| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
| ** Software or, alternatively, in accordance with the terms contained in |
| ** a written agreement between you and The Qt Company. For licensing terms |
| ** and conditions see https://www.qt.io/terms-conditions. For further |
| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU Lesser General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU Lesser |
| ** General Public License version 3 as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
| ** ensure the GNU Lesser General Public License version 3 requirements |
| ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or any later version approved by the KDE Free |
| ** Qt Foundation. The licenses are as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
| ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| ** https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #include "shader_p.h" |
| #include "renderlogging_p.h" |
| |
| #include <QFile> |
| #include <QOpenGLContext> |
| #include <QOpenGLShaderProgram> |
| #include <QMutexLocker> |
| #include <qshaderprogram.h> |
| #include <Qt3DRender/private/attachmentpack_p.h> |
| #include <Qt3DRender/private/qshaderprogram_p.h> |
| #include <Qt3DRender/private/stringtoint_p.h> |
| #include <Qt3DCore/qpropertyupdatedchange.h> |
| #include <Qt3DRender/private/managers_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DCore; |
| |
| namespace Qt3DRender { |
| namespace Render { |
| const int Shader::modelMatrixNameId = StringToInt::lookupId(QLatin1String("modelMatrix")); |
| const int Shader::viewMatrixNameId = StringToInt::lookupId(QLatin1String("viewMatrix")); |
| const int Shader::projectionMatrixNameId = StringToInt::lookupId(QLatin1String("projectionMatrix")); |
| const int Shader::modelViewMatrixNameId = StringToInt::lookupId(QLatin1String("modelView")); |
| const int Shader::viewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("viewProjectionMatrix")); |
| const int Shader::modelViewProjectionNameId = StringToInt::lookupId(QLatin1String("modelViewProjection")); |
| const int Shader::mvpNameId = StringToInt::lookupId(QLatin1String("mvp")); |
| const int Shader::inverseModelMatrixNameId = StringToInt::lookupId(QLatin1String("inverseModelMatrix")); |
| const int Shader::inverseViewMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewMatrix")); |
| const int Shader::inverseProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseProjectionMatrix")); |
| const int Shader::inverseModelViewNameId = StringToInt::lookupId(QLatin1String("inverseModelView")); |
| const int Shader::inverseViewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix")); |
| const int Shader::inverseModelViewProjectionNameId = StringToInt::lookupId(QLatin1String("inverseModelViewProjection")); |
| const int Shader::modelNormalMatrixNameId = StringToInt::lookupId(QLatin1String("modelNormalMatrix")); |
| const int Shader::modelViewNormalNameId = StringToInt::lookupId(QLatin1String("modelViewNormal")); |
| const int Shader::viewportMatrixNameId = StringToInt::lookupId(QLatin1String("viewportMatrix")); |
| const int Shader::inverseViewportMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewportMatrix")); |
| const int Shader::textureTransformMatrixNameId = StringToInt::lookupId(QLatin1String("textureTransformMatrix")); |
| const int Shader::aspectRatioNameId = StringToInt::lookupId(QLatin1String("aspectRatio")); |
| const int Shader::exposureNameId = StringToInt::lookupId(QLatin1String("exposure")); |
| const int Shader::gammaNameId = StringToInt::lookupId(QLatin1String("gamma")); |
| const int Shader::timeNameId = StringToInt::lookupId(QLatin1String("time")); |
| const int Shader::eyePositionNameId = StringToInt::lookupId(QLatin1String("eyePosition")); |
| const int Shader::skinningPaletteNameId = StringToInt::lookupId(QLatin1String("skinningPalette[0]")); |
| |
| Shader::Shader() |
| : BackendNode(ReadWrite) |
| , m_requiresFrontendSync(false) |
| , m_status(QShaderProgram::NotReady) |
| , m_format(QShaderProgram::GLSL) |
| , m_dirty(false) |
| { |
| m_shaderCode.resize(static_cast<int>(QShaderProgram::Compute) + 1); |
| } |
| |
| Shader::~Shader() |
| { |
| } |
| |
| void Shader::cleanup() |
| { |
| QBackendNode::setEnabled(false); |
| m_status = QShaderProgram::NotReady; |
| m_format = QShaderProgram::GLSL; |
| m_log.clear(); |
| m_requiresFrontendSync = false; |
| m_dirty = false; |
| } |
| |
| void Shader::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) |
| { |
| const QShaderProgram *node = qobject_cast<const QShaderProgram *>(frontEnd); |
| if (!node) |
| return; |
| |
| BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
| |
| if (firstTime) |
| for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i) |
| m_shaderCode[i].clear(); |
| |
| for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i) { |
| const QShaderProgram::ShaderType shaderType = static_cast<QShaderProgram::ShaderType>(i); |
| const QByteArray code = node->shaderCode(shaderType); |
| if (code != m_shaderCode.value(shaderType)) |
| setShaderCode(shaderType, code); |
| } |
| setFormat(node->format()); |
| } |
| |
| void Shader::setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code) |
| { |
| if (code == m_shaderCode[type]) |
| return; |
| |
| m_shaderCode[type] = code; |
| m_requiresFrontendSync = true; |
| m_dirty = true; |
| setStatus(QShaderProgram::NotReady); |
| markDirty(AbstractRenderer::ShadersDirty); |
| } |
| |
| void Shader::setFormat(QShaderProgram::Format format) |
| { |
| if (format == m_format) |
| return; |
| m_format = format; |
| m_dirty = true; |
| setStatus(QShaderProgram::NotReady); |
| markDirty(AbstractRenderer::ShadersDirty); |
| } |
| |
| QVector<QByteArray> Shader::shaderCode() const |
| { |
| return m_shaderCode; |
| } |
| |
| /*! |
| \internal |
| Initializes this Shader's state relating to attributes, global block uniforms and |
| and named uniform blocks by copying these details from \a other. |
| */ |
| void Shader::initializeFromReference(const Shader &other) |
| { |
| m_status = other.m_status; |
| m_log = other.m_log; |
| m_requiresFrontendSync = true; |
| setStatus(other.status()); |
| setLog(other.log()); |
| } |
| |
| // Called by renderer plugin when loading a GL Shader plugins |
| void Shader::requestCacheRebuild() |
| { |
| markDirty(AbstractRenderer::MaterialDirty); |
| } |
| |
| void Shader::setLog(const QString &log) |
| { |
| m_log = log; |
| m_requiresFrontendSync = true; |
| } |
| |
| void Shader::setStatus(QShaderProgram::Status status) |
| { |
| m_status = status; |
| m_requiresFrontendSync = true; |
| } |
| |
| ShaderFunctor::ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager) |
| : m_renderer(renderer) |
| , m_shaderManager(manager) |
| { |
| } |
| |
| QBackendNode *ShaderFunctor::create(const QNodeCreatedChangeBasePtr &change) const |
| { |
| Shader *backend = m_shaderManager->getOrCreateResource(change->subjectId()); |
| // Remove from the list of ids to destroy in case we were added to it |
| m_shaderManager->removeShaderIdFromIdsToCleanup(change->subjectId()); |
| backend->setRenderer(m_renderer); |
| return backend; |
| } |
| |
| QBackendNode *ShaderFunctor::get(QNodeId id) const |
| { |
| // If we are marked for destruction, return nullptr so that |
| // if we were to be recreated, create would be called again |
| if (m_shaderManager->hasShaderIdToCleanup(id)) |
| return nullptr; |
| return m_shaderManager->lookupResource(id); |
| } |
| |
| void ShaderFunctor::destroy(QNodeId id) const |
| { |
| m_shaderManager->addShaderIdToCleanup(id); |
| // We only add ourselves to the dirty list |
| // The actual removal needs to be performed after we have |
| // destroyed the associated APIShader in the RenderThread |
| } |
| |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |