| 1 | // Copyright (C) 2020 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dshaderutils_p.h" |
| 5 | |
| 6 | #include <QtCore/qfile.h> |
| 7 | #include <QtQml/qqmlcontext.h> |
| 8 | #include <QtQml/qqmlfile.h> |
| 9 | |
| 10 | #include "qquick3dviewport_p.h" |
| 11 | #include "qquick3dcustommaterial_p.h" |
| 12 | #include "qquick3deffect_p.h" |
| 13 | |
| 14 | QT_BEGIN_NAMESPACE |
| 15 | |
| 16 | /*! |
| 17 | \qmltype Shader |
| 18 | \inherits QtObject |
| 19 | \inqmlmodule QtQuick3D |
| 20 | \brief Container component for defining shader code used by post-processing effects. |
| 21 | |
| 22 | The Shader type is used for populating the \l{Pass::shaders}{shaders} list in the |
| 23 | render \l{Pass}{pass} of an \l Effect. |
| 24 | |
| 25 | A shader is code which is executed directly on the graphic hardware at a particular |
| 26 | \l{Shader::stage}{stage} of the rendering pipeline. |
| 27 | |
| 28 | \sa Effect |
| 29 | */ |
| 30 | /*! |
| 31 | \qmlproperty url Shader::shader |
| 32 | Specifies the name of the shader source file. For details on how to write shader code, |
| 33 | see the \l Effect documentation. |
| 34 | */ |
| 35 | /*! |
| 36 | \qmlproperty enumeration Shader::stage |
| 37 | Specifies the stage of the rendering pipeline when the shader code will be executed. |
| 38 | The default is \c Shader.Fragment |
| 39 | |
| 40 | \value Shader.Vertex The shader is a vertex shader. This code is run once per vertex |
| 41 | in the input geometry and can be used to modify it before the geometry is rasterized |
| 42 | (scan converted). In the case of effects, the input geometry is always a quad (four |
| 43 | vertexes representing the corners of the render target). |
| 44 | \value Shader.Fragment The shader is a fragment shader. After vertex processing, |
| 45 | the modified geometry is turned into fragments (rasterization). Then a fragment shader |
| 46 | is executed for each fragment, assigning a color to it. Fragments are a related concept |
| 47 | to pixels, but with additional information attached. Also, as a result of some |
| 48 | anti-aliasing strategies, there may be more than one fragment for each pixel in the |
| 49 | output. |
| 50 | */ |
| 51 | |
| 52 | /*! |
| 53 | \qmltype TextureInput |
| 54 | \inherits QtObject |
| 55 | \inqmlmodule QtQuick3D |
| 56 | \brief Specifies a texture exposed to the shaders of a CustomMaterial or Effect. |
| 57 | |
| 58 | This is a type which can be used for exposing a \l Texture to a shader, either |
| 59 | in the \l{Pass}{render pass} of an \l Effect, or in a \l CustomMaterial. It exists |
| 60 | primarily to assign a local name to the \l Texture that can be referenced from |
| 61 | shaders. |
| 62 | |
| 63 | When a TextureInput property is declared in an \l Effect or a \l CustomMaterial, |
| 64 | it will automatically be available as a sampler in all shaders by its property |
| 65 | name. |
| 66 | */ |
| 67 | /*! |
| 68 | \qmlproperty Texture TextureInput::texture |
| 69 | The texture for which this TextureInput serves as an indirection. |
| 70 | */ |
| 71 | /*! |
| 72 | \qmlproperty bool TextureInput::enabled |
| 73 | The property determines if this TextureInput is enabled. The default value |
| 74 | is true. When disabled, the shaders of the effect sample a dummy, opaque |
| 75 | black texture instead of the one specified by \l texture. |
| 76 | */ |
| 77 | |
| 78 | /*! |
| 79 | \qmltype Pass |
| 80 | \inherits QtObject |
| 81 | \inqmlmodule QtQuick3D |
| 82 | \brief Defines a render pass in an Effect. |
| 83 | |
| 84 | An \l Effect may consist of multiple render passes. Each render pass has a |
| 85 | setup phase where the list of \l{Pass::commands}{render commands} are executed, |
| 86 | a \l{Pass::output}{output buffer} and a list of \l{Pass::shaders}{shaders} to |
| 87 | use for rendering the effect. |
| 88 | |
| 89 | See the documentation for \l Effect for more details on how to set up multiple |
| 90 | rendering passes. |
| 91 | */ |
| 92 | /*! |
| 93 | \qmlproperty Buffer Pass::output |
| 94 | Specifies the output \l {Buffer}{buffer} of the pass. |
| 95 | */ |
| 96 | /*! |
| 97 | \qmlproperty list Pass::commands |
| 98 | Specifies the list of render \l {Command}{commands} of the pass. |
| 99 | */ |
| 100 | /*! |
| 101 | \qmlproperty list Pass::shaders |
| 102 | Specifies the list of \l {Shader}{shaders} of the pass. |
| 103 | */ |
| 104 | |
| 105 | /*! |
| 106 | \qmltype Command |
| 107 | \inherits QtObject |
| 108 | \inqmlmodule QtQuick3D |
| 109 | \brief Supertype of commands to be performed as part of a pass in an Effect. |
| 110 | |
| 111 | The Command type should not be instantiated by itself, but only exists as a |
| 112 | polymorphic supertype for the different actions that can be performed as part |
| 113 | of a \l{Pass}{render pass}. |
| 114 | |
| 115 | \sa BufferInput, SetUniformValue, Effect |
| 116 | */ |
| 117 | |
| 118 | /*! |
| 119 | \qmltype BufferInput |
| 120 | \inherits Command |
| 121 | \inqmlmodule QtQuick3D |
| 122 | \brief Defines an input buffer to be used as input for a pass of an Effect. |
| 123 | |
| 124 | BufferInput is a \l Command which can be added to the list of commands in the \l Pass of |
| 125 | an \l Effect. When executed, it will expose the buffer as a sample to the shaders |
| 126 | in the render pass. The shaders must declare a sampler with the name given in the |
| 127 | BufferInput's \c sampler property. |
| 128 | |
| 129 | This can be used for sharing intermediate results between the different passes of an |
| 130 | effect. |
| 131 | |
| 132 | \sa TextureInput |
| 133 | */ |
| 134 | /*! |
| 135 | \qmlproperty Buffer BufferInput::buffer |
| 136 | Specifies the \l {Buffer}{buffer} which should be exposed to the shader. |
| 137 | */ |
| 138 | /*! |
| 139 | \qmlproperty string BufferInput::sampler |
| 140 | Specifies the name under which the buffer is exposed to the shader. |
| 141 | When this property is not set, the buffer is exposed with the built-in name \c INPUT. |
| 142 | */ |
| 143 | |
| 144 | /*! |
| 145 | \qmltype Buffer |
| 146 | \inherits QtObject |
| 147 | \inqmlmodule QtQuick3D |
| 148 | \brief Creates or references a color buffer to be used for a pass of an Effect. |
| 149 | |
| 150 | A Buffer can be used to create intermediate buffers to share data between |
| 151 | \l{Pass}{render passes} in an \l Effect. |
| 152 | |
| 153 | \note If the \l name property of the Buffer is empty, it will reference the |
| 154 | default output texture of the render pass. |
| 155 | */ |
| 156 | /*! |
| 157 | \qmlproperty enumeration Buffer::format |
| 158 | Specifies the texture format. The default value is Buffer.RGBA8. |
| 159 | |
| 160 | \value Buffer.RGBA8 |
| 161 | \value Buffer.RGBA16F |
| 162 | \value Buffer.RGBA32F |
| 163 | \value Buffer.R8 |
| 164 | \value Buffer.R16 |
| 165 | \value Buffer.R16F |
| 166 | \value Buffer.R32F |
| 167 | */ |
| 168 | /*! |
| 169 | \qmlproperty enumeration Buffer::textureFilterOperation |
| 170 | Specifies the texture filtering mode when sampling the contents of the |
| 171 | Buffer. The default value is Buffer.Linear. |
| 172 | |
| 173 | \value Buffer.Nearest Use nearest-neighbor filtering. |
| 174 | \value Buffer.Linear Use linear filtering. |
| 175 | */ |
| 176 | /*! |
| 177 | \qmlproperty enumeration Buffer::textureCoordOperation |
| 178 | Specifies the behavior for texture coordinates when sampling outside the [0, 1] range. |
| 179 | The default is Buffer.ClampToEdge. |
| 180 | |
| 181 | \value Buffer.ClampToEdge Clamp coordinates to the edges. |
| 182 | \value Buffer.Repeat Wrap the coordinates at the edges to tile the texture. |
| 183 | \value Buffer.MirroredRepeat Wrap the coordinate at the edges, but mirror the texture |
| 184 | when tiling it. |
| 185 | */ |
| 186 | /*! |
| 187 | \qmlproperty real Buffer::sizeMultiplier |
| 188 | Specifies the size multiplier of the buffer. For instance, a value of \c 1.0 creates |
| 189 | a buffer with the same size as the effect's input texture while \c 0.5 creates buffer |
| 190 | where both width and height is half as big. The default value is 1.0. |
| 191 | */ |
| 192 | /*! |
| 193 | \qmlproperty enumeration Buffer::bufferFlags |
| 194 | Specifies the buffer allocation flags. The default is Buffer.None. |
| 195 | |
| 196 | \value Buffer.None No special behavior. |
| 197 | \value Buffer.SceneLifetime The buffer is allocated for the whole lifetime of the scene. |
| 198 | */ |
| 199 | /*! |
| 200 | \qmlproperty string Buffer::name |
| 201 | Specifies the name of the buffer. |
| 202 | |
| 203 | \note When this property is empty, the Buffer will refer to the default output texture |
| 204 | of the \l{Pass}{render pass} instead of allocating a buffer. This can be useful to |
| 205 | override certain settings of the output, such as the texture format, without introducing |
| 206 | a new, separate intermediate texture. |
| 207 | */ |
| 208 | |
| 209 | /*! |
| 210 | \qmltype SetUniformValue |
| 211 | \inherits Command |
| 212 | \inqmlmodule QtQuick3D |
| 213 | \brief Defines a value to be set during a single \l {Pass}{pass}. |
| 214 | \since 5.15 |
| 215 | |
| 216 | SetUniformValue is a \l Command which can be added to the list of commands in a \l Pass. When |
| 217 | executed, it will set the uniform given by the \l{SetUniformValue::target}{target} property |
| 218 | to \l{SetUniformValue::value}{value}. |
| 219 | |
| 220 | \note The value set by this command is will only be set during the \l {Pass}{pass} it occurs in. |
| 221 | For consecutive passes the value will be revert to the initial value of the uniform as it |
| 222 | was defined in the \l Effect item. |
| 223 | |
| 224 | \sa BufferInput |
| 225 | */ |
| 226 | /*! |
| 227 | \qmlproperty string SetUniformValue::target |
| 228 | Specifies the name of the uniform that will have its value changed during the \l {Pass}{pass}. |
| 229 | This must match the name of an existing property in the \l Effect. |
| 230 | */ |
| 231 | /*! |
| 232 | \qmlproperty Variant SetUniformValue::value |
| 233 | Specifies the value that will be set on the \c target uniform. |
| 234 | */ |
| 235 | |
| 236 | namespace QSSGShaderUtils { |
| 237 | |
| 238 | ResolveFunction resolveShaderOverride = nullptr; |
| 239 | |
| 240 | void setResolveFunction(ResolveFunction fn) |
| 241 | { |
| 242 | resolveShaderOverride = fn; |
| 243 | } |
| 244 | |
| 245 | QByteArray resolveShader(const QUrl &fileUrl, const QQmlContext *context, QByteArray &shaderPathKey) |
| 246 | { |
| 247 | if (resolveShaderOverride) { |
| 248 | QByteArray shaderData; |
| 249 | if (resolveShaderOverride(fileUrl, context, shaderData, shaderPathKey)) |
| 250 | return shaderData; |
| 251 | } |
| 252 | |
| 253 | if (!shaderPathKey.isEmpty()) |
| 254 | shaderPathKey.append(c: '>'); |
| 255 | |
| 256 | const QUrl loadUrl = context ? context->resolvedUrl(fileUrl) : fileUrl; |
| 257 | const QString filePath = QQmlFile::urlToLocalFileOrQrc(loadUrl); |
| 258 | |
| 259 | QFile f(filePath); |
| 260 | if (f.open(flags: QIODevice::ReadOnly | QIODevice::Text)) { |
| 261 | shaderPathKey += loadUrl.fileName().toUtf8(); |
| 262 | return f.readAll(); |
| 263 | } else { |
| 264 | qWarning(msg: "Failed to read shader code from %s" , qPrintable(filePath)); |
| 265 | } |
| 266 | |
| 267 | return QByteArray(); |
| 268 | } |
| 269 | |
| 270 | // These are the QMetaTypes that we convert into uniforms. |
| 271 | static constexpr QMetaType::Type qssg_metatype_list[] { |
| 272 | QMetaType::Double, |
| 273 | QMetaType::Bool, |
| 274 | QMetaType::QVector2D, |
| 275 | QMetaType::QVector3D, |
| 276 | QMetaType::QVector4D, |
| 277 | QMetaType::Int, |
| 278 | QMetaType::QColor, |
| 279 | QMetaType::QSize, |
| 280 | QMetaType::QSizeF, |
| 281 | QMetaType::QPoint, |
| 282 | QMetaType::QPointF, |
| 283 | QMetaType::QRect, |
| 284 | QMetaType::QRectF, |
| 285 | QMetaType::QQuaternion, |
| 286 | QMetaType::QMatrix4x4 |
| 287 | }; |
| 288 | |
| 289 | template<> |
| 290 | struct ShaderType<QMetaType::Double> |
| 291 | { |
| 292 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Float; } |
| 293 | static QByteArray name() { return QByteArrayLiteral("float" ); } |
| 294 | }; |
| 295 | |
| 296 | template<> |
| 297 | struct ShaderType<QMetaType::Bool> |
| 298 | { |
| 299 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Boolean; } |
| 300 | static QByteArray name() { return QByteArrayLiteral("bool" ); } |
| 301 | }; |
| 302 | |
| 303 | template<> |
| 304 | struct ShaderType<QMetaType::Int> |
| 305 | { |
| 306 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Integer; } |
| 307 | static QByteArray name() { return QByteArrayLiteral("int" ); } |
| 308 | }; |
| 309 | |
| 310 | template<> |
| 311 | struct ShaderType<QMetaType::QVector2D> |
| 312 | { |
| 313 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Vec2; } |
| 314 | static QByteArray name() { return QByteArrayLiteral("vec2" ); } |
| 315 | }; |
| 316 | |
| 317 | template<> |
| 318 | struct ShaderType<QMetaType::QVector3D> |
| 319 | { |
| 320 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Vec3; } |
| 321 | static QByteArray name() { return QByteArrayLiteral("vec3" ); } |
| 322 | }; |
| 323 | |
| 324 | template<> |
| 325 | struct ShaderType<QMetaType::QVector4D> |
| 326 | { |
| 327 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Vec4; } |
| 328 | static QByteArray name() { return QByteArrayLiteral("vec4" ); } |
| 329 | }; |
| 330 | |
| 331 | template<> |
| 332 | struct ShaderType<QMetaType::QColor> |
| 333 | { |
| 334 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Rgba; } |
| 335 | static QByteArray name() { return QByteArrayLiteral("vec4" ); } |
| 336 | }; |
| 337 | |
| 338 | template<> |
| 339 | struct ShaderType<QMetaType::QSize> |
| 340 | { |
| 341 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Size; } |
| 342 | static QByteArray name() { return QByteArrayLiteral("vec2" ); } |
| 343 | }; |
| 344 | |
| 345 | template<> |
| 346 | struct ShaderType<QMetaType::QSizeF> |
| 347 | { |
| 348 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::SizeF; } |
| 349 | static QByteArray name() { return QByteArrayLiteral("vec2" ); } |
| 350 | }; |
| 351 | |
| 352 | template<> |
| 353 | struct ShaderType<QMetaType::QPoint> |
| 354 | { |
| 355 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Point; } |
| 356 | static QByteArray name() { return QByteArrayLiteral("vec2" ); } |
| 357 | }; |
| 358 | |
| 359 | template<> |
| 360 | struct ShaderType<QMetaType::QPointF> |
| 361 | { |
| 362 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::PointF; } |
| 363 | static QByteArray name() { return QByteArrayLiteral("vec2" ); } |
| 364 | }; |
| 365 | |
| 366 | template<> |
| 367 | struct ShaderType<QMetaType::QRect> |
| 368 | { |
| 369 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Rect; } |
| 370 | static QByteArray name() { return QByteArrayLiteral("vec4" ); } |
| 371 | }; |
| 372 | |
| 373 | template<> |
| 374 | struct ShaderType<QMetaType::QRectF> |
| 375 | { |
| 376 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::RectF; } |
| 377 | static QByteArray name() { return QByteArrayLiteral("vec4" ); } |
| 378 | }; |
| 379 | |
| 380 | template<> |
| 381 | struct ShaderType<QMetaType::QQuaternion> |
| 382 | { |
| 383 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Quaternion; } |
| 384 | static QByteArray name() { return QByteArrayLiteral("vec4" ); } |
| 385 | }; |
| 386 | |
| 387 | template<> |
| 388 | struct ShaderType<QMetaType::QMatrix4x4> |
| 389 | { |
| 390 | static constexpr QSSGRenderShaderValue::Type type() { return QSSGRenderShaderValue::Matrix4x4; } |
| 391 | static QByteArray name() { return QByteArrayLiteral("mat4" ); } |
| 392 | }; |
| 393 | |
| 394 | QByteArray uniformTypeName(QMetaType type) |
| 395 | { |
| 396 | switch (type.id()) { |
| 397 | case QMetaType::Double: |
| 398 | case QMetaType::Float: |
| 399 | return ShaderType<QMetaType::Double>::name(); |
| 400 | case QMetaType::Bool: |
| 401 | return ShaderType<QMetaType::Bool>::name(); |
| 402 | case QMetaType::QVector2D: |
| 403 | return ShaderType<QMetaType::QVector2D>::name(); |
| 404 | case QMetaType::QVector3D: |
| 405 | return ShaderType<QMetaType::QVector3D>::name(); |
| 406 | case QMetaType::QVector4D: |
| 407 | return ShaderType<QMetaType::QVector4D>::name(); |
| 408 | case QMetaType::Int: |
| 409 | return ShaderType<QMetaType::Int>::name(); |
| 410 | case QMetaType::QColor: |
| 411 | return ShaderType<QMetaType::QColor>::name(); |
| 412 | case QMetaType::QSize: |
| 413 | return ShaderType<QMetaType::QSize>::name(); |
| 414 | case QMetaType::QSizeF: |
| 415 | return ShaderType<QMetaType::QSizeF>::name(); |
| 416 | case QMetaType::QPoint: |
| 417 | return ShaderType<QMetaType::QPoint>::name(); |
| 418 | case QMetaType::QPointF: |
| 419 | return ShaderType<QMetaType::QPointF>::name(); |
| 420 | case QMetaType::QRect: |
| 421 | return ShaderType<QMetaType::QRect>::name(); |
| 422 | case QMetaType::QRectF: |
| 423 | return ShaderType<QMetaType::QRectF>::name(); |
| 424 | case QMetaType::QQuaternion: |
| 425 | return ShaderType<QMetaType::QQuaternion>::name(); |
| 426 | case QMetaType::QMatrix4x4: |
| 427 | return ShaderType<QMetaType::QMatrix4x4>::name(); |
| 428 | default: |
| 429 | return QByteArray(); |
| 430 | } |
| 431 | } |
| 432 | |
| 433 | QByteArray uniformTypeName(QSSGRenderShaderValue::Type type) |
| 434 | { |
| 435 | switch (type) { |
| 436 | case QSSGRenderShaderValue::Float: |
| 437 | return ShaderType<QMetaType::Double>::name(); |
| 438 | case QSSGRenderShaderValue::Boolean: |
| 439 | return ShaderType<QMetaType::Bool>::name(); |
| 440 | case QSSGRenderShaderValue::Integer: |
| 441 | return ShaderType<QMetaType::Int>::name(); |
| 442 | case QSSGRenderShaderValue::Vec2: |
| 443 | return ShaderType<QMetaType::QVector2D>::name(); |
| 444 | case QSSGRenderShaderValue::Vec3: |
| 445 | return ShaderType<QMetaType::QVector3D>::name(); |
| 446 | case QSSGRenderShaderValue::Vec4: |
| 447 | return ShaderType<QMetaType::QVector4D>::name(); |
| 448 | case QSSGRenderShaderValue::Rgba: |
| 449 | return ShaderType<QMetaType::QColor>::name(); |
| 450 | case QSSGRenderShaderValue::Size: |
| 451 | return ShaderType<QMetaType::QSize>::name(); |
| 452 | case QSSGRenderShaderValue::SizeF: |
| 453 | return ShaderType<QMetaType::QSizeF>::name(); |
| 454 | case QSSGRenderShaderValue::Point: |
| 455 | return ShaderType<QMetaType::QPoint>::name(); |
| 456 | case QSSGRenderShaderValue::PointF: |
| 457 | return ShaderType<QMetaType::QPointF>::name(); |
| 458 | case QSSGRenderShaderValue::Rect: |
| 459 | return ShaderType<QMetaType::QRect>::name(); |
| 460 | case QSSGRenderShaderValue::RectF: |
| 461 | return ShaderType<QMetaType::QRectF>::name(); |
| 462 | case QSSGRenderShaderValue::Quaternion: |
| 463 | return ShaderType<QMetaType::QQuaternion>::name(); |
| 464 | case QSSGRenderShaderValue::Matrix4x4: |
| 465 | return ShaderType<QMetaType::QMatrix4x4>::name(); |
| 466 | default: |
| 467 | return QByteArray(); |
| 468 | } |
| 469 | } |
| 470 | |
| 471 | QSSGRenderShaderValue::Type uniformType(QMetaType type) |
| 472 | { |
| 473 | switch (type.id()) { |
| 474 | case QMetaType::Double: |
| 475 | case QMetaType::Float: |
| 476 | return ShaderType<QMetaType::Double>::type(); |
| 477 | case QMetaType::Bool: |
| 478 | return ShaderType<QMetaType::Bool>::type(); |
| 479 | case QMetaType::QVector2D: |
| 480 | return ShaderType<QMetaType::QVector2D>::type(); |
| 481 | case QMetaType::QVector3D: |
| 482 | return ShaderType<QMetaType::QVector3D>::type(); |
| 483 | case QMetaType::QVector4D: |
| 484 | return ShaderType<QMetaType::QVector4D>::type(); |
| 485 | case QMetaType::Int: |
| 486 | return ShaderType<QMetaType::Int>::type(); |
| 487 | case QMetaType::QColor: |
| 488 | return ShaderType<QMetaType::QColor>::type(); |
| 489 | case QMetaType::QSize: |
| 490 | return ShaderType<QMetaType::QSize>::type(); |
| 491 | case QMetaType::QSizeF: |
| 492 | return ShaderType<QMetaType::QSizeF>::type(); |
| 493 | case QMetaType::QPoint: |
| 494 | return ShaderType<QMetaType::QPoint>::type(); |
| 495 | case QMetaType::QPointF: |
| 496 | return ShaderType<QMetaType::QPointF>::type(); |
| 497 | case QMetaType::QRect: |
| 498 | return ShaderType<QMetaType::QRect>::type(); |
| 499 | case QMetaType::QRectF: |
| 500 | return ShaderType<QMetaType::QRectF>::type(); |
| 501 | case QMetaType::QQuaternion: |
| 502 | return ShaderType<QMetaType::QQuaternion>::type(); |
| 503 | case QMetaType::QMatrix4x4: |
| 504 | return ShaderType<QMetaType::QMatrix4x4>::type(); |
| 505 | default: |
| 506 | return QSSGRenderShaderValue::Unknown; |
| 507 | } |
| 508 | } |
| 509 | |
| 510 | MetaTypeList supportedMetatypes() |
| 511 | { |
| 512 | return {std::begin(arr: qssg_metatype_list), std::end(arr: qssg_metatype_list)}; |
| 513 | } |
| 514 | |
| 515 | } |
| 516 | |
| 517 | QQuick3DShaderUtilsBuffer::TextureFormat QQuick3DShaderUtilsBuffer::mapRenderTextureFormat(QSSGRenderTextureFormat::Format fmt) |
| 518 | { |
| 519 | using TextureFormat = QQuick3DShaderUtilsBuffer::TextureFormat; |
| 520 | switch (fmt) { |
| 521 | case QSSGRenderTextureFormat::RGBA8: return TextureFormat::RGBA8; |
| 522 | case QSSGRenderTextureFormat::RGBA16F: return TextureFormat::RGBA16F; |
| 523 | case QSSGRenderTextureFormat::RGBA32F: return TextureFormat::RGBA32F; |
| 524 | case QSSGRenderTextureFormat::R8: return TextureFormat::R8; |
| 525 | case QSSGRenderTextureFormat::R16: return TextureFormat::R16; |
| 526 | case QSSGRenderTextureFormat::R16F: return TextureFormat::R16F; |
| 527 | case QSSGRenderTextureFormat::R32F: return TextureFormat::R32F; |
| 528 | default: |
| 529 | break; |
| 530 | } |
| 531 | return TextureFormat::Unknown; |
| 532 | } |
| 533 | |
| 534 | QSSGRenderTextureFormat::Format QQuick3DShaderUtilsBuffer::mapTextureFormat(QQuick3DShaderUtilsBuffer::TextureFormat fmt) |
| 535 | { |
| 536 | using TextureFormat = QQuick3DShaderUtilsBuffer::TextureFormat; |
| 537 | switch (fmt) { |
| 538 | case TextureFormat::RGBA8: return QSSGRenderTextureFormat::RGBA8; |
| 539 | case TextureFormat::RGBA16F: return QSSGRenderTextureFormat::RGBA16F; |
| 540 | case TextureFormat::RGBA32F: return QSSGRenderTextureFormat::RGBA32F; |
| 541 | case TextureFormat::R8: return QSSGRenderTextureFormat::R8; |
| 542 | case TextureFormat::R16: return QSSGRenderTextureFormat::R16; |
| 543 | case TextureFormat::R16F: return QSSGRenderTextureFormat::R16F; |
| 544 | case TextureFormat::R32F: return QSSGRenderTextureFormat::R32F; |
| 545 | default: |
| 546 | break; |
| 547 | } |
| 548 | return QSSGRenderTextureFormat::Unknown; |
| 549 | } |
| 550 | |
| 551 | QQuick3DShaderUtilsBuffer::TextureFormat QQuick3DShaderUtilsBuffer::format() const |
| 552 | { |
| 553 | return mapRenderTextureFormat(fmt: command.m_format.format); |
| 554 | } |
| 555 | |
| 556 | void QQuick3DShaderUtilsBuffer::setFormat(TextureFormat format) |
| 557 | { |
| 558 | command.m_format = mapTextureFormat(fmt: format); |
| 559 | } |
| 560 | |
| 561 | void QQuick3DShaderUtilsRenderPass::qmlAppendCommand(QQmlListProperty<QQuick3DShaderUtilsRenderCommand> *list, |
| 562 | QQuick3DShaderUtilsRenderCommand *command) |
| 563 | { |
| 564 | if (!command) |
| 565 | return; |
| 566 | |
| 567 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 568 | that->m_commands.push_back(t: command); |
| 569 | } |
| 570 | |
| 571 | QQuick3DShaderUtilsRenderCommand *QQuick3DShaderUtilsRenderPass::qmlCommandAt(QQmlListProperty<QQuick3DShaderUtilsRenderCommand> *list, |
| 572 | qsizetype index) |
| 573 | { |
| 574 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 575 | return that->m_commands.at(i: index); |
| 576 | } |
| 577 | |
| 578 | qsizetype QQuick3DShaderUtilsRenderPass::qmlCommandCount(QQmlListProperty<QQuick3DShaderUtilsRenderCommand> *list) |
| 579 | { |
| 580 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 581 | return that->m_commands.size(); |
| 582 | } |
| 583 | |
| 584 | void QQuick3DShaderUtilsRenderPass::qmlCommandClear(QQmlListProperty<QQuick3DShaderUtilsRenderCommand> *list) |
| 585 | { |
| 586 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 587 | that->m_commands.clear(); |
| 588 | } |
| 589 | |
| 590 | QQmlListProperty<QQuick3DShaderUtilsRenderCommand> QQuick3DShaderUtilsRenderPass::commands() |
| 591 | { |
| 592 | return QQmlListProperty<QQuick3DShaderUtilsRenderCommand>(this, |
| 593 | nullptr, |
| 594 | QQuick3DShaderUtilsRenderPass::qmlAppendCommand, |
| 595 | QQuick3DShaderUtilsRenderPass::qmlCommandCount, |
| 596 | QQuick3DShaderUtilsRenderPass::qmlCommandAt, |
| 597 | QQuick3DShaderUtilsRenderPass::qmlCommandClear); |
| 598 | } |
| 599 | |
| 600 | void QQuick3DShaderUtilsRenderPass::qmlAppendShader(QQmlListProperty<QQuick3DShaderUtilsShader> *list, |
| 601 | QQuick3DShaderUtilsShader *shader) |
| 602 | { |
| 603 | if (!shader) |
| 604 | return; |
| 605 | |
| 606 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 607 | |
| 608 | // An append implementation CANNOT rely on the object (shader in this case) |
| 609 | // being complete. When the list references a Shader object living under |
| 610 | // another Effect, its properties may not be set at the point of this |
| 611 | // function being called, so accessing shader->stage is not allowed since |
| 612 | // it may still have its default value, not what is set from QML... |
| 613 | |
| 614 | // the only thing we can do is to append to our list, do not try to be clever |
| 615 | that->m_shaders.append(t: shader); |
| 616 | |
| 617 | connect(sender: shader, signal: &QQuick3DShaderUtilsShader::shaderChanged, context: that, slot: &QQuick3DShaderUtilsRenderPass::changed); |
| 618 | connect(sender: shader, signal: &QQuick3DShaderUtilsShader::stageChanged, context: that, slot: &QQuick3DShaderUtilsRenderPass::changed); |
| 619 | |
| 620 | emit that->changed(); |
| 621 | } |
| 622 | |
| 623 | QQuick3DShaderUtilsShader *QQuick3DShaderUtilsRenderPass::qmlShaderAt(QQmlListProperty<QQuick3DShaderUtilsShader> *list, |
| 624 | qsizetype index) |
| 625 | { |
| 626 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 627 | return that->m_shaders.at(idx: index); |
| 628 | } |
| 629 | |
| 630 | qsizetype QQuick3DShaderUtilsRenderPass::qmlShaderCount(QQmlListProperty<QQuick3DShaderUtilsShader> *list) |
| 631 | { |
| 632 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 633 | return that->m_shaders.size(); |
| 634 | } |
| 635 | |
| 636 | void QQuick3DShaderUtilsRenderPass::qmlShaderClear(QQmlListProperty<QQuick3DShaderUtilsShader> *list) |
| 637 | { |
| 638 | QQuick3DShaderUtilsRenderPass *that = qobject_cast<QQuick3DShaderUtilsRenderPass *>(object: list->object); |
| 639 | |
| 640 | for (QQuick3DShaderUtilsShader *shader : that->m_shaders) |
| 641 | shader->disconnect(receiver: that); |
| 642 | |
| 643 | that->m_shaders.clear(); |
| 644 | |
| 645 | emit that->changed(); |
| 646 | } |
| 647 | |
| 648 | QQmlListProperty<QQuick3DShaderUtilsShader> QQuick3DShaderUtilsRenderPass::shaders() |
| 649 | { |
| 650 | return QQmlListProperty<QQuick3DShaderUtilsShader>(this, |
| 651 | nullptr, |
| 652 | QQuick3DShaderUtilsRenderPass::qmlAppendShader, |
| 653 | QQuick3DShaderUtilsRenderPass::qmlShaderCount, |
| 654 | QQuick3DShaderUtilsRenderPass::qmlShaderAt, |
| 655 | QQuick3DShaderUtilsRenderPass::qmlShaderClear); |
| 656 | } |
| 657 | |
| 658 | QQuick3DShaderUtilsTextureInput::QQuick3DShaderUtilsTextureInput(QObject *p) : QObject(p) {} |
| 659 | |
| 660 | QQuick3DShaderUtilsTextureInput::~QQuick3DShaderUtilsTextureInput() |
| 661 | { |
| 662 | } |
| 663 | |
| 664 | void QQuick3DShaderUtilsTextureInput::setTexture(QQuick3DTexture *texture) |
| 665 | { |
| 666 | if (m_texture == texture) |
| 667 | return; |
| 668 | |
| 669 | QObject *p = parent(); |
| 670 | while (p != nullptr) { |
| 671 | if (QQuick3DCustomMaterial *mat = qobject_cast<QQuick3DCustomMaterial *>(object: p)) { |
| 672 | mat->setDynamicTextureMap(this); |
| 673 | QQuick3DObjectPrivate::attachWatcherPriv(sceneContext: mat, callContext: this, setter: &QQuick3DShaderUtilsTextureInput::setTexture, newO: texture, oldO: m_texture); |
| 674 | break; |
| 675 | } else if (QQuick3DEffect *efx = qobject_cast<QQuick3DEffect *>(object: p)) { |
| 676 | efx->setDynamicTextureMap(this); |
| 677 | QQuick3DObjectPrivate::attachWatcherPriv(sceneContext: efx, callContext: this, setter: &QQuick3DShaderUtilsTextureInput::setTexture, newO: texture, oldO: m_texture); |
| 678 | break; |
| 679 | } |
| 680 | p = p->parent(); |
| 681 | } |
| 682 | |
| 683 | if (p == nullptr) { |
| 684 | qWarning(msg: "A TextureInput was defined without a CustomMaterial or Effect ancestor. This should be avoided." ); |
| 685 | } |
| 686 | |
| 687 | m_texture = texture; |
| 688 | Q_EMIT textureChanged(); |
| 689 | } |
| 690 | |
| 691 | QT_END_NAMESPACE |
| 692 | |