| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Gunnar Sletta <gunnar@sletta.org> |
| ** Contact: https://www.qt.io/licensing/ |
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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "xorblender.h" |
| |
| #include <QtCore/QPointer> |
| |
| #include <QtGui/QOpenGLContext> |
| #include <QtGui/QOpenGLFunctions> |
| |
| #include <QtQuick/QSGSimpleMaterial> |
| #include <QtQuick/QSGTexture> |
| #include <QtQuick/QSGGeometryNode> |
| #include <QtQuick/QSGTextureProvider> |
| |
| /* This example could just as well have been implemented all in QML using |
| * a ShaderEffect, and for 90% of all usecases, using a ShaderEffect will |
| * be sufficient. This example exists to illustrate how to consume |
| * texture providers from C++ and how to use multiple texture sources in |
| * a custom material. |
| */ |
| |
| struct XorBlendState { |
| QSGTexture *texture1; |
| QSGTexture *texture2; |
| }; |
| |
| class XorBlendShader : public QSGSimpleMaterialShader<XorBlendState> |
| { |
| QSG_DECLARE_SIMPLE_SHADER(XorBlendShader, XorBlendState) |
| public: |
| |
| const char *vertexShader() const override { |
| return |
| "attribute highp vec4 aVertex; \n" |
| "attribute highp vec2 aTexCoord; \n" |
| "uniform highp mat4 qt_Matrix; \n" |
| "varying highp vec2 vTexCoord; \n" |
| "void main() { \n" |
| " gl_Position = qt_Matrix * aVertex; \n" |
| " vTexCoord = aTexCoord; \n" |
| "}"; |
| } |
| |
| const char *fragmentShader() const override { |
| return |
| "uniform lowp float qt_Opacity; \n" |
| "uniform lowp sampler2D uSource1; \n" |
| "uniform lowp sampler2D uSource2; \n" |
| "varying highp vec2 vTexCoord; \n" |
| "void main() { \n" |
| " lowp vec4 p1 = texture2D(uSource1, vTexCoord); \n" |
| " lowp vec4 p2 = texture2D(uSource2, vTexCoord); \n" |
| " gl_FragColor = (p1 * (1.0 - p2.a) + p2 * (1.0 - p1.a)) * qt_Opacity; \n" |
| "}"; |
| } |
| |
| QList<QByteArray> attributes() const override { |
| return QList<QByteArray>() << "aVertex" << "aTexCoord"; |
| } |
| |
| void updateState(const XorBlendState *state, const XorBlendState *) override { |
| QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); |
| // We bind the textures in inverse order so that we leave the updateState |
| // function with GL_TEXTURE0 as the active texture unit. This is maintain |
| // the "contract" that updateState should not mess up the GL state beyond |
| // what is needed for this material. |
| f->glActiveTexture(GL_TEXTURE1); |
| state->texture2->bind(); |
| f->glActiveTexture(GL_TEXTURE0); |
| state->texture1->bind(); |
| } |
| |
| void resolveUniforms() override { |
| // The texture units never change, only the texturess we bind to them so |
| // we set these once and for all here. |
| program()->setUniformValue("uSource1", 0); // GL_TEXTURE0 |
| program()->setUniformValue("uSource2", 1); // GL_TEXTURE1 |
| } |
| }; |
| |
| /* The rendering is split into two nodes. The top-most node is not actually |
| * rendering anything, but is responsible for managing the texture providers. |
| * The XorNode also has a geometry node internally which it uses to render |
| * the texture providers using the XorBlendShader when all providers and |
| * textures are all present. |
| * |
| * The texture providers are updated solely on the render thread (when rendering |
| * is happening on a separate thread). This is why we are using preprocess |
| * and direct signals between the the texture providers and the node rather |
| * than updating state in updatePaintNode. |
| */ |
| class XorNode : public QObject, public QSGNode |
| { |
| Q_OBJECT |
| public: |
| XorNode(QSGTextureProvider *p1, QSGTextureProvider *p2) |
| : m_provider1(p1) |
| , m_provider2(p2) |
| { |
| setFlag(QSGNode::UsePreprocess, true); |
| |
| // Set up material so it is all set for later.. |
| m_material = XorBlendShader::createMaterial(); |
| m_material->state()->texture1 = nullptr; |
| m_material->state()->texture2 = nullptr; |
| m_material->setFlag(QSGMaterial::Blending); |
| m_node.setMaterial(m_material); |
| m_node.setFlag(QSGNode::OwnsMaterial); |
| |
| // Set up geometry, actual vertices will be initialized in updatePaintNode |
| m_node.setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)); |
| m_node.setFlag(QSGNode::OwnsGeometry); |
| |
| // If this node is used as in a shader effect source, we need to propegate |
| // changes that will occur in this node outwards. |
| connect(m_provider1.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection); |
| connect(m_provider2.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection); |
| } |
| |
| void preprocess() override { |
| XorBlendState *state = m_material->state(); |
| // Update the textures from the providers, calling into QSGDynamicTexture if required |
| if (m_provider1) { |
| state->texture1 = m_provider1->texture(); |
| if (QSGDynamicTexture *dt1 = qobject_cast<QSGDynamicTexture *>(state->texture1)) |
| dt1->updateTexture(); |
| } |
| if (m_provider2) { |
| state->texture2 = m_provider2->texture(); |
| if (QSGDynamicTexture *dt2 = qobject_cast<QSGDynamicTexture *>(state->texture2)) |
| dt2->updateTexture(); |
| } |
| |
| // Remove node from the scene graph if it is there and either texture is missing... |
| if (m_node.parent() && (!state->texture1 || !state->texture2)) |
| removeChildNode(&m_node); |
| |
| // Add it if it is not already there and both textures are present.. |
| else if (!m_node.parent() && state->texture1 && state->texture2) |
| appendChildNode(&m_node); |
| } |
| |
| void setRect(const QRectF &rect) { |
| // Update geometry if it has changed and mark the change in the scene graph. |
| if (m_rect != rect) { |
| m_rect = rect; |
| QSGGeometry::updateTexturedRectGeometry(m_node.geometry(), m_rect, QRectF(0, 0, 1, 1)); |
| m_node.markDirty(QSGNode::DirtyGeometry); |
| } |
| } |
| |
| public slots: |
| void textureChange() { |
| // When our sources change, we will look different, so signal the change to the |
| // scene graph. |
| markDirty(QSGNode::DirtyMaterial); |
| } |
| |
| private: |
| QRectF m_rect; |
| QSGSimpleMaterial<XorBlendState> *m_material; |
| QSGGeometryNode m_node; |
| QPointer<QSGTextureProvider> m_provider1; |
| QPointer<QSGTextureProvider> m_provider2; |
| }; |
| |
| XorBlender::XorBlender(QQuickItem *parent) |
| : QQuickItem(parent) |
| , m_source1(nullptr) |
| , m_source2(nullptr) |
| , m_source1Changed(false) |
| , m_source2Changed(false) |
| { |
| setFlag(ItemHasContents, true); |
| } |
| |
| void XorBlender::setSource1(QQuickItem *i) |
| { |
| if (i == m_source1) |
| return; |
| m_source1 = i; |
| emit source1Changed(m_source1); |
| m_source1Changed = true; |
| update(); |
| } |
| |
| void XorBlender::setSource2(QQuickItem *i) |
| { |
| if (i == m_source2) |
| return; |
| m_source2 = i; |
| emit source2Changed(m_source2); |
| m_source2Changed = true; |
| update(); |
| } |
| |
| QSGNode *XorBlender::updatePaintNode(QSGNode *old, UpdatePaintNodeData *) |
| { |
| // Check if our input is valid and abort if not, deleting the old node. |
| bool abort = false; |
| if (!m_source1 || !m_source1->isTextureProvider()) { |
| qDebug() << "source1 is missing or not a texture provider"; |
| abort = true; |
| } |
| if (!m_source2 || !m_source2->isTextureProvider()) { |
| qDebug() << "source2 is missing or not a texture provider"; |
| abort = true; |
| } |
| if (abort) { |
| delete old; |
| return nullptr; |
| } |
| |
| XorNode *node = static_cast<XorNode *>(old); |
| |
| // If the sources have changed, recreate the nodes |
| if (m_source1Changed || m_source2Changed) { |
| delete node; |
| node = nullptr; |
| m_source1Changed = false; |
| m_source2Changed = false; |
| } |
| |
| // Create a new XorNode for us to render with. |
| if (!node) |
| node = new XorNode(m_source1->textureProvider(), m_source2->textureProvider()); |
| |
| // Update the geometry of the node to match the new bounding rect |
| node->setRect(boundingRect()); |
| |
| return node; |
| } |
| |
| #include "xorblender.moc" |