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#include "qsgtexturematerial_p.h"
#include <private/qsgtexture_p.h>
#if QT_CONFIG(opengl)
# include <QtGui/qopenglshaderprogram.h>
# include <QtGui/qopenglfunctions.h>
#endif
#include <QtGui/private/qrhi_p.h>
QT_BEGIN_NAMESPACE
inline static bool isPowerOfTwo(int x)
{
// Assumption: x >= 1
return x == (x & -x);
}
QSGOpaqueTextureMaterialShader::QSGOpaqueTextureMaterialShader()
{
#if QT_CONFIG(opengl)
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.frag"));
#endif
}
char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
{
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", nullptr };
return attr;
}
void QSGOpaqueTextureMaterialShader::initialize()
{
#if QT_CONFIG(opengl)
m_matrix_id = program()->uniformLocation("qt_Matrix");
#endif
}
void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newEffect);
QSGOpaqueTextureMaterial *oldTx = static_cast<QSGOpaqueTextureMaterial *>(oldEffect);
QSGTexture *t = tx->texture();
#ifndef QT_NO_DEBUG
if (!qsg_safeguard_texture(t))
return;
#endif
t->setFiltering(tx->filtering());
t->setHorizontalWrapMode(tx->horizontalWrapMode());
t->setVerticalWrapMode(tx->verticalWrapMode());
#if QT_CONFIG(opengl)
bool npotSupported = const_cast<QOpenGLContext *>(state.context())
->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
if (!npotSupported) {
QSize size = t->textureSize();
const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
if (isNpot) {
t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
t->setVerticalWrapMode(QSGTexture::ClampToEdge);
}
}
#else
Q_UNUSED(state)
#endif
t->setMipmapFiltering(tx->mipmapFiltering());
t->setAnisotropyLevel(tx->anisotropyLevel());
if (oldTx == nullptr || oldTx->texture()->textureId() != t->textureId())
t->bind();
else
t->updateBindOptions();
#if QT_CONFIG(opengl)
if (state.isMatrixDirty())
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
#endif
}
QSGOpaqueTextureMaterialRhiShader::QSGOpaqueTextureMaterialRhiShader()
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/opaquetexture.vert.qsb"));
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/opaquetexture.frag.qsb"));
}
bool QSGOpaqueTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *)
{
bool changed = false;
QByteArray *buf = state.uniformData();
if (state.isMatrixDirty()) {
const QMatrix4x4 m = state.combinedMatrix();
memcpy(buf->data(), m.constData(), 64);
changed = true;
}
return changed;
}
void QSGOpaqueTextureMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
if (binding != 1)
return;
#ifdef QT_NO_DEBUG
Q_UNUSED(oldMaterial);
#endif
Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newMaterial);
QSGTexture *t = tx->texture();
t->setFiltering(tx->filtering());
t->setMipmapFiltering(tx->mipmapFiltering());
t->setAnisotropyLevel(tx->anisotropyLevel());
t->setHorizontalWrapMode(tx->horizontalWrapMode());
t->setVerticalWrapMode(tx->verticalWrapMode());
if (!state.rhi()->isFeatureSupported(QRhi::NPOTTextureRepeat)) {
QSize size = t->textureSize();
const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
if (isNpot) {
t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
t->setVerticalWrapMode(QSGTexture::ClampToEdge);
t->setMipmapFiltering(QSGTexture::None);
}
}
t->updateRhiTexture(state.rhi(), state.resourceUpdateBatch());
*texture = t;
}
/*!
\class QSGOpaqueTextureMaterial
\brief The QSGOpaqueTextureMaterial class provides a convenient way of
rendering textured geometry in the scene graph.
\inmodule QtQuick
\ingroup qtquick-scenegraph-materials
\warning This utility class is only functional when running with the
default backend of the Qt Quick scenegraph.
The opaque textured material will fill every pixel in a geometry with
the supplied texture. The material does not respect the opacity of the
QSGMaterialShader::RenderState, so opacity nodes in the parent chain
of nodes using this material, have no effect.
The geometry to be rendered with an opaque texture material requires
vertices in attribute location 0 and texture coordinates in attribute
location 1. The texture coordinate is a 2-dimensional floating-point
tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
attribute set compatible with this material.
The texture to be rendered can be set using setTexture(). How the
texture should be rendered can be specified using setMipmapFiltering(),
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
The rendering state is set on the texture instance just before it
is bound.
The opaque textured material respects the current matrix and the alpha
channel of the texture. It will disregard the accumulated opacity in
the scenegraph.
A texture material must have a texture set before it is used as
a material in the scene graph.
*/
/*!
Creates a new QSGOpaqueTextureMaterial.
The default mipmap filtering and filtering mode is set to
QSGTexture::Nearest. The default wrap modes is set to
\c QSGTexture::ClampToEdge.
*/
QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial()
: m_texture(nullptr)
, m_filtering(QSGTexture::Nearest)
, m_mipmap_filtering(QSGTexture::None)
, m_horizontal_wrap(QSGTexture::ClampToEdge)
, m_vertical_wrap(QSGTexture::ClampToEdge)
, m_anisotropy_level(QSGTexture::AnisotropyNone)
{
setFlag(SupportsRhiShader, true);
}
/*!
\internal
*/
QSGMaterialType *QSGOpaqueTextureMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
/*!
\internal
*/
QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted))
return new QSGOpaqueTextureMaterialRhiShader;
else
return new QSGOpaqueTextureMaterialShader;
}
/*!
\fn QSGTexture *QSGOpaqueTextureMaterial::texture() const
Returns this texture material's texture.
*/
/*!
Sets the texture of this material to \a texture.
The material does not take ownership of the texture.
*/
void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture)
{
m_texture = texture;
setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
}
/*!
\fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering)
Sets the mipmap mode to \a filtering.
The mipmap filtering mode is set on the texture instance just before the
texture is bound for rendering.
If the texture does not have mipmapping support, enabling mipmapping has no
effect.
*/
/*!
\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const
Returns this material's mipmap filtering mode.
The default mipmap mode is \c QSGTexture::Nearest.
*/
/*!
\fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering)
Sets the filtering to \a filtering.
The filtering mode is set on the texture instance just before the texture
is bound for rendering.
*/
/*!
\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::filtering() const
Returns this material's filtering mode.
The default filtering is \c QSGTexture::Nearest.
*/
/*!
\fn void QSGOpaqueTextureMaterial::setHorizontalWrapMode(QSGTexture::WrapMode mode)
Sets the horizontal wrap mode to \a mode.
The horizontal wrap mode is set on the texture instance just before the texture
is bound for rendering.
*/
/*!
\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::horizontalWrapMode() const
Returns this material's horizontal wrap mode.
The default horizontal wrap mode is \c QSGTexture::ClampToEdge.
*/
/*!
\fn void QSGOpaqueTextureMaterial::setVerticalWrapMode(QSGTexture::WrapMode mode)
Sets the vertical wrap mode to \a mode.
The vertical wrap mode is set on the texture instance just before the texture
is bound for rendering.
*/
/*!
\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::verticalWrapMode() const
Returns this material's vertical wrap mode.
The default vertical wrap mode is \c QSGTexture::ClampToEdge.
*/
/*!
\fn void QSGOpaqueTextureMaterial::setAnisotropyLevel(QSGTexture::AnisotropyLevel level)
Sets this material's anistropy level to \a level.
*/
/*!
\fn QSGTexture::AnisotropyLevel QSGOpaqueTextureMaterial::anisotropyLevel() const
Returns this material's anistropy level.
*/
/*!
\internal
*/
int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
{
Q_ASSERT(o && type() == o->type());
const QSGOpaqueTextureMaterial *other = static_cast<const QSGOpaqueTextureMaterial *>(o);
if (int diff = m_texture->comparisonKey() - other->texture()->comparisonKey())
return diff;
return int(m_filtering) - int(other->m_filtering);
}
/*!
\class QSGTextureMaterial
\brief The QSGTextureMaterial class provides a convenient way of
rendering textured geometry in the scene graph.
\inmodule QtQuick
\ingroup qtquick-scenegraph-materials
\warning This utility class is only functional when running with the
default backend of the Qt Quick scenegraph.
The textured material will fill every pixel in a geometry with
the supplied texture.
The geometry to be rendered with a texture material requires
vertices in attribute location 0 and texture coordinates in attribute
location 1. The texture coordinate is a 2-dimensional floating-point
tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
attribute set compatible with this material.
The texture to be rendered can be set using setTexture(). How the
texture should be rendered can be specified using setMipmapFiltering(),
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
The rendering state is set on the texture instance just before it
is bound.
The textured material respects the current matrix and the alpha
channel of the texture. It will also respect the accumulated opacity
in the scenegraph.
A texture material must have a texture set before it is used as
a material in the scene graph.
*/
/*!
\internal
*/
QSGMaterialType *QSGTextureMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
/*!
\internal
*/
QSGMaterialShader *QSGTextureMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted))
return new QSGTextureMaterialRhiShader;
else
return new QSGTextureMaterialShader;
}
QSGTextureMaterialShader::QSGTextureMaterialShader()
{
#if QT_CONFIG(opengl)
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/texture.frag"));
#endif
}
void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
#if QT_CONFIG(opengl)
if (state.isOpacityDirty())
program()->setUniformValue(m_opacity_id, state.opacity());
#endif
QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect);
}
void QSGTextureMaterialShader::initialize()
{
QSGOpaqueTextureMaterialShader::initialize();
#if QT_CONFIG(opengl)
m_opacity_id = program()->uniformLocation("opacity");
#endif
}
QSGTextureMaterialRhiShader::QSGTextureMaterialRhiShader()
{
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/texture.vert.qsb"));
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/texture.frag.qsb"));
}
bool QSGTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = false;
QByteArray *buf = state.uniformData();
if (state.isOpacityDirty()) {
const float opacity = state.opacity();
memcpy(buf->data() + 64, &opacity, 4);
changed = true;
}
changed |= QSGOpaqueTextureMaterialRhiShader::updateUniformData(state, newMaterial, oldMaterial);
return changed;
}
QT_END_NAMESPACE