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#include "qshaderprogrambuilder.h"
#include "qshaderprogrambuilder_p.h"
#include "qshaderprogram.h"
#include <Qt3DCore/qpropertyupdatedchange.h>
#include <Qt3DRender/private/qurlhelper_p.h>
#include <QDebug>
#include <QFile>
#include <QFileInfo>
#include <QUrl>
/*!
\class Qt3DRender::QShaderProgramBuilder
\inmodule Qt3DRender
\brief Generates a Shader Program content from loaded graphs.
\inherits Qt3DCore::QNode
\since 5.10
A shader program builder consists of several different shader graphs
used to generate shader code.
*/
/*!
\qmltype ShaderProgramBuilder
\instantiates Qt3DRender::QShaderProgramBuilder
\inqmlmodule Qt3D.Render
\brief Generates a Shader Program content from loaded graphs.
\since 5.10
A shader program builder consists of several different shader graphs
used to generate shader code.
*/
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
QShaderProgramBuilderPrivate::QShaderProgramBuilderPrivate()
: QNodePrivate(),
m_shaderProgram(nullptr)
{
}
void QShaderProgramBuilderPrivate::setShaderCode(const QByteArray &code, QShaderProgram::ShaderType type)
{
Q_Q(QShaderProgramBuilder);
const bool blocked = q->blockNotifications(true);
switch (type) {
case QShaderProgram::Vertex: {
m_vertexShaderCode = code;
emit q->vertexShaderCodeChanged(m_vertexShaderCode);
break;
}
case QShaderProgram::Fragment:{
m_fragmentShaderCode = code;
emit q->fragmentShaderCodeChanged(m_fragmentShaderCode);
break;
}
case QShaderProgram::Geometry: {
m_geometryShaderCode = code;
emit q->geometryShaderCodeChanged(m_geometryShaderCode);
break;
}
case QShaderProgram::Compute: {
m_computeShaderCode = code;
emit q->computeShaderCodeChanged(m_computeShaderCode);
break;
}
case QShaderProgram::TessellationControl: {
m_tessControlShaderCode = code;
emit q->tessellationControlShaderCodeChanged(m_tessControlShaderCode);
break;
}
case QShaderProgram::TessellationEvaluation: {
m_tessEvalShaderCode = code;
emit q->tessellationEvaluationShaderCodeChanged(m_tessEvalShaderCode);
break;
}
}
q->blockNotifications(blocked);
}
QShaderProgramBuilder::QShaderProgramBuilder(QNode *parent)
: QNode(*new QShaderProgramBuilderPrivate, parent)
{
}
QShaderProgramBuilder::~QShaderProgramBuilder()
{
}
/*! \internal */
QShaderProgramBuilder::QShaderProgramBuilder(QShaderProgramBuilderPrivate &dd, QNode *parent)
: QNode(dd, parent)
{
}
// TODO Unused remove in Qt6
void QShaderProgramBuilder::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &)
{
}
/*!
\qmlproperty string ShaderProgramBuilder::shaderProgram
Holds the shader program on which this builder generates code.
*/
/*!
\property QShaderProgramBuilder::shaderProgram
Holds the shader program on which this builder generates code.
*/
void QShaderProgramBuilder::setShaderProgram(QShaderProgram *program)
{
Q_D(QShaderProgramBuilder);
if (program != d->m_shaderProgram) {
if (d->m_shaderProgram)
d->unregisterDestructionHelper(d->m_shaderProgram);
// We need to add it as a child of the current node if it has been declared inline
// Or not previously added as a child of the current node so that
// 1) The backend gets notified about it's creation
// 2) When the current node is destroyed, it gets destroyed as well
if (program && !program->parent())
program->setParent(this);
d->m_shaderProgram = program;
// Ensures proper bookkeeping
if (d->m_shaderProgram)
d->registerDestructionHelper(d->m_shaderProgram, &QShaderProgramBuilder::setShaderProgram, d->m_shaderProgram);
emit shaderProgramChanged(program);
}
}
QShaderProgram *QShaderProgramBuilder::shaderProgram() const
{
Q_D(const QShaderProgramBuilder);
return d->m_shaderProgram;
}
/*!
\qmlproperty stringlist ShaderProgramBuilder::enabledLayers
Holds the list of layers this builder will activate on the shader graphs
during code generation.
*/
/*!
\property QShaderProgramBuilder::enabledLayers
Holds the list of layers this builder will activate on the shader graphs
during code generation.
*/
void QShaderProgramBuilder::setEnabledLayers(const QStringList &layers)
{
Q_D(QShaderProgramBuilder);
if (layers != d->m_enabledLayers) {
d->m_enabledLayers = layers;
emit enabledLayersChanged(layers);
}
}
QStringList QShaderProgramBuilder::enabledLayers() const
{
Q_D(const QShaderProgramBuilder);
return d->m_enabledLayers;
}
/*!
\qmlproperty string ShaderProgram::vertexShaderGraph
Holds the URL to the vertex shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::vertexShaderGraph
Holds the URL to the vertex shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setVertexShaderGraph(const QUrl &vertexShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (vertexShaderGraph != d->m_vertexShaderGraph) {
d->m_vertexShaderGraph = vertexShaderGraph;
emit vertexShaderGraphChanged(vertexShaderGraph);
}
}
QUrl QShaderProgramBuilder::vertexShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_vertexShaderGraph;
}
/*!
\qmlproperty string ShaderProgram::tessellationControlShaderGraph
Holds the URL to the tesselation control shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::tessellationControlShaderGraph
Holds the URL to the tesselation control shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setTessellationControlShaderGraph(const QUrl &tessellationControlShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (tessellationControlShaderGraph != d->m_tessControlShaderGraph) {
d->m_tessControlShaderGraph = tessellationControlShaderGraph;
emit tessellationControlShaderGraphChanged(tessellationControlShaderGraph);
}
}
QUrl QShaderProgramBuilder::tessellationControlShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_tessControlShaderGraph;
}
/*!
\qmlproperty string ShaderProgram::tessellationEvaluationShaderGraph
Holds the URL to the tesselation evaluation shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::tessellationEvaluationShaderGraph
Holds the URL to the tesselation evaluation shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setTessellationEvaluationShaderGraph(const QUrl &tessellationEvaluationShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (tessellationEvaluationShaderGraph != d->m_tessEvalShaderGraph) {
d->m_tessEvalShaderGraph = tessellationEvaluationShaderGraph;
emit tessellationEvaluationShaderGraphChanged(tessellationEvaluationShaderGraph);
}
}
QUrl QShaderProgramBuilder::tessellationEvaluationShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_tessEvalShaderGraph;
}
/*!
\qmlproperty string ShaderProgram::geometryShaderGraph
Holds the URL to the geometry shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::geometryShaderGraph
Holds the URL to the geometry shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setGeometryShaderGraph(const QUrl &geometryShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (geometryShaderGraph != d->m_geometryShaderGraph) {
d->m_geometryShaderGraph = geometryShaderGraph;
emit geometryShaderGraphChanged(geometryShaderGraph);
}
}
QUrl QShaderProgramBuilder::geometryShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_geometryShaderGraph;
}
/*!
\qmlproperty string ShaderProgram::fragmentShaderGraph
Holds the URL to the fragment shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::fragmentShaderGraph
Holds the URL to the fragment shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setFragmentShaderGraph(const QUrl &fragmentShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (fragmentShaderGraph != d->m_fragmentShaderGraph) {
d->m_fragmentShaderGraph = fragmentShaderGraph;
emit fragmentShaderGraphChanged(fragmentShaderGraph);
}
}
QUrl QShaderProgramBuilder::fragmentShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_fragmentShaderGraph;
}
/*!
\qmlproperty string ShaderProgram::computeShaderGraph
Holds the URL to the compute shader graph used by this shader program builder.
*/
/*!
\property QShaderProgramBuilder::computeShaderGraph
Holds the URL to the compute shader graph used by this shader program builder.
*/
void QShaderProgramBuilder::setComputeShaderGraph(const QUrl &computeShaderGraph)
{
Q_D(QShaderProgramBuilder);
if (computeShaderGraph != d->m_computeShaderGraph) {
d->m_computeShaderGraph = computeShaderGraph;
emit computeShaderGraphChanged(computeShaderGraph);
}
}
QUrl QShaderProgramBuilder::computeShaderGraph() const
{
Q_D(const QShaderProgramBuilder);
return d->m_computeShaderGraph;
}
/*!
\qmlproperty string ShaderProgramBuilder::vertexShaderCode
Holds the generated vertex shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::vertexShaderCode
Holds the generate vertex shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::vertexShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_vertexShaderCode;
}
/*!
\qmlproperty string ShaderProgramBuilder::tessellationControlShaderCode
Holds the generated tessellation control shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::tessellationControlShaderCode
Holds the generate tessellation control shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::tessellationControlShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_tessControlShaderCode;
}
/*!
\qmlproperty string ShaderProgramBuilder::tessellationEvaluationShaderCode
Holds the generated tessellation evaluation shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::tessellationEvaluationShaderCode
Holds the generate tessellation evaluation shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::tessellationEvaluationShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_tessEvalShaderCode;
}
/*!
\qmlproperty string ShaderProgramBuilder::geometryShaderCode
Holds the generated geometry shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::geometryShaderCode
Holds the generate geometry shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::geometryShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_geometryShaderCode;
}
/*!
\qmlproperty string ShaderProgramBuilder::fragmentShaderCode
Holds the generated fragment shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::fragmentShaderCode
Holds the generate fragment shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::fragmentShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_fragmentShaderCode;
}
/*!
\qmlproperty string ShaderProgramBuilder::computeShaderCode
Holds the generated compute shader code
\since 2.13
*/
/*!
\property QShaderProgramBuilder::computeShaderCode
Holds the generate compute shader code.
\since 5.13
*/
QByteArray QShaderProgramBuilder::computeShaderCode() const
{
Q_D(const QShaderProgramBuilder);
return d->m_computeShaderCode;
}
Qt3DCore::QNodeCreatedChangeBasePtr QShaderProgramBuilder::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QShaderProgramBuilderData>::create(this);
auto &data = creationChange->data;
Q_D(const QShaderProgramBuilder);
data.shaderProgramId = d->m_shaderProgram ? d->m_shaderProgram->id() : Qt3DCore::QNodeId();
data.enabledLayers = d->m_enabledLayers;
data.vertexShaderGraph = d->m_vertexShaderGraph;
data.tessellationControlShaderGraph = d->m_tessControlShaderGraph;
data.tessellationEvaluationShaderGraph = d->m_tessEvalShaderGraph;
data.geometryShaderGraph = d->m_geometryShaderGraph;
data.fragmentShaderGraph = d->m_fragmentShaderGraph;
data.computeShaderGraph = d->m_computeShaderGraph;
return creationChange;
}
} // of namespace Qt3DRender
QT_END_NAMESPACE