blob: d7a7265a7645a683ae18910522140d3eb0c5b485 [file] [log] [blame]
/****************************************************************************
**
** 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 "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