| 1 | // Copyright (C) 2020 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3dtexturedata.h" |
| 5 | #include "qquick3dtexturedata_p.h" |
| 6 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 7 | #include <QtQuick3DRuntimeRender/private/qssgrendertexturedata_p.h> |
| 8 | |
| 9 | QT_BEGIN_NAMESPACE |
| 10 | |
| 11 | /*! |
| 12 | \qmltype TextureData |
| 13 | \inherits Object3D |
| 14 | \inqmlmodule QtQuick3D |
| 15 | \nativetype QQuick3DTextureData |
| 16 | \brief Base type for custom texture data. |
| 17 | |
| 18 | Custom texture data allows using application-generated texture data, that |
| 19 | can possibly change dynamically as well. To use custom texture data set the |
| 20 | \l{Texture::textureData}{textureData} property of \l {Texture} to reference |
| 21 | a TextureData object. |
| 22 | |
| 23 | Custom Texture data is implemented in C++ by creating a QQuick3DTextureData |
| 24 | instance, often subclassing it. The QQuick3DTextureData type is registered to |
| 25 | QML under the name of TextureData. Once the subclass is registered to QML, |
| 26 | Texture objects can start referencing it. |
| 27 | |
| 28 | An example of when to use this API is when there is a need to procedurally |
| 29 | generate a texture at runtime rather than loading a static image from a file. |
| 30 | |
| 31 | \code |
| 32 | import MyCustomTexture 1.0 |
| 33 | |
| 34 | Model { |
| 35 | source: "#Cube" |
| 36 | materials: [ |
| 37 | DefaultMaterial { |
| 38 | diffuseMap: diffuseMapCustomTexture |
| 39 | } |
| 40 | ] |
| 41 | } |
| 42 | |
| 43 | Texture { |
| 44 | id: diffuseMapCustomTexture |
| 45 | textureData: MyCustomTextureData { |
| 46 | |
| 47 | } |
| 48 | } |
| 49 | |
| 50 | \endcode |
| 51 | |
| 52 | \sa Texture |
| 53 | */ |
| 54 | |
| 55 | /*! |
| 56 | \class QQuick3DTextureData |
| 57 | \inmodule QtQuick3D |
| 58 | \inherits QQuick3DObject |
| 59 | \since 6.0 |
| 60 | \brief Base class for defining custom texture data. |
| 61 | |
| 62 | The QQuick3DTextureData class can be used to specify custom texture data for a |
| 63 | \l {Texture} in a Qt Quick 3D scene. |
| 64 | |
| 65 | While not strictly required, the typical usage is to inherit from this class. |
| 66 | The subclass is then exposed to QML by registering it to the type system. The |
| 67 | \l{Texture::textureData}{textureData} property of a \l {QtQuick3D::Texture}{Texture} |
| 68 | can then be set to reference an instance of the registered type. |
| 69 | |
| 70 | Example implementation: |
| 71 | |
| 72 | \code |
| 73 | class CustomTextureData : public QQuick3DTextureData |
| 74 | { |
| 75 | Q_OBJECT |
| 76 | ... properties ... |
| 77 | |
| 78 | public: |
| 79 | CustomTextureData() { regenerateTextureData(); } |
| 80 | |
| 81 | void setProperty(...) |
| 82 | { |
| 83 | // Change relevant internal data. |
| 84 | // ... |
| 85 | |
| 86 | // Update the texture data |
| 87 | regenerateTextureData(); |
| 88 | |
| 89 | // Finally, trigger an update. This is relevant in case nothing else |
| 90 | // is changed in the scene; this way we make sure a new frame will |
| 91 | // be rendered |
| 92 | update(); |
| 93 | } |
| 94 | private: |
| 95 | void regenerateTextureData() |
| 96 | { |
| 97 | QByteArray textureData; |
| 98 | textureData = generateTextureData(); |
| 99 | setTextureData(textureData); |
| 100 | setSize(QSize(256, 256)); |
| 101 | setFormat(QQuick3DTextureData::Format::RGBA8) |
| 102 | setHasTransparency(true); |
| 103 | } |
| 104 | }; |
| 105 | \endcode |
| 106 | |
| 107 | This class can then be registered as a QML type and used with \l {QtQuick3D::Texture}{Texture}. |
| 108 | |
| 109 | In Qt 5 type registration happened with qmlRegisterType: |
| 110 | \code |
| 111 | qmlRegisterType<MyCustomTextureData>("Example", 1, 0, "MyCustomTextureData"); |
| 112 | \endcode |
| 113 | |
| 114 | In Qt 6 the default approach is to use automatic registration with the help |
| 115 | of the build system. Instead of calling qmlRegisterType, the \c{.pro} file |
| 116 | can now contain: |
| 117 | |
| 118 | \code |
| 119 | CONFIG += qmltypes |
| 120 | QML_IMPORT_NAME = Example |
| 121 | QML_IMPORT_MAJOR_VERSION = 1 |
| 122 | \endcode |
| 123 | |
| 124 | With CMake, automatic registration is the default behavior, so no special |
| 125 | settings are needed beyond basic QML module setup: |
| 126 | \code |
| 127 | qt_add_qml_module(application |
| 128 | URI Example |
| 129 | VERSION 1.0 |
| 130 | ) |
| 131 | \endcode |
| 132 | |
| 133 | The class implementation should add QML_NAMED_ELEMENT: |
| 134 | |
| 135 | \code |
| 136 | class CustomTextureData : public QQuick3DTextureData |
| 137 | { |
| 138 | Q_OBJECT |
| 139 | QML_NAMED_ELEMENT(MyCustomTextureData) |
| 140 | ... |
| 141 | }; |
| 142 | \endcode |
| 143 | |
| 144 | The QML code can then use the custom type: |
| 145 | |
| 146 | \code |
| 147 | import Example 1.0 |
| 148 | |
| 149 | Model { |
| 150 | source: "#Cube" |
| 151 | materials: [ |
| 152 | DefaultMaterial { |
| 153 | diffuseMap: diffuseMapCustomTexture |
| 154 | } |
| 155 | ] |
| 156 | Texture { |
| 157 | id: diffuseMapCustomTexture |
| 158 | textureData: MyCustomTextureData { } |
| 159 | } |
| 160 | } |
| 161 | \endcode |
| 162 | */ |
| 163 | |
| 164 | /*! |
| 165 | \enum QQuick3DTextureData::Format |
| 166 | Returns the color format of the texture data assigned in \l textureData property. |
| 167 | |
| 168 | \value None The color format is not defined |
| 169 | \value RGBA8 The color format is considered as 8-bit integer in R, G, B and alpha channels. |
| 170 | \value RGBA16F The color format is considered as 16-bit float in R,G,B and alpha channels. |
| 171 | \value RGBA32F The color format is considered as 32-bit float in R, G, B and alpha channels. |
| 172 | \value RGBE8 The color format is considered as 8-bit mantissa in the R, G, and B channels and 8-bit shared exponent. |
| 173 | \value R8 The color format is considered as 8-bit integer in R channel. |
| 174 | \value R16 The color format is considered as 16-bit integer in R channel. |
| 175 | \value R16F The color format is considered as 16-bit float in R channel. |
| 176 | \value R32F The color format is considered as 32-bit float R channel. |
| 177 | \value BC1 The color format is considred as BC1 compressed format with R, G, B, and alpha channels. |
| 178 | \value BC2 The color format is considred as BC2 compressed format with R, G, B, and alpha channels. |
| 179 | \value BC3 The color format is considred as BC3 compressed format with R, G, B, and alpha channels. |
| 180 | \value BC4 The color format is considred as BC4 compressed format with one color channel. |
| 181 | \value BC5 The color format is considred as BC5 compressed format with two color channels. |
| 182 | \value BC6H The color format is considred as BC6H compressed format with three high dynamic range color channels. |
| 183 | \value BC7 The color format is considred as BC7 compressed format with R, G, B, and alpha channels. |
| 184 | \value DXT1_RGBA The color format is considered as DXT1 compressed format with R, G, B and alpha channels. |
| 185 | \value DXT1_RGB The color format is considered as DXT1 compressed format with R, G and B channels. |
| 186 | \value DXT3_RGBA The color format is considered as DXT3 compressed format with R, G, B and alpha channels. |
| 187 | \value DXT5_RGBA The color format is considered as DXT5 compressed format with R, G, B and alpha channels. |
| 188 | \value ETC2_RGB8 The color format is considered as ETC2 compressed format for RGB888 data |
| 189 | \value ETC2_RGB8A1 The color format is considered as ETC2 compressed format for RGBA data where alpha is 1-bit. |
| 190 | \value ETC2_RGBA8 The color format is considered as ETC2 compressed format with RGBA8888 data. |
| 191 | \value ASTC_4x4 The color format is considered as ASTC compressed format with 4x4 block footprint. |
| 192 | \value ASTC_5x4 The color format is considered as ASTC compressed format with 5x4 block footprint. |
| 193 | \value ASTC_5x5 The color format is considered as ASTC compressed format with 5x5 block footprint. |
| 194 | \value ASTC_6x5 The color format is considered as ASTC compressed format with 6x5 block footprint. |
| 195 | \value ASTC_6x6 The color format is considered as ASTC compressed format with 6x6 block footprint. |
| 196 | \value ASTC_8x5 The color format is considered as ASTC compressed format with 8x5 block footprint. |
| 197 | \value ASTC_8x6 The color format is considered as ASTC compressed format with 8x6 block footprint. |
| 198 | \value ASTC_8x8 The color format is considered as ASTC compressed format with 8x8 block footprint. |
| 199 | \value ASTC_10x5 The color format is considered as ASTC compressed format with 10x5 block footprint. |
| 200 | \value ASTC_10x6 The color format is considered as ASTC compressed format with 10x6 block footprint. |
| 201 | \value ASTC_10x8 The color format is considered as ASTC compressed format with 10x8 block footprint. |
| 202 | \value ASTC_10x10 The color format is considered as ASTC compressed format with 10x10 block footprint. |
| 203 | \value ASTC_12x10 The color format is considered as ASTC compressed format with 12x10 block footprint. |
| 204 | \value ASTC_12x12 The color format is considered as ASTC compressed format with 12x12 block footprint. |
| 205 | |
| 206 | \note With the exception of \c RGBA8, not every format is supported at runtime as this |
| 207 | depends on which backend is being used as well which hardware is being used. |
| 208 | |
| 209 | \note \c RGBE is internally represented as an \c RGBA8 but is intepreted as described when used |
| 210 | as a lightProbe or skybox texture. |
| 211 | |
| 212 | \note Using the value \c None will assume the default value of \c RGBA8 |
| 213 | */ |
| 214 | |
| 215 | |
| 216 | QQuick3DTextureDataPrivate::QQuick3DTextureDataPrivate() |
| 217 | : QQuick3DObjectPrivate(QQuick3DTextureDataPrivate::Type::TextureData) |
| 218 | { |
| 219 | |
| 220 | } |
| 221 | |
| 222 | QQuick3DTextureData::QQuick3DTextureData(QQuick3DObject *parent) |
| 223 | : QQuick3DObject(*new QQuick3DTextureDataPrivate, parent) |
| 224 | { |
| 225 | |
| 226 | } |
| 227 | |
| 228 | QQuick3DTextureData::~QQuick3DTextureData() |
| 229 | { |
| 230 | |
| 231 | } |
| 232 | |
| 233 | /*! |
| 234 | Returns the current texture data defined by this item. |
| 235 | */ |
| 236 | const QByteArray QQuick3DTextureData::textureData() const |
| 237 | { |
| 238 | const Q_D(QQuick3DTextureData); |
| 239 | return d->textureData; |
| 240 | |
| 241 | } |
| 242 | |
| 243 | /*! |
| 244 | Sets the texture data. The contents of \a data must respect the \l size and |
| 245 | \l format properties as the backend will try and upload and use the data as if |
| 246 | it were a texture of size and format, and if there is any deviation the result |
| 247 | will be somewhere between incorrect rendering of the texture, or potentially a crash. |
| 248 | */ |
| 249 | |
| 250 | void QQuick3DTextureData::setTextureData(const QByteArray &data) |
| 251 | { |
| 252 | Q_D(QQuick3DTextureData); |
| 253 | d->textureData = data; |
| 254 | d->textureDataDirty = true; |
| 255 | update(); |
| 256 | } |
| 257 | |
| 258 | /*! |
| 259 | Returns the size of the texture data in pixels. |
| 260 | */ |
| 261 | QSize QQuick3DTextureData::size() const |
| 262 | { |
| 263 | const Q_D(QQuick3DTextureData); |
| 264 | return d->size; |
| 265 | } |
| 266 | |
| 267 | /*! |
| 268 | Sets the \a size of the texture data in pixels. |
| 269 | */ |
| 270 | void QQuick3DTextureData::setSize(const QSize &size) |
| 271 | { |
| 272 | Q_D(QQuick3DTextureData); |
| 273 | d->size = size; |
| 274 | update(); |
| 275 | } |
| 276 | |
| 277 | /*! |
| 278 | Returns the depth of the texture data in pixels. |
| 279 | */ |
| 280 | int QQuick3DTextureData::depth() const |
| 281 | { |
| 282 | const Q_D(QQuick3DTextureData); |
| 283 | return d->depth; |
| 284 | } |
| 285 | |
| 286 | /*! |
| 287 | Sets the \a depth of the texture data in pixels. Setting the depth above |
| 288 | 0 means that the texture is handled as a 3D texture. |
| 289 | */ |
| 290 | void QQuick3DTextureData::setDepth(int depth) |
| 291 | { |
| 292 | Q_D(QQuick3DTextureData); |
| 293 | d->depth = depth; |
| 294 | update(); |
| 295 | } |
| 296 | |
| 297 | /*! |
| 298 | Returns the format of the texture data. |
| 299 | */ |
| 300 | QQuick3DTextureData::Format QQuick3DTextureData::format() const |
| 301 | { |
| 302 | const Q_D(QQuick3DTextureData); |
| 303 | return d->format; |
| 304 | } |
| 305 | |
| 306 | /*! |
| 307 | Sets the \a format of the texture data. |
| 308 | |
| 309 | The default format is /c RGBA8 |
| 310 | */ |
| 311 | void QQuick3DTextureData::setFormat(QQuick3DTextureData::Format format) |
| 312 | { |
| 313 | Q_D(QQuick3DTextureData); |
| 314 | d->format = format; |
| 315 | update(); |
| 316 | } |
| 317 | |
| 318 | /*! |
| 319 | Returns \c true if the texture data has transparency. |
| 320 | |
| 321 | The default value is \c false. |
| 322 | */ |
| 323 | bool QQuick3DTextureData::hasTransparency() const |
| 324 | { |
| 325 | const Q_D(QQuick3DTextureData); |
| 326 | return d->hasTransparency; |
| 327 | } |
| 328 | |
| 329 | /*! |
| 330 | Set \a hasTransparency to true if the texture data has an active alpha |
| 331 | channel with non-opaque values. |
| 332 | |
| 333 | This is used as an optimization by the engine so that for formats that |
| 334 | do support an alpha channel do not need to have each value checked for |
| 335 | non-opaque values. |
| 336 | */ |
| 337 | void QQuick3DTextureData::setHasTransparency(bool hasTransparency) |
| 338 | { |
| 339 | Q_D(QQuick3DTextureData); |
| 340 | d->hasTransparency = hasTransparency; |
| 341 | update(); |
| 342 | } |
| 343 | |
| 344 | |
| 345 | static QSSGRenderTextureFormat::Format convertToBackendFormat(QQuick3DTextureData::Format format) |
| 346 | { |
| 347 | switch (format) { |
| 348 | case QQuick3DTextureData::None: |
| 349 | case QQuick3DTextureData::RGBA8: |
| 350 | return QSSGRenderTextureFormat::RGBA8; |
| 351 | case QQuick3DTextureData::RGBA16F: |
| 352 | return QSSGRenderTextureFormat::RGBA16F; |
| 353 | case QQuick3DTextureData::RGBA32F: |
| 354 | return QSSGRenderTextureFormat::RGBA32F; |
| 355 | case QQuick3DTextureData::RGBE8: |
| 356 | return QSSGRenderTextureFormat::RGBE8; |
| 357 | case QQuick3DTextureData::R8: |
| 358 | return QSSGRenderTextureFormat::R8; |
| 359 | case QQuick3DTextureData::R16: |
| 360 | return QSSGRenderTextureFormat::R16; |
| 361 | case QQuick3DTextureData::R16F: |
| 362 | return QSSGRenderTextureFormat::R16F; |
| 363 | case QQuick3DTextureData::R32F: |
| 364 | return QSSGRenderTextureFormat::R32F; |
| 365 | case QQuick3DTextureData::BC1: |
| 366 | return QSSGRenderTextureFormat::BC1; |
| 367 | case QQuick3DTextureData::BC2: |
| 368 | return QSSGRenderTextureFormat::BC2; |
| 369 | case QQuick3DTextureData::BC3: |
| 370 | return QSSGRenderTextureFormat::BC3; |
| 371 | case QQuick3DTextureData::BC4: |
| 372 | return QSSGRenderTextureFormat::BC4; |
| 373 | case QQuick3DTextureData::BC5: |
| 374 | return QSSGRenderTextureFormat::BC5; |
| 375 | case QQuick3DTextureData::BC6H: |
| 376 | return QSSGRenderTextureFormat::BC6H; |
| 377 | case QQuick3DTextureData::BC7: |
| 378 | return QSSGRenderTextureFormat::BC7; |
| 379 | case QQuick3DTextureData::DXT1_RGBA: |
| 380 | return QSSGRenderTextureFormat::RGBA_DXT1; |
| 381 | case QQuick3DTextureData::DXT1_RGB: |
| 382 | return QSSGRenderTextureFormat::RGB_DXT1; |
| 383 | case QQuick3DTextureData::DXT3_RGBA: |
| 384 | return QSSGRenderTextureFormat::RGBA_DXT3; |
| 385 | case QQuick3DTextureData::DXT5_RGBA: |
| 386 | return QSSGRenderTextureFormat::RGBA_DXT5; |
| 387 | case QQuick3DTextureData::ETC2_RGB8: |
| 388 | return QSSGRenderTextureFormat::RGB8_ETC2; |
| 389 | case QQuick3DTextureData::ETC2_RGB8A1: |
| 390 | return QSSGRenderTextureFormat::RGB8_PunchThrough_Alpha1_ETC2; |
| 391 | case QQuick3DTextureData::ETC2_RGBA8: |
| 392 | return QSSGRenderTextureFormat::RGBA8_ETC2_EAC; |
| 393 | case QQuick3DTextureData::ASTC_4x4: |
| 394 | return QSSGRenderTextureFormat::RGBA_ASTC_4x4; |
| 395 | case QQuick3DTextureData::ASTC_5x4: |
| 396 | return QSSGRenderTextureFormat::RGBA_ASTC_5x4; |
| 397 | case QQuick3DTextureData::ASTC_5x5: |
| 398 | return QSSGRenderTextureFormat::RGBA_ASTC_5x5; |
| 399 | case QQuick3DTextureData::ASTC_6x5: |
| 400 | return QSSGRenderTextureFormat::RGBA_ASTC_6x5; |
| 401 | case QQuick3DTextureData::ASTC_6x6: |
| 402 | return QSSGRenderTextureFormat::RGBA_ASTC_6x6; |
| 403 | case QQuick3DTextureData::ASTC_8x5: |
| 404 | return QSSGRenderTextureFormat::RGBA_ASTC_8x5; |
| 405 | case QQuick3DTextureData::ASTC_8x6: |
| 406 | return QSSGRenderTextureFormat::RGBA_ASTC_8x6; |
| 407 | case QQuick3DTextureData::ASTC_8x8: |
| 408 | return QSSGRenderTextureFormat::RGBA_ASTC_8x8; |
| 409 | case QQuick3DTextureData::ASTC_10x5: |
| 410 | return QSSGRenderTextureFormat::RGBA_ASTC_10x5; |
| 411 | case QQuick3DTextureData::ASTC_10x6: |
| 412 | return QSSGRenderTextureFormat::RGBA_ASTC_10x6; |
| 413 | case QQuick3DTextureData::ASTC_10x8: |
| 414 | return QSSGRenderTextureFormat::RGBA_ASTC_10x8; |
| 415 | case QQuick3DTextureData::ASTC_10x10: |
| 416 | return QSSGRenderTextureFormat::RGBA_ASTC_10x10; |
| 417 | case QQuick3DTextureData::ASTC_12x10: |
| 418 | return QSSGRenderTextureFormat::RGBA_ASTC_12x10; |
| 419 | case QQuick3DTextureData::ASTC_12x12: |
| 420 | return QSSGRenderTextureFormat::RGBA_ASTC_12x12; |
| 421 | default: |
| 422 | return QSSGRenderTextureFormat::RGBA8; |
| 423 | } |
| 424 | } |
| 425 | |
| 426 | /*! |
| 427 | \internal |
| 428 | */ |
| 429 | QSSGRenderGraphObject *QQuick3DTextureData::updateSpatialNode(QSSGRenderGraphObject *node) |
| 430 | { |
| 431 | Q_D(QQuick3DTextureData); |
| 432 | if (!node) { |
| 433 | markAllDirty(); |
| 434 | node = new QSSGRenderTextureData(); |
| 435 | } |
| 436 | QQuick3DObject::updateSpatialNode(node); |
| 437 | auto *textureData = static_cast<QSSGRenderTextureData*>(node); |
| 438 | |
| 439 | bool changed = false; |
| 440 | |
| 441 | // Use a dirty flag so we don't compare large buffer values |
| 442 | if (d->textureDataDirty) { |
| 443 | d->textureDataDirty = false; |
| 444 | textureData->setTextureData(d->textureData); |
| 445 | changed = true; |
| 446 | } |
| 447 | |
| 448 | // Can't use qUpdateIfNeeded unfortunately |
| 449 | if (d->size != textureData->size()) { |
| 450 | textureData->setSize(d->size); |
| 451 | changed = true; |
| 452 | } |
| 453 | |
| 454 | if (d->depth != textureData->depth()) { |
| 455 | textureData->setDepth(d->depth); |
| 456 | changed = true; |
| 457 | } |
| 458 | |
| 459 | QSSGRenderTextureFormat format = convertToBackendFormat(format: d->format); |
| 460 | if (format != textureData->format()) { |
| 461 | textureData->setFormat(format); |
| 462 | changed = true; |
| 463 | } |
| 464 | |
| 465 | if (d->hasTransparency != textureData->hasTransparency()) { |
| 466 | textureData->setHasTransparency(d->hasTransparency); |
| 467 | changed = true; |
| 468 | } |
| 469 | |
| 470 | if (changed) |
| 471 | emit textureDataNodeDirty(); |
| 472 | |
| 473 | DebugViewHelpers::ensureDebugObjectName(node: textureData, src: this); |
| 474 | |
| 475 | return node; |
| 476 | } |
| 477 | |
| 478 | void QQuick3DTextureData::markAllDirty() |
| 479 | { |
| 480 | QQuick3DObject::markAllDirty(); |
| 481 | } |
| 482 | |
| 483 | |
| 484 | QT_END_NAMESPACE |
| 485 | |