| 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 "shaderdata_p.h" |
| 5 | #include "qshaderdata.h" |
| 6 | #include "qshaderdata_p.h" |
| 7 | #include <QMetaProperty> |
| 8 | #include <QMetaObject> |
| 9 | #include <private/qbackendnode_p.h> |
| 10 | #include <private/managers_p.h> |
| 11 | #include <private/nodemanagers_p.h> |
| 12 | #include <Qt3DRender/private/stringtoint_p.h> |
| 13 | |
| 14 | QT_BEGIN_NAMESPACE |
| 15 | |
| 16 | namespace Qt3DRender { |
| 17 | namespace Render { |
| 18 | |
| 19 | using namespace Qt3DCore; |
| 20 | |
| 21 | namespace { |
| 22 | |
| 23 | const int qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>(); |
| 24 | |
| 25 | } |
| 26 | |
| 27 | ShaderData::ShaderData() |
| 28 | : m_managers(nullptr) |
| 29 | { |
| 30 | } |
| 31 | |
| 32 | ShaderData::~ShaderData() |
| 33 | { |
| 34 | } |
| 35 | |
| 36 | void ShaderData::setManagers(NodeManagers *managers) |
| 37 | { |
| 38 | m_managers = managers; |
| 39 | } |
| 40 | |
| 41 | void ShaderData::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) |
| 42 | { |
| 43 | const QShaderData *node = qobject_cast<const QShaderData *>(object: frontEnd); |
| 44 | if (!node) |
| 45 | return; |
| 46 | BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
| 47 | |
| 48 | if (firstTime) { |
| 49 | m_propertyReader = node->propertyReader(); |
| 50 | m_blockNameToPropertyValues.clear(); |
| 51 | |
| 52 | const QMetaObject *metaObj = node->metaObject(); |
| 53 | const int propertyOffset = QShaderData::staticMetaObject.propertyOffset(); |
| 54 | const int propertyCount = metaObj->propertyCount(); |
| 55 | // Dynamic properties names |
| 56 | const auto dynamicPropertyNames = node->dynamicPropertyNames(); |
| 57 | |
| 58 | QList<QString> propertyNames; |
| 59 | propertyNames.reserve(asize: propertyCount - propertyOffset + dynamicPropertyNames.size()); |
| 60 | |
| 61 | // Statiically defined properties |
| 62 | for (int i = propertyOffset; i < propertyCount; ++i) { |
| 63 | const QMetaProperty pro = metaObj->property(index: i); |
| 64 | if (pro.isWritable()) |
| 65 | propertyNames.push_back(t: QString::fromLatin1(ba: pro.name())); |
| 66 | } |
| 67 | // Dynamic properties |
| 68 | for (const QByteArray &propertyName : dynamicPropertyNames) |
| 69 | propertyNames.push_back(t: QString::fromLatin1(ba: propertyName)); |
| 70 | |
| 71 | for (const QString &propertyName : propertyNames) { |
| 72 | if (propertyName == QStringLiteral("data" ) || |
| 73 | propertyName == QStringLiteral("objectName" ) || |
| 74 | propertyName == QStringLiteral("childNodes" )) // We don't handle default Node properties |
| 75 | continue; |
| 76 | |
| 77 | const QVariant &propertyValue = m_propertyReader->readProperty(v: node->property(name: propertyName.toLatin1())); |
| 78 | bool isNode = false; |
| 79 | bool isTransformed = false; |
| 80 | bool isArray = false; |
| 81 | |
| 82 | // We check if the property is a QNodeId |
| 83 | isNode = (propertyValue.userType() == qNodeIdTypeId); |
| 84 | // We check if QList<QNodeId> |
| 85 | if (propertyValue.userType() == QMetaType::QVariantList) { |
| 86 | isArray = true; |
| 87 | QVariantList list = propertyValue.value<QVariantList>(); |
| 88 | if (list.size() > 0 && list.at(i: 0).userType() == qNodeIdTypeId) |
| 89 | isNode = true; |
| 90 | } |
| 91 | |
| 92 | // We check if property is a Transformed property |
| 93 | QString transformedPropertyName; |
| 94 | if (propertyValue.userType() == QMetaType::QVector3D) { |
| 95 | // if there is a matching QShaderData::TransformType propertyTransformed |
| 96 | transformedPropertyName = propertyName + QLatin1String("Transformed" ); |
| 97 | isTransformed = propertyNames.contains(str: transformedPropertyName); |
| 98 | if (!isTransformed) |
| 99 | transformedPropertyName.clear(); |
| 100 | } |
| 101 | m_originalProperties.insert(key: propertyName, value: { .value: propertyValue, .isNode: isNode, .isArray: isArray, .isTransformed: isTransformed, .transformedPropertyName: transformedPropertyName }); |
| 102 | } |
| 103 | BackendNode::markDirty(changes: AbstractRenderer::ParameterDirty); |
| 104 | } else { |
| 105 | // Updates |
| 106 | if (!m_propertyReader.isNull()) { |
| 107 | auto it = m_originalProperties.begin(); |
| 108 | const auto end = m_originalProperties.end(); |
| 109 | |
| 110 | while (it != end) { |
| 111 | const QVariant newValue = m_propertyReader->readProperty(v: node->property(name: it.key().toLatin1())); |
| 112 | PropertyValue &propValue = it.value(); |
| 113 | if (propValue.value != newValue) { |
| 114 | // Note we aren't notified about nested QShaderData in this call |
| 115 | // only scalar / vec properties |
| 116 | propValue.value = newValue; |
| 117 | BackendNode::markDirty(changes: AbstractRenderer::ParameterDirty); |
| 118 | } |
| 119 | ++it; |
| 120 | } |
| 121 | } |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | const ShaderData::PropertyValuesForBlock &ShaderData::propertyValuesForBlock(int blockName) const |
| 126 | { |
| 127 | std::shared_lock readLocker(m_lock); |
| 128 | return m_blockNameToPropertyValues.at(k: blockName); |
| 129 | } |
| 130 | |
| 131 | void ShaderData::generatePropertyValuesForBlockIfNeeded(const QString &fullBlockName) |
| 132 | { |
| 133 | const int fullBlockNameId = StringToInt::lookupId(str: fullBlockName); |
| 134 | |
| 135 | std::unique_lock readWriteLocker(m_lock); |
| 136 | const bool hasPropertyValuesForBlock = m_blockNameToPropertyValues.find(x: fullBlockNameId) != m_blockNameToPropertyValues.cend(); |
| 137 | if (hasPropertyValuesForBlock) { |
| 138 | return; |
| 139 | } |
| 140 | |
| 141 | const QHash<QString, ShaderData::PropertyValue> &props = properties(); |
| 142 | |
| 143 | ShaderData::PropertyValuesForBlock valueBlock; |
| 144 | valueBlock.reserve(n: props.size()); |
| 145 | |
| 146 | auto it = props.cbegin(); |
| 147 | const auto end = props.cend(); |
| 148 | while (it != end) { |
| 149 | QString propertyName = it.key(); |
| 150 | // If we are dealing with a nested value, check if it is an an array |
| 151 | if (it->isArray && !it->isNode) |
| 152 | propertyName += QLatin1String("[0]" ); |
| 153 | |
| 154 | QString fullPropertyName; |
| 155 | fullPropertyName.reserve(asize: fullBlockName.size() + 1 + it.key().size()); |
| 156 | fullPropertyName.append(s: fullBlockName); |
| 157 | fullPropertyName.append(s: QLatin1String("." )); |
| 158 | fullPropertyName.append(s: propertyName); |
| 159 | |
| 160 | // We only do this for properties on root level |
| 161 | valueBlock.push_back(x: { StringToInt::lookupId(str: fullPropertyName), |
| 162 | StringToInt::lookupId(str: propertyName), |
| 163 | it.operator ->() }); |
| 164 | ++it; |
| 165 | } |
| 166 | |
| 167 | m_blockNameToPropertyValues[StringToInt::lookupId(str: fullBlockName)] = std::move(valueBlock); |
| 168 | } |
| 169 | |
| 170 | ShaderData *ShaderData::lookupResource(NodeManagers *managers, QNodeId id) |
| 171 | { |
| 172 | return managers->shaderDataManager()->lookupResource(id); |
| 173 | } |
| 174 | |
| 175 | ShaderData *ShaderData::lookupResource(QNodeId id) |
| 176 | { |
| 177 | return ShaderData::lookupResource(managers: m_managers, id); |
| 178 | } |
| 179 | |
| 180 | // RenderCommand updater jobs |
| 181 | QVariant ShaderData::getTransformedProperty(const PropertyValue *v, const Matrix4x4 &viewMatrix) const noexcept |
| 182 | { |
| 183 | // Note protecting m_worldMatrix at this point as we assume all world updates |
| 184 | // have been performed when reaching this point |
| 185 | if (v->isTransformed) { |
| 186 | const auto transformedIt = m_originalProperties.constFind(key: v->transformedPropertyName); |
| 187 | if (transformedIt != m_originalProperties.constEnd()) { |
| 188 | const PropertyValue &transformedValue = transformedIt.value(); |
| 189 | const TransformType transformType = static_cast<TransformType>(transformedValue.value.toInt()); |
| 190 | switch (transformType) { |
| 191 | case ModelToEye: |
| 192 | return QVariant::fromValue(value: viewMatrix.map(point: m_worldMatrix.map(point: Vector3D(v->value.value<QVector3D>())))); |
| 193 | case ModelToWorld: |
| 194 | return QVariant::fromValue(value: m_worldMatrix.map(point: Vector3D(v->value.value<QVector3D>()))); |
| 195 | case ModelToWorldDirection: |
| 196 | return QVariant::fromValue(value: Vector3D(m_worldMatrix * Vector4D(v->value.value<QVector3D>(), 0.0f))); |
| 197 | case NoTransform: |
| 198 | break; |
| 199 | } |
| 200 | } |
| 201 | } |
| 202 | return v->value; |
| 203 | } |
| 204 | |
| 205 | // Unit tests only |
| 206 | ShaderData::TransformType ShaderData::propertyTransformType(const QString &name) const |
| 207 | { |
| 208 | const auto it = m_originalProperties.constFind(key: name); |
| 209 | if (it != m_originalProperties.constEnd()) { |
| 210 | const PropertyValue &propertyValue = it.value(); |
| 211 | if (propertyValue.isTransformed) { |
| 212 | auto transformedIt = m_originalProperties.constFind(key: name + QLatin1String("Transformed" )); |
| 213 | if (transformedIt != m_originalProperties.end()) |
| 214 | return static_cast<TransformType>(transformedIt.value().value.toInt()); |
| 215 | } |
| 216 | } |
| 217 | return NoTransform; |
| 218 | } |
| 219 | |
| 220 | // Called by FramePreparationJob or by RenderView when dealing with lights |
| 221 | void ShaderData::updateWorldTransform(const Matrix4x4 &worldMatrix) |
| 222 | { |
| 223 | if (m_worldMatrix != worldMatrix) { |
| 224 | m_worldMatrix = worldMatrix; |
| 225 | } |
| 226 | } |
| 227 | |
| 228 | RenderShaderDataFunctor::RenderShaderDataFunctor(AbstractRenderer *renderer, NodeManagers *managers) |
| 229 | : m_managers(managers) |
| 230 | , m_renderer(renderer) |
| 231 | { |
| 232 | } |
| 233 | |
| 234 | Qt3DCore::QBackendNode *RenderShaderDataFunctor::create(Qt3DCore::QNodeId id) const |
| 235 | { |
| 236 | ShaderData *backend = m_managers->shaderDataManager()->getOrCreateResource(id); |
| 237 | backend->setManagers(m_managers); |
| 238 | backend->setRenderer(m_renderer); |
| 239 | return backend; |
| 240 | } |
| 241 | |
| 242 | Qt3DCore::QBackendNode *RenderShaderDataFunctor::get(Qt3DCore::QNodeId id) const |
| 243 | { |
| 244 | return m_managers->shaderDataManager()->lookupResource(id); |
| 245 | } |
| 246 | |
| 247 | void RenderShaderDataFunctor::destroy(Qt3DCore::QNodeId id) const |
| 248 | { |
| 249 | m_managers->shaderDataManager()->releaseResource(id); |
| 250 | } |
| 251 | |
| 252 | } // namespace Render |
| 253 | } // namespace Qt3DRender |
| 254 | |
| 255 | QT_END_NAMESPACE |
| 256 | |