 1} uniform mat4 modelView; |
| 277 | |
| 278 | \row |
| 279 | \li {1, 1} ViewProjectionMatrix |
| 280 | \li {2, 1} viewProjectionMatrix |
| 281 | \li {3, 1} uniform mat4 viewProjectionMatrix; |
| 282 | |
| 283 | \row |
| 284 | \li {1, 1} ModelViewProjectionMatrix |
| 285 | \li {2, 1} modelViewProjection \br mvp |
| 286 | \li {3, 1} uniform mat4 modelViewProjection; \br uniform mat4 mvp; |
| 287 | |
| 288 | \row |
| 289 | \li {1, 1} InverseModelMatrix |
| 290 | \li {2, 1} inverseModelMatrix |
| 291 | \li {3, 1} uniform mat4 inverseModelMatrix; |
| 292 | |
| 293 | \row |
| 294 | \li {1, 1} InverseViewMatrix |
| 295 | \li {2, 1} inverseViewMatrix |
| 296 | \li {3, 1} uniform mat4 inverseViewMatrix; |
| 297 | |
| 298 | \row |
| 299 | \li {1, 1} InverseProjectionMatrix |
| 300 | \li {2, 1} inverseProjectionMatrix |
| 301 | \li {3, 1} uniform mat4 inverseProjectionMatrix; |
| 302 | |
| 303 | \row |
| 304 | \li {1, 1} InverseModelViewMatrix |
| 305 | \li {2, 1} inverseModelView |
| 306 | \li {3, 1} uniform mat4 inverseModelView; |
| 307 | |
| 308 | \row |
| 309 | \li {1, 1} InverseViewProjectionMatrix |
| 310 | \li {2, 1} inverseViewProjectionMatrix |
| 311 | \li {3, 1} uniform mat4 inverseViewProjectionMatrix; |
| 312 | |
| 313 | \row |
| 314 | \li {1, 1} InverseModelViewProjectionMatrix |
| 315 | \li {2, 1} inverseModelViewProjection |
| 316 | \li {3, 1} uniform mat4 inverseModelViewProjection; |
| 317 | |
| 318 | \row |
| 319 | \li {1, 1} ModelNormalMatrix |
| 320 | \li {2, 1} modelNormalMatrix |
| 321 | \li {3, 1} uniform mat3 modelNormalMatrix; |
| 322 | |
| 323 | \row |
| 324 | \li {1, 1} ModelViewNormalMatrix |
| 325 | \li {2, 1} modelViewNormal |
| 326 | \li {3, 1} uniform mat3 modelViewNormal; |
| 327 | |
| 328 | \row |
| 329 | \li {1, 1} ViewportMatrix |
| 330 | \li {2, 1} viewportMatrix |
| 331 | \li {3, 1} uniform mat4 viewportMatrix; |
| 332 | |
| 333 | \row |
| 334 | \li {1, 1} InverseViewportMatrix |
| 335 | \li {2, 1} inverseViewportMatrix |
| 336 | \li {3, 1} uniform mat4 inverseViewportMatrix; |
| 337 | |
| 338 | \row |
| 339 | \li {1, 1} AspectRatio \br (surface width / surface height) |
| 340 | \li {2, 1} aspectRatio |
| 341 | \li {3, 1} uniform float aspectRatio; |
| 342 | |
| 343 | \row |
| 344 | \li {1, 1} Exposure |
| 345 | \li {2, 1} exposure |
| 346 | \li {3, 1} uniform float exposure; |
| 347 | |
| 348 | \row |
| 349 | \li {1, 1} Gamma |
| 350 | \li {2, 1} gamma |
| 351 | \li {3, 1} uniform float gamma; |
| 352 | |
| 353 | \row |
| 354 | \li {1, 1} Time \br (in nano seconds) |
| 355 | \li {2, 1} time |
| 356 | \li {3, 1} uniform float time; |
| 357 | |
| 358 | \row |
| 359 | \li {1, 1} EyePosition |
| 360 | \li {2, 1} eyePosition |
| 361 | \li {3, 1} uniform vec3 eyePosition; |
| 362 | |
| 363 | \row |
| 364 | \li {1, 1} SkinningPalette |
| 365 | \li {2, 1} skinningPalette[0] |
| 366 | \li {3, 1} const int maxJoints = 100; \br uniform mat4 skinningPalette[maxJoints]; |
| 367 | |
| 368 | \endtable |
| 369 | |
| 370 | \section1 RHI Support |
| 371 | |
| 372 | When writing GLSL 450 shader code to use with Qt 3D's RHI backend, |
| 373 | the default uniforms will be provided as 2 uniform buffer objects. |
| 374 | |
| 375 | The binding locations for these is set to bindings 0 for RenderView |
| 376 | uniforms and 1 for Command uniforms. |
| 377 | |
| 378 | \badcode |
| 379 | #version 450 core |
| 380 | |
| 381 | layout(location = 0) in vec3 vertexPosition; |
| 382 | |
| 383 | layout(std140, binding = 0) uniform qt3d_render_view_uniforms { |
| 384 | mat4 viewMatrix; |
| 385 | mat4 projectionMatrix; |
| 386 | mat4 uncorrectedProjectionMatrix; |
| 387 | mat4 clipCorrectionMatrix; |
| 388 | mat4 viewProjectionMatrix; |
| 389 | mat4 inverseViewMatrix; |
| 390 | mat4 inverseProjectionMatrix; |
| 391 | mat4 inverseViewProjectionMatrix; |
| 392 | mat4 viewportMatrix; |
| 393 | mat4 inverseViewportMatrix; |
| 394 | vec4 textureTransformMatrix; |
| 395 | vec3 eyePosition; |
| 396 | float aspectRatio; |
| 397 | float gamma; |
| 398 | float exposure; |
| 399 | float time; |
| 400 | float yUpInNDC; |
| 401 | float yUpInFBO; |
| 402 | }; |
| 403 | |
| 404 | layout(std140, binding = 1) uniform qt3d_command_uniforms { |
| 405 | mat4 modelMatrix; |
| 406 | mat4 inverseModelMatrix; |
| 407 | mat4 modelViewMatrix; |
| 408 | mat3 modelNormalMatrix; |
| 409 | mat4 inverseModelViewMatrix; |
| 410 | mat4 modelViewProjection; |
| 411 | mat4 inverseModelViewProjectionMatrix; |
| 412 | }; |
| 413 | |
| 414 | void main() |
| 415 | { |
| 416 | gl_Position = (projectionMatrix * viewMatrix * modelMatrix * vertexPosition); |
| 417 | } |
| 418 | \endcode |
| 419 | |
| 420 | For user defined uniform buffer object, use binding starting at 2 or auto |
| 421 | to let Qt 3D work out the binding automatically. Make sure to remain |
| 422 | consistent between the different shader stages. |
| 423 | |
| 424 | |
| 425 | \badcode |
| 426 | #version 450 core |
| 427 | |
| 428 | layout(std140, binding = auto) uniform my_uniforms { |
| 429 | vec4 myColor; |
| 430 | }; |
| 431 | |
| 432 | layout(location=0) out vec4 fragColor; |
| 433 | |
| 434 | void main() |
| 435 | { |
| 436 | fragColor = myColor; |
| 437 | } |
| 438 | \endcode |
| 439 | |
| 440 | There is no change involved when it comes to feeding values to uniforms. |
| 441 | |
| 442 | For the above example, setting myColor could be done with: |
| 443 | |
| 444 | \badcode |
| 445 | Parameter { name: "myColor"; value: "blue" } |
| 446 | \endcode |
| 447 | |
| 448 | Textures still have to be defined as standalone uniforms. |
| 449 | |
| 450 | \badcode |
| 451 | #version 450 core |
| 452 | |
| 453 | layout(binding=0) uniform sampler2D source; |
| 454 | |
| 455 | layout(location=0) out vec4 fragColor; |
| 456 | |
| 457 | void main() |
| 458 | { |
| 459 | fragColor = texture(source, vec2(0.5, 0.5)); |
| 460 | } |
| 461 | \endcode |
| 462 | */ |
| 463 | |
| 464 | /*! |
| 465 | \enum Qt3DRender::QShaderProgram::ShaderType |
| 466 | |
| 467 | This enum identifies the type of shader used. |
| 468 | |
| 469 | \value Vertex Vertex shader |
| 470 | \value Fragment Fragment shader |
| 471 | \value TessellationControl Tesselation control shader |
| 472 | \value TessellationEvaluation Tesselation evaluation shader |
| 473 | \value Geometry Geometry shader |
| 474 | \value Compute Compute shader |
| 475 | */ |
| 476 | |
| 477 | /*! |
| 478 | \enum Qt3DRender::QShaderProgram::Status |
| 479 | |
| 480 | This enum identifies the status of shader used. |
| 481 | |
| 482 | \value NotReady The shader hasn't been compiled and linked yet |
| 483 | \value Ready The shader was successfully compiled |
| 484 | \value Error An error occurred while compiling the shader |
| 485 | */ |
| 486 | |
| 487 | /*! |
| 488 | \enum Qt3DRender::QShaderProgram::Format |
| 489 | |
| 490 | This enum identifies the format of the shader code used. |
| 491 | |
| 492 | \value GLSL OpenGL |
| 493 | \value SPIRV Vulkan, OpenGL 5 |
| 494 | |
| 495 | \since 5.15 |
| 496 | */ |
| 497 | |
| 498 | QT_BEGIN_NAMESPACE |
| 499 | |
| 500 | namespace Qt3DRender { |
| 501 | |
| 502 | QShaderProgramPrivate::QShaderProgramPrivate() |
| 503 | : QNodePrivate() |
| 504 | , m_status(QShaderProgram::NotReady) |
| 505 | , m_format(QShaderProgram::GLSL) |
| 506 | { |
| 507 | } |
| 508 | |
| 509 | void QShaderProgramPrivate::setLog(const QString &log) |
| 510 | { |
| 511 | Q_Q(QShaderProgram); |
| 512 | if (log != m_log) { |
| 513 | m_log = log; |
| 514 | const bool blocked = q->blockNotifications(block: true); |
| 515 | emit q->logChanged(log: m_log); |
| 516 | q->blockNotifications(block: blocked); |
| 517 | } |
| 518 | } |
| 519 | |
| 520 | void QShaderProgramPrivate::setStatus(QShaderProgram::Status status) |
| 521 | { |
| 522 | Q_Q(QShaderProgram); |
| 523 | if (status != m_status) { |
| 524 | m_status = status; |
| 525 | const bool blocked = q->blockNotifications(block: true); |
| 526 | emit q->statusChanged(status: m_status); |
| 527 | q->blockNotifications(block: blocked); |
| 528 | } |
| 529 | } |
| 530 | |
| 531 | QShaderProgram::QShaderProgram(QNode *parent) |
| 532 | : QNode(*new QShaderProgramPrivate, parent) |
| 533 | { |
| 534 | } |
| 535 | |
| 536 | QShaderProgram::~QShaderProgram() |
| 537 | { |
| 538 | } |
| 539 | |
| 540 | /*! \internal */ |
| 541 | QShaderProgram::QShaderProgram(QShaderProgramPrivate &dd, QNode *parent) |
| 542 | : QNode(dd, parent) |
| 543 | { |
| 544 | } |
| 545 | |
| 546 | /*! |
| 547 | \qmlproperty string ShaderProgram::vertexShaderCode |
| 548 | |
| 549 | Holds the vertex shader code used by this shader program. |
| 550 | */ |
| 551 | /*! |
| 552 | \property Qt3DRender::QShaderProgram::vertexShaderCode |
| 553 | |
| 554 | Holds the vertex shader code used by this shader program. |
| 555 | */ |
| 556 | void QShaderProgram::setVertexShaderCode(const QByteArray &vertexShaderCode) |
| 557 | { |
| 558 | Q_D(QShaderProgram); |
| 559 | if (vertexShaderCode != d->m_vertexShaderCode) { |
| 560 | d->m_vertexShaderCode = vertexShaderCode; |
| 561 | emit vertexShaderCodeChanged(vertexShaderCode); |
| 562 | } |
| 563 | } |
| 564 | |
| 565 | QByteArray QShaderProgram::vertexShaderCode() const |
| 566 | { |
| 567 | Q_D(const QShaderProgram); |
| 568 | return d->m_vertexShaderCode; |
| 569 | } |
| 570 | |
| 571 | /*! |
| 572 | \qmlproperty string ShaderProgram::tessellationControlShaderCode |
| 573 | |
| 574 | Holds the tesselation control shader code used by this shader program. |
| 575 | */ |
| 576 | /*! |
| 577 | \property Qt3DRender::QShaderProgram::tessellationControlShaderCode |
| 578 | |
| 579 | Holds the tesselation control shader code used by this shader program. |
| 580 | */ |
| 581 | void QShaderProgram::setTessellationControlShaderCode(const QByteArray &tessellationControlShaderCode) |
| 582 | { |
| 583 | Q_D(QShaderProgram); |
| 584 | if (tessellationControlShaderCode != d->m_tessControlShaderCode) { |
| 585 | d->m_tessControlShaderCode = tessellationControlShaderCode; |
| 586 | emit tessellationControlShaderCodeChanged(tessellationControlShaderCode); |
| 587 | } |
| 588 | } |
| 589 | |
| 590 | QByteArray QShaderProgram::tessellationControlShaderCode() const |
| 591 | { |
| 592 | Q_D(const QShaderProgram); |
| 593 | return d->m_tessControlShaderCode; |
| 594 | } |
| 595 | |
| 596 | /*! |
| 597 | \qmlproperty string ShaderProgram::tessellationEvaluationShaderCode |
| 598 | |
| 599 | Holds the tesselation evaluation shader code used by this shader program. |
| 600 | */ |
| 601 | /*! |
| 602 | \property Qt3DRender::QShaderProgram::tessellationEvaluationShaderCode |
| 603 | |
| 604 | Holds the tesselation evaluation shader code used by this shader program. |
| 605 | */ |
| 606 | void QShaderProgram::setTessellationEvaluationShaderCode(const QByteArray &tessellationEvaluationShaderCode) |
| 607 | { |
| 608 | Q_D(QShaderProgram); |
| 609 | if (tessellationEvaluationShaderCode != d->m_tessEvalShaderCode) { |
| 610 | d->m_tessEvalShaderCode = tessellationEvaluationShaderCode; |
| 611 | emit tessellationEvaluationShaderCodeChanged(tessellationEvaluationShaderCode); |
| 612 | } |
| 613 | } |
| 614 | |
| 615 | QByteArray QShaderProgram::tessellationEvaluationShaderCode() const |
| 616 | { |
| 617 | Q_D(const QShaderProgram); |
| 618 | return d->m_tessEvalShaderCode; |
| 619 | } |
| 620 | |
| 621 | /*! |
| 622 | \qmlproperty string ShaderProgram::geometryShaderCode |
| 623 | |
| 624 | Holds the geometry shader code used by this shader program. |
| 625 | */ |
| 626 | /*! |
| 627 | \property Qt3DRender::QShaderProgram::geometryShaderCode |
| 628 | |
| 629 | Holds the geometry shader code used by this shader program. |
| 630 | */ |
| 631 | void QShaderProgram::setGeometryShaderCode(const QByteArray &geometryShaderCode) |
| 632 | { |
| 633 | Q_D(QShaderProgram); |
| 634 | if (geometryShaderCode != d->m_geometryShaderCode) { |
| 635 | d->m_geometryShaderCode = geometryShaderCode; |
| 636 | emit geometryShaderCodeChanged(geometryShaderCode); |
| 637 | } |
| 638 | } |
| 639 | |
| 640 | QByteArray QShaderProgram::geometryShaderCode() const |
| 641 | { |
| 642 | Q_D(const QShaderProgram); |
| 643 | return d->m_geometryShaderCode; |
| 644 | } |
| 645 | |
| 646 | /*! |
| 647 | \qmlproperty string ShaderProgram::fragmentShaderCode |
| 648 | |
| 649 | Holds the fragment shader code used by this shader program. |
| 650 | */ |
| 651 | /*! |
| 652 | \property Qt3DRender::QShaderProgram::fragmentShaderCode |
| 653 | |
| 654 | Holds the fragment shader code used by this shader program. |
| 655 | */ |
| 656 | void QShaderProgram::setFragmentShaderCode(const QByteArray &fragmentShaderCode) |
| 657 | { |
| 658 | Q_D(QShaderProgram); |
| 659 | if (fragmentShaderCode != d->m_fragmentShaderCode) { |
| 660 | d->m_fragmentShaderCode = fragmentShaderCode; |
| 661 | emit fragmentShaderCodeChanged(fragmentShaderCode); |
| 662 | } |
| 663 | } |
| 664 | |
| 665 | QByteArray QShaderProgram::fragmentShaderCode() const |
| 666 | { |
| 667 | Q_D(const QShaderProgram); |
| 668 | return d->m_fragmentShaderCode; |
| 669 | } |
| 670 | |
| 671 | /*! |
| 672 | \qmlproperty string ShaderProgram::computeShaderCode |
| 673 | |
| 674 | Holds the compute shader code used by this shader program. |
| 675 | */ |
| 676 | /*! |
| 677 | \property Qt3DRender::QShaderProgram::computeShaderCode |
| 678 | |
| 679 | Holds the compute shader code used by this shader program. |
| 680 | */ |
| 681 | void QShaderProgram::setComputeShaderCode(const QByteArray &computeShaderCode) |
| 682 | { |
| 683 | Q_D(QShaderProgram); |
| 684 | if (computeShaderCode != d->m_computeShaderCode) { |
| 685 | d->m_computeShaderCode = computeShaderCode; |
| 686 | emit computeShaderCodeChanged(computeShaderCode); |
| 687 | } |
| 688 | } |
| 689 | |
| 690 | QByteArray QShaderProgram::computeShaderCode() const |
| 691 | { |
| 692 | Q_D(const QShaderProgram); |
| 693 | return d->m_computeShaderCode; |
| 694 | } |
| 695 | |
| 696 | |
| 697 | /*! |
| 698 | Sets the shader code for \a type of shader to the \a shaderCode. |
| 699 | */ |
| 700 | void QShaderProgram::setShaderCode(ShaderType type, const QByteArray &shaderCode) |
| 701 | { |
| 702 | switch (type) { |
| 703 | case Vertex: |
| 704 | setVertexShaderCode(shaderCode); |
| 705 | break; |
| 706 | case TessellationControl: |
| 707 | setTessellationControlShaderCode(shaderCode); |
| 708 | break; |
| 709 | case TessellationEvaluation: |
| 710 | setTessellationEvaluationShaderCode(shaderCode); |
| 711 | break; |
| 712 | case Geometry: |
| 713 | setGeometryShaderCode(shaderCode); |
| 714 | break; |
| 715 | case Fragment: |
| 716 | setFragmentShaderCode(shaderCode); |
| 717 | break; |
| 718 | case Compute: |
| 719 | setComputeShaderCode(shaderCode); |
| 720 | break; |
| 721 | default: |
| 722 | Q_UNREACHABLE(); |
| 723 | } |
| 724 | } |
| 725 | |
| 726 | /*! |
| 727 | Returns the shader code for \a type. |
| 728 | */ |
| 729 | QByteArray QShaderProgram::shaderCode(ShaderType type) const |
| 730 | { |
| 731 | Q_D(const QShaderProgram); |
| 732 | switch (type) { |
| 733 | case Vertex: |
| 734 | return d->m_vertexShaderCode; |
| 735 | case TessellationControl: |
| 736 | return d->m_tessControlShaderCode; |
| 737 | case TessellationEvaluation: |
| 738 | return d->m_tessEvalShaderCode; |
| 739 | case Geometry: |
| 740 | return d->m_geometryShaderCode; |
| 741 | case Fragment: |
| 742 | return d->m_fragmentShaderCode; |
| 743 | case Compute: |
| 744 | return d->m_computeShaderCode; |
| 745 | default: |
| 746 | Q_UNREACHABLE(); |
| 747 | } |
| 748 | } |
| 749 | |
| 750 | /*! |
| 751 | \qmlproperty string ShaderProgram::log |
| 752 | |
| 753 | Holds the log of the current shader program. This is useful to diagnose a |
| 754 | compilation failure of the shader program. |
| 755 | */ |
| 756 | /*! |
| 757 | \property Qt3DRender::QShaderProgram::log |
| 758 | |
| 759 | Holds the log of the current shader program. This is useful to diagnose a |
| 760 | compilation failure of the shader program. |
| 761 | */ |
| 762 | QString QShaderProgram::log() const |
| 763 | { |
| 764 | Q_D(const QShaderProgram); |
| 765 | return d->m_log; |
| 766 | } |
| 767 | |
| 768 | /*! |
| 769 | \qmlproperty enumeration ShaderProgram::status |
| 770 | |
| 771 | Holds the status of the current shader program. |
| 772 | */ |
| 773 | /*! |
| 774 | \property Qt3DRender::QShaderProgram::status |
| 775 | |
| 776 | Holds the status of the current shader program. |
| 777 | */ |
| 778 | /*! |
| 779 | Returns the status of the current shader program. |
| 780 | */ |
| 781 | QShaderProgram::Status QShaderProgram::status() const |
| 782 | { |
| 783 | Q_D(const QShaderProgram); |
| 784 | return d->m_status; |
| 785 | } |
| 786 | |
| 787 | void QShaderProgram::setFormat(QShaderProgram::Format format) |
| 788 | { |
| 789 | Q_D(QShaderProgram); |
| 790 | if (format != d->m_format) { |
| 791 | d->m_format = format; |
| 792 | emit formatChanged(format); |
| 793 | } |
| 794 | } |
| 795 | |
| 796 | /*! |
| 797 | \qmlproperty enumeration ShaderProgram::format |
| 798 | \since 5.15 |
| 799 | |
| 800 | Holds the format of the code provided on the ShaderProgram. |
| 801 | The default is ShaderProgram.GLSL |
| 802 | */ |
| 803 | /*! |
| 804 | \property Qt3DRender::QShaderProgram::format |
| 805 | \since 5.15 |
| 806 | |
| 807 | Holds the format of the code provided on the ShaderProgram. |
| 808 | The default is ShaderProgram.GLSL |
| 809 | */ |
| 810 | QShaderProgram::Format QShaderProgram::format() const |
| 811 | { |
| 812 | Q_D(const QShaderProgram); |
| 813 | return d->m_format; |
| 814 | } |
| 815 | |
| 816 | QByteArray QShaderProgramPrivate::deincludify(const QString &filePath) |
| 817 | { |
| 818 | QFile f(filePath); |
| 819 | if (!f.open(flags: QIODevice::ReadOnly | QIODevice::Text)) { |
| 820 | qWarning() << "Could not read shader source file:" << f.fileName(); |
| 821 | return QByteArray(); |
| 822 | } |
| 823 | |
| 824 | QByteArray contents = f.readAll(); |
| 825 | return deincludify(contents, filePath); |
| 826 | } |
| 827 | |
| 828 | QByteArray QShaderProgramPrivate::resolveAutoBindingIndices(const QByteArray &content, |
| 829 | int ¤tBinding, |
| 830 | int ¤tInputLocation, |
| 831 | int ¤tOutputLocation) |
| 832 | { |
| 833 | QString shaderCode = QString::fromUtf8(ba: content); |
| 834 | |
| 835 | // This lambda will replace all occurrences of a string (e.g. "binding = auto") by another, |
| 836 | // with the incremented int passed as argument (e.g. "binding = 1", "binding = 2" ...) |
| 837 | const auto replaceAndIncrement = [&](const QRegularExpression ®exp, |
| 838 | int &variable, |
| 839 | const QString &replacement) noexcept { |
| 840 | qsizetype matchStart = 0; |
| 841 | do { |
| 842 | matchStart = shaderCode.indexOf(re: regexp, from: matchStart); |
| 843 | if (matchStart != -1) { |
| 844 | const auto match = regexp.matchView(subjectView: QStringView{shaderCode}.mid(pos: matchStart)); |
| 845 | const auto length = match.capturedLength(nth: 0); |
| 846 | shaderCode.replace(i: matchStart, len: length, after: replacement.arg(a: variable++)); |
| 847 | } |
| 848 | } while (matchStart != -1); |
| 849 | }; |
| 850 | |
| 851 | // 1. Handle uniforms |
| 852 | { |
| 853 | thread_local const QRegularExpression bindings( |
| 854 | QStringLiteral("binding\\s*=\\s*auto" )); |
| 855 | |
| 856 | replaceAndIncrement(bindings, currentBinding, QStringLiteral("binding = %1" )); |
| 857 | } |
| 858 | |
| 859 | // 2. Handle inputs |
| 860 | { |
| 861 | thread_local const QRegularExpression inLocations( |
| 862 | QStringLiteral("location\\s*=\\s*auto\\s*\\)\\s*in\\s+" )); |
| 863 | |
| 864 | replaceAndIncrement(inLocations, currentInputLocation, |
| 865 | QStringLiteral("location = %1) in " )); |
| 866 | } |
| 867 | |
| 868 | // 3. Handle outputs |
| 869 | { |
| 870 | thread_local const QRegularExpression outLocations( |
| 871 | QStringLiteral("location\\s*=\\s*auto\\s*\\)\\s*out\\s+" )); |
| 872 | |
| 873 | replaceAndIncrement(outLocations, currentOutputLocation, |
| 874 | QStringLiteral("location = %1) out " )); |
| 875 | } |
| 876 | |
| 877 | return shaderCode.toUtf8(); |
| 878 | } |
| 879 | |
| 880 | QByteArray QShaderProgramPrivate::resolveAutoBindingIndices(const QByteArray &content) |
| 881 | { |
| 882 | int currentBinding = 2; // Qt3D default uniforms are 0 and 1 |
| 883 | int currentInputLocation = 0; |
| 884 | int currentOutputLocation = 0; |
| 885 | |
| 886 | return QShaderProgramPrivate::resolveAutoBindingIndices(content, |
| 887 | currentBinding, |
| 888 | currentInputLocation, |
| 889 | currentOutputLocation); |
| 890 | } |
| 891 | |
| 892 | QByteArray QShaderProgramPrivate::deincludify(const QByteArray &contents, const QString &filePath) |
| 893 | { |
| 894 | QByteArrayList lines = contents.split(sep: '\n'); |
| 895 | const QByteArray includeDirective = QByteArrayLiteral("#pragma include" ); |
| 896 | for (int i = 0; i < lines.size(); ++i) { |
| 897 | const auto line = lines[i].simplified(); |
| 898 | if (line.startsWith(bv: includeDirective)) { |
| 899 | const QString includePartialPath = QString::fromUtf8(ba: line.mid(index: includeDirective.size() + 1)); |
| 900 | |
| 901 | QString includePath = QFileInfo(includePartialPath).isAbsolute() ? includePartialPath |
| 902 | : QFileInfo(filePath).absolutePath() + QLatin1Char('/') + includePartialPath; |
| 903 | if (qEnvironmentVariableIsSet(varName: "QT3D_GLSL100_WORKAROUND" )) { |
| 904 | QString candidate = includePath + QLatin1String("100" ); |
| 905 | if (QFile::exists(fileName: candidate)) |
| 906 | includePath = candidate; |
| 907 | } |
| 908 | lines.removeAt(i); |
| 909 | QByteArray includedContents = deincludify(filePath: includePath); |
| 910 | lines.insert(i, t: includedContents); |
| 911 | QString lineDirective = QString(QStringLiteral("#line %1" )).arg(a: i + 2); |
| 912 | lines.insert(i: i + 1, t: lineDirective.toUtf8()); |
| 913 | } |
| 914 | } |
| 915 | |
| 916 | return lines.join(sep: '\n'); |
| 917 | } |
| 918 | |
| 919 | /*! |
| 920 | \qmlmethod string ShaderProgram::loadSource(url sourceUrl) |
| 921 | |
| 922 | Returns the shader code loaded from \a sourceUrl. |
| 923 | */ |
| 924 | /*! |
| 925 | Returns the shader code loaded from \a sourceUrl. |
| 926 | */ |
| 927 | QByteArray QShaderProgram::loadSource(const QUrl &sourceUrl) |
| 928 | { |
| 929 | // TO DO: Handle remote path |
| 930 | const QByteArray deincluded = QShaderProgramPrivate::deincludify(filePath: Qt3DCore::QUrlHelper::urlToLocalFileOrQrc(url: sourceUrl)); |
| 931 | return QShaderProgramPrivate::resolveAutoBindingIndices(content: deincluded); |
| 932 | } |
| 933 | |
| 934 | } // of namespace Qt3DRender |
| 935 | |
| 936 | QT_END_NAMESPACE |
| 937 | |
| 938 | #include "moc_qshaderprogram.cpp" |
| 939 | |