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| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
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| |
| #include "shaderdata_p.h" |
| #include "qshaderdata.h" |
| #include "qshaderdata_p.h" |
| #include <QMetaProperty> |
| #include <QMetaObject> |
| #include <Qt3DCore/qdynamicpropertyupdatedchange.h> |
| #include <Qt3DCore/qpropertyupdatedchange.h> |
| #include <private/qbackendnode_p.h> |
| #include <private/managers_p.h> |
| #include <private/nodemanagers_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DCore; |
| |
| namespace Qt3DRender { |
| namespace Render { |
| |
| namespace { |
| |
| const int qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>(); |
| |
| } |
| |
| ShaderData::ShaderData() |
| : m_managers(nullptr) |
| { |
| } |
| |
| ShaderData::~ShaderData() |
| { |
| } |
| |
| void ShaderData::setManagers(NodeManagers *managers) |
| { |
| m_managers = managers; |
| } |
| |
| void ShaderData::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) |
| { |
| const QShaderData *node = qobject_cast<const QShaderData *>(frontEnd); |
| if (!node) |
| return; |
| BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
| |
| if (firstTime) { |
| m_propertyReader = node->propertyReader(); |
| |
| const QMetaObject *metaObj = node->metaObject(); |
| const int propertyOffset = QShaderData::staticMetaObject.propertyOffset(); |
| const int propertyCount = metaObj->propertyCount(); |
| // Dynamic properties names |
| const auto dynamicPropertyNames = node->dynamicPropertyNames(); |
| |
| QVector<QString> propertyNames; |
| propertyNames.reserve(propertyCount - propertyOffset + dynamicPropertyNames.size()); |
| |
| // Statiically defined properties |
| for (int i = propertyOffset; i < propertyCount; ++i) { |
| const QMetaProperty pro = metaObj->property(i); |
| if (pro.isWritable()) |
| propertyNames.push_back(QString::fromLatin1(pro.name())); |
| } |
| // Dynamic properties |
| for (const QByteArray &propertyName : dynamicPropertyNames) |
| propertyNames.push_back(QString::fromLatin1(propertyName)); |
| |
| for (const QString &propertyName : propertyNames) { |
| if (propertyName == QStringLiteral("data") || |
| propertyName == QStringLiteral("childNodes")) // We don't handle default Node properties |
| continue; |
| |
| const QVariant &propertyValue = m_propertyReader->readProperty(node->property(propertyName.toLatin1())); |
| bool isNested = false; |
| bool isTransformed = false; |
| |
| // We check if the property is a QNodeId |
| isNested = (propertyValue.userType() == qNodeIdTypeId); |
| // We check if QVector<QNodeId> |
| if (propertyValue.userType() == QMetaType::QVariantList) { |
| QVariantList list = propertyValue.value<QVariantList>(); |
| if (list.count() > 0 && list.at(0).userType() == qNodeIdTypeId) |
| isNested = true; |
| } |
| |
| // We check if property is a Transformed property |
| if (propertyValue.userType() == QVariant::Vector3D) { |
| // if there is a matching QShaderData::TransformType propertyTransformed |
| isTransformed = propertyNames.contains(propertyName + QLatin1String("Transformed")); |
| } |
| m_originalProperties.insert(propertyName, { propertyValue, isNested, isTransformed }); |
| } |
| BackendNode::markDirty(AbstractRenderer::ParameterDirty); |
| } else { |
| // Updates |
| if (!m_propertyReader.isNull()) { |
| auto it = m_originalProperties.begin(); |
| const auto end = m_originalProperties.end(); |
| |
| while (it != end) { |
| const QVariant newValue = m_propertyReader->readProperty(node->property(it.key().toLatin1())); |
| PropertyValue &propValue = it.value(); |
| if (propValue.value != newValue) { |
| // Note we aren't notified about nested QShaderData in this call |
| // only scalar / vec properties |
| propValue.value = newValue; |
| BackendNode::markDirty(AbstractRenderer::ParameterDirty); |
| } |
| ++it; |
| } |
| } |
| } |
| } |
| |
| ShaderData *ShaderData::lookupResource(NodeManagers *managers, QNodeId id) |
| { |
| return managers->shaderDataManager()->lookupResource(id); |
| } |
| |
| ShaderData *ShaderData::lookupResource(QNodeId id) |
| { |
| return ShaderData::lookupResource(m_managers, id); |
| } |
| |
| // RenderCommand updater jobs |
| QVariant ShaderData::getTransformedProperty(const QString &name, const Matrix4x4 &viewMatrix) const noexcept |
| { |
| // Note protecting m_worldMatrix at this point as we assume all world updates |
| // have been performed when reaching this point |
| const auto it = m_originalProperties.constFind(name); |
| if (it != m_originalProperties.constEnd()) { |
| const PropertyValue &propertyValue = it.value(); |
| if (propertyValue.isTransformed) { |
| const auto transformedIt = m_originalProperties.constFind(name + QLatin1String("Transformed")); |
| if (transformedIt != m_originalProperties.constEnd()) { |
| const PropertyValue &transformedValue = transformedIt.value(); |
| const TransformType transformType = static_cast<TransformType>(transformedValue.value.toInt()); |
| switch (transformType) { |
| case ModelToEye: |
| return QVariant::fromValue(viewMatrix * m_worldMatrix * Vector3D(propertyValue.value.value<QVector3D>())); |
| case ModelToWorld: |
| return QVariant::fromValue(m_worldMatrix * Vector3D(propertyValue.value.value<QVector3D>())); |
| case ModelToWorldDirection: |
| return QVariant::fromValue(Vector3D(m_worldMatrix * Vector4D(propertyValue.value.value<QVector3D>(), 0.0f))); |
| case NoTransform: |
| break; |
| } |
| } |
| } |
| return propertyValue.value; |
| } |
| return QVariant(); |
| } |
| |
| // Unit tests only |
| ShaderData::TransformType ShaderData::propertyTransformType(const QString &name) const |
| { |
| const auto it = m_originalProperties.constFind(name); |
| if (it != m_originalProperties.constEnd()) { |
| const PropertyValue &propertyValue = it.value(); |
| if (propertyValue.isTransformed) { |
| auto transformedIt = m_originalProperties.constFind(name + QLatin1String("Transformed")); |
| if (transformedIt != m_originalProperties.end()) |
| return static_cast<TransformType>(transformedIt.value().value.toInt()); |
| } |
| } |
| return NoTransform; |
| } |
| |
| // Called by FramePreparationJob or by RenderView when dealing with lights |
| void ShaderData::updateWorldTransform(const Matrix4x4 &worldMatrix) |
| { |
| if (m_worldMatrix != worldMatrix) { |
| m_worldMatrix = worldMatrix; |
| } |
| } |
| |
| RenderShaderDataFunctor::RenderShaderDataFunctor(AbstractRenderer *renderer, NodeManagers *managers) |
| : m_managers(managers) |
| , m_renderer(renderer) |
| { |
| } |
| |
| Qt3DCore::QBackendNode *RenderShaderDataFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const |
| { |
| ShaderData *backend = m_managers->shaderDataManager()->getOrCreateResource(change->subjectId()); |
| backend->setManagers(m_managers); |
| backend->setRenderer(m_renderer); |
| return backend; |
| } |
| |
| Qt3DCore::QBackendNode *RenderShaderDataFunctor::get(Qt3DCore::QNodeId id) const |
| { |
| return m_managers->shaderDataManager()->lookupResource(id); |
| } |
| |
| void RenderShaderDataFunctor::destroy(Qt3DCore::QNodeId id) const |
| { |
| m_managers->shaderDataManager()->releaseResource(id); |
| } |
| |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |