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** Copyright (C) 2019 The Qt Company Ltd.
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#include "qquick3dcustommaterial_p.h"
#include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercontextcore_p.h>
#include <QtQuick/QQuickWindow>
#include "qquick3dobject_p.h"
#include "qquick3dviewport_p.h"
#include "qquick3dscenemanager_p.h"
Q_DECLARE_OPAQUE_POINTER(QQuick3DShaderUtilsTextureInput)
QT_BEGIN_NAMESPACE
/*!
\qmltype CustomMaterial
\inherits Material
\inqmlmodule QtQuick3D.Materials
\brief Base component for creating custom materials used to shade models.
The custom material allows the user of QtQuick3D to access its material library and implement
own materials. There are two types of custom materials, which differ on how they are using the
material library. First one uses the custom material interface provided by the library to
implement materials similarly to many of the materials in the material library without
implementing it's own main function. This type of material must implement all the required
functions of the material. The second type implements it's own main function, but can still
use functionality from the material library. See \l {Qt Quick 3D Custom Material Reference}{reference}
on how to implement the material using the material interface.
\qml
CustomMaterial {
// These properties names need to match the ones in the shader code!
property bool uEnvironmentMappingEnabled: false
property bool uShadowMappingEnabled: false
property real roughness: 0.0
property vector3d metal_color: Qt.vector3d(0.805, 0.395, 0.305)
shaderInfo: ShaderInfo {
version: "330"
type: "GLSL"
shaderKey: ShaderInfo.Glossy
}
property TextureInput uEnvironmentTexture: TextureInput {
enabled: uEnvironmentMappingEnabled
texture: Texture {
id: envImage
source: "maps/spherical_checker.png"
}
}
property TextureInput uBakedShadowTexture: TextureInput {
enabled: uShadowMappingEnabled
texture: Texture {
id: shadowImage
source: "maps/shadow.png"
}
}
Shader {
id: copperFragShader
stage: Shader.Fragment
shader: "shaders/copper.frag"
}
passes: [ Pass {
shaders: copperFragShader
}
]
}
\endqml
The example here from CopperMaterial shows how the material is built. First, the shader
parameters are specified as properties. The names and types must match the names in the shader
code. Textures use TextureInput to assign \l{QtQuick3D::Texture}{texture} into the shader variable.
The shaderInfo property specifies more information about the shader and also configures some of
its features on or off when the custom material is built by QtQuick3D shader generator.
Then the material can use Shader type to specify shader source and shader stage. These are used
with \l {Pass}{passes} to create the resulting material. The passes can contain multiple
rendering passes and also other commands. Normally only the fragment shader needs to be passed
to a pass. The material library generates the vertex shader for the material. The material can
also create \l {Buffer}{buffers} to store intermediate rendering results. Here is an example
from GlassRefractiveMaterial:
\qml
Buffer {
id: tempBuffer
name: "temp_buffer"
format: Buffer.Unknown
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
sizeMultiplier: 1.0
bufferFlags: Buffer.None // aka frame
}
passes: [ Pass {
shaders: simpleGlassRefractiveFragShader
commands: [ BufferBlit {
destination: tempBuffer
}, BufferInput {
buffer: tempBuffer
param: "refractiveTexture"
}, Blending {
srcBlending: Blending.SrcAlpha
destBlending: Blending.OneMinusSrcAlpha
}
]
}
]
\endqml
Multiple passes can also be specified to create advanced materials. Here is an example from
FrostedGlassMaterial.
\qml
passes: [ Pass {
shaders: noopShader
output: dummyBuffer
commands: [ BufferBlit {
destination: frameBuffer
}
]
}, Pass {
shaders: preBlurShader
output: tempBuffer
commands: [ BufferInput {
buffer: frameBuffer
param: "OriginBuffer"
}
]
}, Pass {
shaders: blurXShader
output: blurXBuffer
commands: [ BufferInput {
buffer: tempBuffer
param: "BlurBuffer"
}
]
}, Pass {
shaders: blurYShader
output: blurYBuffer
commands: [ BufferInput {
buffer: blurXBuffer
param: "BlurBuffer"
}, BufferInput {
buffer: tempBuffer
param: "OriginBuffer"
}
]
}, Pass {
shaders: mainShader
commands: [BufferInput {
buffer: blurYBuffer
param: "refractiveTexture"
}, Blending {
srcBlending: Blending.SrcAlpha
destBlending: Blending.OneMinusSrcAlpha
}
]
}
]
\endqml
*/
/*!
\qmlproperty bool CustomMaterial::hasTransparency
Specifies that the material has transparency.
*/
/*!
\qmlproperty bool CustomMaterial::hasRefraction
Specifies that the material has refraction.
*/
/*!
\qmlproperty bool CustomMaterial::alwaysDirty
Specifies that the material state is always dirty, which indicates that the material needs
to be refreshed every time it is used by the QtQuick3D.
*/
/*!
\qmlproperty ShaderInfo CustomMaterial::shaderInfo
Specifies the ShaderInfo of the material.
*/
/*!
\qmlproperty list CustomMaterial::passes
Contains a list of render \l {Pass}{passes} implemented by the material.
*/
template <QVariant::Type>
struct ShaderType
{
};
template<>
struct ShaderType<QVariant::Double>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Float; }
static QByteArray name() { return QByteArrayLiteral("float"); }
};
template<>
struct ShaderType<QVariant::Bool>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Boolean; }
static QByteArray name() { return QByteArrayLiteral("bool"); }
};
template<>
struct ShaderType<QVariant::Int>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Integer; }
static QByteArray name() { return QByteArrayLiteral("int"); }
};
template<>
struct ShaderType<QVariant::Vector2D>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec2; }
static QByteArray name() { return QByteArrayLiteral("vec2"); }
};
template<>
struct ShaderType<QVariant::Vector3D>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec3; }
static QByteArray name() { return QByteArrayLiteral("vec3"); }
};
template<>
struct ShaderType<QVariant::Vector4D>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec4; }
static QByteArray name() { return QByteArrayLiteral("vec4"); }
};
template<>
struct ShaderType<QVariant::Color>
{
static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Rgba; }
static QByteArray name() { return QByteArrayLiteral("vec4"); }
};
QQuick3DCustomMaterial::QQuick3DCustomMaterial(QQuick3DObject *parent)
: QQuick3DMaterial(*(new QQuick3DObjectPrivate(QQuick3DObjectPrivate::Type::CustomMaterial)), parent)
{
}
QQuick3DCustomMaterial::~QQuick3DCustomMaterial() {}
bool QQuick3DCustomMaterial::hasTransparency() const
{
return m_hasTransparency;
}
bool QQuick3DCustomMaterial::hasRefraction() const
{
return m_hasRefraction;
}
QQuick3DShaderUtilsShaderInfo *QQuick3DCustomMaterial::shaderInfo() const
{
return m_shaderInfo;
}
QQmlListProperty<QQuick3DShaderUtilsRenderPass> QQuick3DCustomMaterial::passes()
{
return QQmlListProperty<QQuick3DShaderUtilsRenderPass>(this,
nullptr,
QQuick3DCustomMaterial::qmlAppendPass,
QQuick3DCustomMaterial::qmlPassCount,
QQuick3DCustomMaterial::qmlPassAt,
QQuick3DCustomMaterial::qmlPassClear);
}
void QQuick3DCustomMaterial::markAllDirty()
{
m_dirtyAttributes = 0xffffffff;
QQuick3DMaterial::markAllDirty();
}
bool QQuick3DCustomMaterial::alwaysDirty() const
{
return m_alwaysDirty;
}
void QQuick3DCustomMaterial::setHasTransparency(bool hasTransparency)
{
if (m_hasTransparency == hasTransparency)
return;
m_hasTransparency = hasTransparency;
emit hasTransparencyChanged(m_hasTransparency);
}
void QQuick3DCustomMaterial::setHasRefraction(bool hasRefraction)
{
if (m_hasRefraction == hasRefraction)
return;
m_hasRefraction = hasRefraction;
emit hasRefractionChanged(m_hasRefraction);
}
void QQuick3DCustomMaterial::setShaderInfo(QQuick3DShaderUtilsShaderInfo *shaderInfo)
{
m_shaderInfo = shaderInfo;
}
void QQuick3DCustomMaterial::setAlwaysDirty(bool alwaysDirty)
{
if (m_alwaysDirty == alwaysDirty)
return;
m_alwaysDirty = alwaysDirty;
emit alwaysDirtyChanged(m_alwaysDirty);
}
QSSGRenderGraphObject *QQuick3DCustomMaterial::updateSpatialNode(QSSGRenderGraphObject *node)
{
static const auto appendShaderUniform = [](const QByteArray &type, const QByteArray &name, QByteArray *shaderPrefix) {
shaderPrefix->append(QByteArrayLiteral("uniform ") + type + " " + name + ";\n");
};
// Sanity check(s)
if (!m_shaderInfo || !m_shaderInfo->isValid()) {
qWarning("ShaderInfo is not valid!");
return node;
}
QSSGRenderCustomMaterial *customMaterial = static_cast<QSSGRenderCustomMaterial *>(node);
if (!customMaterial) {
markAllDirty();
customMaterial = new QSSGRenderCustomMaterial;
customMaterial->m_shaderKeyValues = static_cast<QSSGRenderCustomMaterial::MaterialShaderKeyFlags>(m_shaderInfo->shaderKey);
customMaterial->className = metaObject()->className();
customMaterial->m_alwaysDirty = m_alwaysDirty;
customMaterial->m_hasTransparency = m_hasTransparency;
customMaterial->m_hasRefraction = m_hasRefraction;
// Shader info
auto &shaderInfo = customMaterial->shaderInfo;
shaderInfo.type = m_shaderInfo->type;
shaderInfo.version = m_shaderInfo->version;
shaderInfo.shaderPrefix = QByteArrayLiteral("#include \"customMaterial.glsllib\"\n");
QMetaMethod propertyDirtyMethod;
const int idx = metaObject()->indexOfSlot("onPropertyDirty()");
if (idx != -1)
propertyDirtyMethod = metaObject()->method(idx);
// Properties
const int propCount = metaObject()->propertyCount();
int propOffset = metaObject()->propertyOffset();
// Custom materials can have multilayered inheritance structure, so find the actual propOffset
const QMetaObject *superClass = metaObject()->superClass();
while (superClass && qstrcmp(superClass->className(), "QQuick3DCustomMaterial") != 0) {
propOffset = superClass->propertyOffset();
superClass = superClass->superClass();
}
QVector<QMetaProperty> userProperties;
for (int i = propOffset; i != propCount; ++i) {
const auto property = metaObject()->property(i);
if (Q_UNLIKELY(!property.isValid()))
continue;
// Track the property changes
if (property.hasNotifySignal() && propertyDirtyMethod.isValid())
connect(this, property.notifySignal(), this, propertyDirtyMethod);
QVariant::Type propType = property.type();
QVariant propValue = property.read(this);
if (static_cast<QMetaType::Type>(propType) == QMetaType::QVariant)
propType = propValue.type();
if (propType == QVariant::Double) {
appendShaderUniform(ShaderType<QVariant::Double>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Double>::type(), i});
} else if (propType == QVariant::Bool) {
appendShaderUniform(ShaderType<QVariant::Bool>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Bool>::type(), i});
} else if (propType == QVariant::Vector2D) {
appendShaderUniform(ShaderType<QVariant::Vector2D>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Vector2D>::type(), i});
} else if (propType == QVariant::Vector3D) {
appendShaderUniform(ShaderType<QVariant::Vector3D>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Vector3D>::type(), i});
} else if (propType == QVariant::Vector4D) {
appendShaderUniform(ShaderType<QVariant::Vector4D>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Vector4D>::type(), i});
} else if (propType == QVariant::Int) {
appendShaderUniform(ShaderType<QVariant::Int>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Int>::type(), i});
} else if (propType == QVariant::Color) {
appendShaderUniform(ShaderType<QVariant::Color>::name(), property.name(), &shaderInfo.shaderPrefix);
customMaterial->properties.push_back({ property.name(), propValue, ShaderType<QVariant::Color>::type(), i});
} else if (propType == QVariant::UserType) {
if (property.userType() == qMetaTypeId<QQuick3DShaderUtilsTextureInput *>())
userProperties.push_back(property);
} else if (static_cast<QMetaType::Type>(propType) == QMetaType::QObjectStar) {
QObject *obj = qobject_cast<QQuick3DShaderUtilsTextureInput *>(propValue.value<QObject *>());
if (obj)
userProperties.push_back(property);
} else {
qWarning("No know uniform convertion found for property %s. Skipping", property.name());
}
}
// Textures
for (const auto &userProperty : qAsConst(userProperties)) {
QSSGRenderCustomMaterial::TextureProperty textureData;
QQuick3DShaderUtilsTextureInput *texture = userProperty.read(this).value<QQuick3DShaderUtilsTextureInput *>();
const QByteArray &name = userProperty.name();
if (name.isEmpty()) // Warnings here will just drown in the shader error messages
continue;
texture->name = name;
QQuick3DTexture *tex = texture->texture(); //
connect(texture, &QQuick3DShaderUtilsTextureInput::textureDirty, this, &QQuick3DCustomMaterial::onTextureDirty);
textureData.name = name;
if (texture->enabled)
textureData.texImage = tex->getRenderImage();
textureData.shaderDataType = QSSGRenderShaderDataType::Texture2D;
textureData.clampType = tex->horizontalTiling() == QQuick3DTexture::Repeat ? QSSGRenderTextureCoordOp::Repeat
: (tex->horizontalTiling() == QQuick3DTexture::ClampToEdge) ? QSSGRenderTextureCoordOp::ClampToEdge
: QSSGRenderTextureCoordOp::MirroredRepeat;
QSSGShaderUtils::addSnapperSampler(textureData.name, shaderInfo.shaderPrefix);
customMaterial->textureProperties.push_back(textureData);
}
QByteArray &shared = shaderInfo.shaderPrefix;
QByteArray vertex, geometry, fragment, shaderCode;
if (!m_passes.isEmpty()) {
for (const auto &pass : qAsConst(m_passes)) {
QQuick3DShaderUtilsShader *sharedShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Shared));
QQuick3DShaderUtilsShader *vertShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Vertex));
QQuick3DShaderUtilsShader *fragShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Fragment));
QQuick3DShaderUtilsShader *geomShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Geometry));
if (!sharedShader && !vertShader && !fragShader && !geomShader) {
qWarning("Pass with no shader attatched!");
continue;
}
// Build up shader code
QByteArray shaderPath;
if (sharedShader)
shared += QSSGShaderUtils::resolveShader(sharedShader->shader, shaderPath, this);
if (vertShader)
vertex = QSSGShaderUtils::resolveShader(vertShader->shader, shaderPath, this);
if (fragShader)
fragment = QSSGShaderUtils::resolveShader(fragShader->shader, shaderPath, this);
if (geomShader)
geometry = QSSGShaderUtils::resolveShader(geomShader->shader, shaderPath, this);
shaderCode = QSSGShaderUtils::mergeShaderCode(shared, QByteArray(), QByteArray(), vertex, geometry, fragment);
// Bind shader
customMaterial->commands.push_back(new dynamic::QSSGBindShader(shaderPath));
customMaterial->commands.push_back(new dynamic::QSSGApplyInstanceValue());
// Buffers
QQuick3DShaderUtilsBuffer *outputBuffer = pass->outputBuffer;
if (outputBuffer) {
const QByteArray &outBufferName = outputBuffer->name;
Q_ASSERT(!outBufferName.isEmpty());
// Allocate buffer command
customMaterial->commands.push_back(outputBuffer->getCommand());
// bind buffer
customMaterial->commands.push_back(new dynamic::QSSGBindBuffer(outBufferName, true));
} else {
customMaterial->commands.push_back(new dynamic::QSSGBindTarget(QSSGRenderTextureFormat::RGBA8));
}
// Other commands (BufferInput, Blending ... )
const auto &extraCommands = pass->m_commands;
for (const auto &command : extraCommands) {
const int bufferCount = command->bufferCount();
for (int i = 0; i != bufferCount; ++i)
customMaterial->commands.push_back(command->bufferAt(i)->getCommand());
customMaterial->commands.push_back(command->getCommand());
}
// ... and finaly the render command
customMaterial->commands.push_back(new dynamic::QSSGRender);
customMaterial->shaders.insert(shaderPath, shaderCode);
}
}
}
QQuick3DMaterial::updateSpatialNode(customMaterial);
if (m_dirtyAttributes & Dirty::PropertyDirty) {
for (const auto &prop : qAsConst(customMaterial->properties)) {
auto p = metaObject()->property(prop.pid);
if (Q_LIKELY(p.isValid()))
prop.value = p.read(this);
}
}
if (m_dirtyAttributes & Dirty::TextureDirty) {
// TODO:
}
m_dirtyAttributes = 0;
return customMaterial;
}
void QQuick3DCustomMaterial::onPropertyDirty()
{
markDirty(Dirty::PropertyDirty);
update();
}
void QQuick3DCustomMaterial::onTextureDirty(QQuick3DShaderUtilsTextureInput *texture)
{
Q_UNUSED(texture)
markDirty(Dirty::TextureDirty);
update();
}
void QQuick3DCustomMaterial::qmlAppendPass(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list, QQuick3DShaderUtilsRenderPass *pass)
{
if (!pass)
return;
QQuick3DCustomMaterial *that = qobject_cast<QQuick3DCustomMaterial *>(list->object);
that->m_passes.push_back(pass);
}
QQuick3DShaderUtilsRenderPass *QQuick3DCustomMaterial::qmlPassAt(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list, int index)
{
QQuick3DCustomMaterial *that = qobject_cast<QQuick3DCustomMaterial *>(list->object);
return that->m_passes.at(index);
}
int QQuick3DCustomMaterial::qmlPassCount(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list)
{
QQuick3DCustomMaterial *that = qobject_cast<QQuick3DCustomMaterial *>(list->object);
return that->m_passes.count();
}
void QQuick3DCustomMaterial::qmlPassClear(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list)
{
QQuick3DCustomMaterial *that = qobject_cast<QQuick3DCustomMaterial *>(list->object);
that->m_passes.clear();
}
QT_END_NAMESPACE