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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
** Copyright (C) 2016 Robin Burchell <robin.burchell@viroteck.net>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** ensure the GNU Lesser General Public License version 3 requirements
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** 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
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****************************************************************************/
#include "qsgopenglvisualizer_p.h"
#include <qmath.h>
#include <private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
namespace QSGBatchRenderer
{
#define QSGNODE_TRAVERSE(NODE) for (QSGNode *child = NODE->firstChild(); child; child = child->nextSibling())
#define SHADOWNODE_TRAVERSE(NODE) for (Node *child = NODE->firstChild(); child; child = child->sibling())
#define QSGNODE_DIRTY_PARENT (QSGNode::DirtyNodeAdded \
| QSGNode::DirtyOpacity \
| QSGNode::DirtyMatrix \
| QSGNode::DirtyNodeRemoved)
QMatrix4x4 qsg_matrixForRoot(Node *node);
class VisualizeShader : public QOpenGLShaderProgram
{
public:
int color;
int matrix;
int rotation;
int pattern;
int projection;
};
OpenGLVisualizer::OpenGLVisualizer(Renderer *renderer)
: Visualizer(renderer),
m_funcs(QOpenGLContext::currentContext()->functions()),
m_visualizeProgram(nullptr)
{
}
OpenGLVisualizer::~OpenGLVisualizer()
{
releaseResources();
}
void OpenGLVisualizer::releaseResources()
{
delete m_visualizeProgram;
m_visualizeProgram = nullptr;
}
void OpenGLVisualizer::prepareVisualize()
{
// nothing to do here
}
void OpenGLVisualizer::visualizeDrawGeometry(const QSGGeometry *g)
{
if (g->attributeCount() < 1)
return;
const QSGGeometry::Attribute *a = g->attributes();
m_funcs->glVertexAttribPointer(0, a->tupleSize, a->type, false, g->sizeOfVertex(), g->vertexData());
if (g->indexCount())
m_funcs->glDrawElements(g->drawingMode(), g->indexCount(), g->indexType(), g->indexData());
else
m_funcs->glDrawArrays(g->drawingMode(), 0, g->vertexCount());
}
void OpenGLVisualizer::visualizeBatch(Batch *b)
{
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
if (b->positionAttribute != 0)
return;
QSGGeometryNode *gn = b->first->node;
QSGGeometry *g = gn->geometry();
const QSGGeometry::Attribute &a = g->attributes()[b->positionAttribute];
m_funcs->glBindBuffer(GL_ARRAY_BUFFER, b->vbo.id);
QMatrix4x4 matrix(m_renderer->m_current_projection_matrix);
if (b->root)
matrix = matrix * qsg_matrixForRoot(b->root);
shader->setUniformValue(shader->pattern, float(b->merged ? 0 : 1));
QColor color = QColor::fromHsvF((rand() & 1023) / 1023.0, 1.0, 1.0);
float cr = color.redF();
float cg = color.greenF();
float cb = color.blueF();
shader->setUniformValue(shader->color, cr, cg, cb, 1.0);
if (b->merged) {
shader->setUniformValue(shader->matrix, matrix);
const char *dataStart = m_renderer->m_context->separateIndexBuffer() ? b->ibo.data : b->vbo.data;
for (int ds=0; ds<b->drawSets.size(); ++ds) {
const DrawSet &set = b->drawSets.at(ds);
m_funcs->glVertexAttribPointer(a.position, 2, a.type, false, g->sizeOfVertex(),
(void *) (qintptr) (set.vertices));
m_funcs->glDrawElements(g->drawingMode(), set.indexCount, GL_UNSIGNED_SHORT,
(void *)(qintptr)(dataStart + set.indices));
}
} else {
Element *e = b->first;
int offset = 0;
while (e) {
gn = e->node;
g = gn->geometry();
shader->setUniformValue(shader->matrix, matrix * *gn->matrix());
m_funcs->glVertexAttribPointer(a.position, a.tupleSize, a.type, false, g->sizeOfVertex(),
(void *) (qintptr) offset);
if (g->indexCount())
m_funcs->glDrawElements(g->drawingMode(), g->indexCount(), g->indexType(), g->indexData());
else
m_funcs->glDrawArrays(g->drawingMode(), 0, g->vertexCount());
offset += g->sizeOfVertex() * g->vertexCount();
e = e->nextInBatch;
}
}
}
void OpenGLVisualizer::visualizeClipping(QSGNode *node)
{
if (node->type() == QSGNode::ClipNodeType) {
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
QSGClipNode *clipNode = static_cast<QSGClipNode *>(node);
QMatrix4x4 matrix = m_renderer->m_current_projection_matrix;
if (clipNode->matrix())
matrix = matrix * *clipNode->matrix();
shader->setUniformValue(shader->matrix, matrix);
visualizeDrawGeometry(clipNode->geometry());
}
QSGNODE_TRAVERSE(node) {
visualizeClipping(child);
}
}
void OpenGLVisualizer::visualizeChanges(Node *n)
{
if (n->type() == QSGNode::GeometryNodeType && n->element()->batch && m_visualizeChangeSet.contains(n)) {
uint dirty = m_visualizeChangeSet.value(n);
bool tinted = (dirty & QSGNODE_DIRTY_PARENT) != 0;
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
QColor color = QColor::fromHsvF((rand() & 1023) / 1023.0, 0.3, 1.0);
float ca = 0.5;
float cr = color.redF() * ca;
float cg = color.greenF() * ca;
float cb = color.blueF() * ca;
shader->setUniformValue(shader->color, cr, cg, cb, ca);
shader->setUniformValue(shader->pattern, float(tinted ? 0.5 : 0));
QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(n->sgNode);
QMatrix4x4 matrix = m_renderer->m_current_projection_matrix;
if (n->element()->batch->root)
matrix = matrix * qsg_matrixForRoot(n->element()->batch->root);
matrix = matrix * *gn->matrix();
shader->setUniformValue(shader->matrix, matrix);
visualizeDrawGeometry(gn->geometry());
// This is because many changes don't propegate their dirty state to the
// parent so the node updater will not unset these states. They are
// not used for anything so, unsetting it should have no side effects.
n->dirtyState = {};
}
SHADOWNODE_TRAVERSE(n) {
visualizeChanges(child);
}
}
void OpenGLVisualizer::visualizeOverdraw_helper(Node *node)
{
if (node->type() == QSGNode::GeometryNodeType && node->element()->batch) {
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
QSGGeometryNode *gn = static_cast<QSGGeometryNode *>(node->sgNode);
QMatrix4x4 matrix = m_renderer->m_current_projection_matrix;
matrix(2, 2) = m_renderer->m_zRange;
matrix(2, 3) = 1.0f - node->element()->order * m_renderer->m_zRange;
if (node->element()->batch->root)
matrix = matrix * qsg_matrixForRoot(node->element()->batch->root);
matrix = matrix * *gn->matrix();
shader->setUniformValue(shader->matrix, matrix);
QColor color = node->element()->batch->isOpaque ? QColor::fromRgbF(0.3, 1.0, 0.3) : QColor::fromRgbF(1.0, 0.3, 0.3);
float ca = 0.33f;
shader->setUniformValue(shader->color, color.redF() * ca, color.greenF() * ca, color.blueF() * ca, ca);
visualizeDrawGeometry(gn->geometry());
}
SHADOWNODE_TRAVERSE(node) {
visualizeOverdraw_helper(child);
}
}
void OpenGLVisualizer::visualizeOverdraw()
{
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
shader->setUniformValue(shader->color, 0.5f, 0.5f, 1.0f, 1.0f);
shader->setUniformValue(shader->projection, 1);
m_funcs->glBlendFunc(GL_ONE, GL_ONE);
static float step = 0;
step += static_cast<float>(M_PI * 2 / 1000.);
if (step > M_PI * 2)
step = 0;
float angle = 80.0 * std::sin(step);
QMatrix4x4 xrot; xrot.rotate(20, 1, 0, 0);
QMatrix4x4 zrot; zrot.rotate(angle, 0, 0, 1);
QMatrix4x4 tx; tx.translate(0, 0, 1);
QMatrix4x4 m;
// m.rotate(180, 0, 1, 0);
m.translate(0, 0.5, 4);
m.scale(2, 2, 1);
m.rotate(-30, 1, 0, 0);
m.rotate(angle, 0, 1, 0);
m.translate(0, 0, -1);
shader->setUniformValue(shader->rotation, m);
float box[] = {
// lower
-1, 1, 0, 1, 1, 0,
-1, 1, 0, -1, -1, 0,
1, 1, 0, 1, -1, 0,
-1, -1, 0, 1, -1, 0,
// upper
-1, 1, 1, 1, 1, 1,
-1, 1, 1, -1, -1, 1,
1, 1, 1, 1, -1, 1,
-1, -1, 1, 1, -1, 1,
// sides
-1, -1, 0, -1, -1, 1,
1, -1, 0, 1, -1, 1,
-1, 1, 0, -1, 1, 1,
1, 1, 0, 1, 1, 1
};
m_funcs->glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, box);
m_funcs->glLineWidth(2);
m_funcs->glDrawArrays(GL_LINES, 0, 24);
visualizeOverdraw_helper(m_renderer->m_nodes.value(m_renderer->rootNode()));
}
void OpenGLVisualizer::visualize()
{
if (m_visualizeMode == VisualizeNothing)
return;
if (!m_visualizeProgram) {
VisualizeShader *prog = new VisualizeShader();
QSGShaderSourceBuilder::initializeProgramFromFiles(
prog,
QStringLiteral(":/qt-project.org/scenegraph/shaders/visualization.vert"),
QStringLiteral(":/qt-project.org/scenegraph/shaders/visualization.frag"));
prog->bindAttributeLocation("v", 0);
prog->link();
prog->bind();
prog->color = prog->uniformLocation("color");
prog->pattern = prog->uniformLocation("pattern");
prog->projection = prog->uniformLocation("projection");
prog->matrix = prog->uniformLocation("matrix");
prog->rotation = prog->uniformLocation("rotation");
m_visualizeProgram = prog;
} else {
m_visualizeProgram->bind();
}
VisualizeShader *shader = static_cast<VisualizeShader *>(m_visualizeProgram);
m_funcs->glDisable(GL_DEPTH_TEST);
m_funcs->glEnable(GL_BLEND);
m_funcs->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
m_funcs->glEnableVertexAttribArray(0);
// Blacken out the actual rendered content...
float bgOpacity = 0.8f;
if (m_visualizeMode == VisualizeBatches)
bgOpacity = 1.0;
float v[] = { -1, 1, 1, 1, -1, -1, 1, -1 };
shader->setUniformValue(shader->color, 0.0f, 0.0f, 0.0f, bgOpacity);
shader->setUniformValue(shader->matrix, QMatrix4x4());
shader->setUniformValue(shader->rotation, QMatrix4x4());
shader->setUniformValue(shader->pattern, 0.0f);
shader->setUniformValue(shader->projection, false);
m_funcs->glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, v);
m_funcs->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (m_visualizeMode == VisualizeBatches) {
srand(0); // To force random colors to be roughly the same every time..
for (int i = 0; i < m_renderer->m_opaqueBatches.size(); ++i)
visualizeBatch(m_renderer->m_opaqueBatches.at(i));
for (int i = 0; i < m_renderer->m_alphaBatches.size(); ++i)
visualizeBatch(m_renderer->m_alphaBatches.at(i));
} else if (m_visualizeMode == VisualizeClipping) {
shader->setUniformValue(shader->pattern, 0.5f);
shader->setUniformValue(shader->color, 0.2f, 0.0f, 0.0f, 0.2f);
visualizeClipping(m_renderer->rootNode());
} else if (m_visualizeMode == VisualizeChanges) {
visualizeChanges(m_renderer->m_nodes.value(m_renderer->rootNode()));
m_visualizeChangeSet.clear();
} else if (m_visualizeMode == VisualizeOverdraw) {
visualizeOverdraw();
}
// Reset state back to defaults..
m_funcs->glDisable(GL_BLEND);
m_funcs->glDisableVertexAttribArray(0);
shader->release();
}
}
QT_END_NAMESPACE