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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QML Shaders plugin of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "shadereffectitem.h"
+#include "shadereffect.h"
+#include "glfunctions.h"
+
+#include <QPainter>
+#include <QtOpenGL>
+
+static const char qt_default_vertex_code[] =
+ "uniform highp mat4 qt_ModelViewProjectionMatrix;\n"
+ "attribute highp vec4 qt_Vertex;\n"
+ "attribute highp vec2 qt_MultiTexCoord0;\n"
+ "varying highp vec2 qt_TexCoord0;\n"
+ "void main(void)\n"
+ "{\n"
+ "qt_TexCoord0 = qt_MultiTexCoord0;\n"
+ "gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;\n"
+ "}\n";
+
+static const char qt_default_fragment_code[] =
+ "varying highp vec2 qt_TexCoord0;\n"
+ "uniform lowp sampler2D source;\n"
+ "void main(void)\n"
+ "{\n"
+ "gl_FragColor = texture2D(source, qt_TexCoord0.st);\n"
+ "}\n";
+
+static const char qt_postion_attribute_name[] = "qt_Vertex";
+static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
+static const char qt_emptyAttributeName[] = "";
+
+
+/*!
+ \qmlclass ShaderEffectItem ShaderEffectItem
+ \ingroup qmlshadersplugin
+ \brief The ShaderEffectItem object alters the output of given item with OpenGL shaders.
+ \inherits Item
+
+ ShaderEffectItem is available in the \bold{Qt.labs.shaders 1.0} module.
+ \e {Elements in the Qt.labs module are not guaranteed to remain compatible
+ in future versions.}
+
+ This element provides preliminary support for embedding OpenGL shader code into QML,
+ and may be heavily changed or removed in later versions.
+
+ Requirement for the use of shaders is that the application is either using
+ Qt OpenGL graphicssystem or is forced to use OpenGL by setting QGLWidget as the viewport to QDeclarativeView (recommened way).
+
+ ShaderEffectItem internal behaviour is such that during the paint event it first renders its
+ ShaderEffectSource items into a OpenGL framebuffer object which can be used as a texture. If the ShaderEffectSource is defined to be an image,
+ it is directly uploaded as a texture. The texture(s) containing the source pixelcontent are then bound to graphics
+ pipeline texture units. Finally a textured mesh is passed to the vertex- and fragmentshaders which
+ then produce the final output for the ShaderEffectItem. It is possible to alter the mesh structure by defining
+ the amount vertices it contains, but currently it is not possible to import complex 3D-models to be used as the mesh.
+
+ It is possible to define one or more ShaderEffectItems to be a ShaderEffectSource for other ShaderEffectItems, but ShaderEffectItem
+ should never be declared as a child element of its source item(s) because it would cause circular loop in the painting.
+
+ A standard set of vertex attributes are provided for the shaders:
+
+ \list
+ \o qt_Vertex - The primary position of the vertex.
+ \o qt_MultiTexCoord0 - The texture co-ordinate at each vertex for texture unit 0.
+ \endlist
+
+ Additionally following uniforms are available for shaders:
+
+ \list
+ \o qt_Opacity - Effective opacity of the item.
+ \o qt_ModelViewProjectionMatrix - current 4x4 transformation matrix of the item.
+ \endlist
+
+ Furthermore, it is possible to utilize automatic QML propertybinding into vertex- and fragment shader
+ uniforms. Conversions are done according to the table below:
+
+ \table
+ \header
+ \o QML property
+ \o GLSL uniform
+ \row
+ \o property double foo: 1.0
+ \o uniform highp float foo
+ \row
+ \o property real foo: 1.0
+ \o uniform highp float foo
+ \row
+ \o property bool foo: true
+ \o uniform bool foo
+ \row
+ \o property int foo: 1
+ \o uniform int foo
+ \row
+ \o property variant foo: Qt.point(1,1)
+ \o uniform highp vec2 foo
+ \row
+ \o property variant foo: Qt.size(1, 1)
+ \o uniform highp vec2 foo
+ \row
+ \o property variant foo: Qt.rect(1, 1, 2, 2)
+ \o uniform highp vec4 foo
+ \row
+ \o property color foo: "#00000000"
+ \o uniform lowp vec4 foo
+ \row
+ \o property variant foo: Qt.vector3d(1.0, 2.0, 0.0)
+ \o uniform highp vec3 foo
+ \row
+ \o property variant foo: ShaderEffectSource { SourceItem: bar }
+ \o uniform lowp sampler2D foo
+ \endtable
+ \note
+ The uniform precision definitions in the above table are not strict, it is possible to choose the uniform
+ precision based on what is the most suitable for the shader code for that particular uniform.
+
+
+ The below example uses fragment shader to create simple wiggly effect to a text label.
+ Automatic property binding takes care of binding the properties to the uniforms if their
+ names are identical. ShaderEffectSource referring to textLabel is bound to sampler2D uniform inside the fragment
+ shader code.
+
+ \qml
+import QtQuick 1.0
+import Qt.labs.shaders 1.0
+
+Rectangle {
+ width: 300
+ height: 300
+ color: "black"
+
+ Text {
+ id: textLabel
+ text: "Hello World"
+ anchors.centerIn: parent
+ font.pixelSize: 32
+ color: "white"
+
+ }
+
+ ShaderEffectItem {
+ property variant source: ShaderEffectSource { sourceItem: textLabel; hideSource: true }
+ property real wiggleAmount: 0.005
+ anchors.fill: textLabel
+
+ fragmentShader: "
+ varying highp vec2 qt_TexCoord0;
+ uniform sampler2D source;
+ uniform highp float wiggleAmount;
+ void main(void)
+ {
+ highp vec2 wiggledTexCoord = qt_TexCoord0;
+ wiggledTexCoord.s += sin(4.0 * 3.141592653589 * wiggledTexCoord.t) * wiggleAmount;
+ gl_FragColor = texture2D(source, wiggledTexCoord.st);
+ }
+ "
+ }
+}
+ \endqml
+ \image Example1.png
+
+*/
+
+ShaderEffectItem::ShaderEffectItem(QDeclarativeItem *parent)
+ : QDeclarativeItem(parent)
+ , m_meshResolution(1, 1)
+ , m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
+ , m_blending(true)
+ , m_program_dirty(true)
+ , m_active(true)
+ , m_respectsMatrix(false)
+ , m_respectsOpacity(false)
+ , m_checkedViewportUpdateMode(false)
+ , m_checkedOpenGL(false)
+ , m_checkedShaderPrograms(false)
+ , m_hasShaderPrograms(false)
+ , m_mirrored(false)
+ , m_defaultVertexShader(true)
+{
+ setFlag(QGraphicsItem::ItemHasNoContents, false);
+ connect(this, SIGNAL(visibleChanged()), this, SLOT(handleVisibilityChange()));
+ m_active = isVisible();
+}
+
+ShaderEffectItem::~ShaderEffectItem()
+{
+ reset();
+}
+
+
+/*!
+ \qmlproperty string ShaderEffectItem::fragmentShader
+ This property holds the OpenGL fragment shader code.
+
+ The default fragment shader is following:
+
+ \code
+ varying highp vec2 qt_TexCoord0;
+ uniform sampler2D source;
+ void main(void)
+ {
+ gl_FragColor = texture2D(source, qt_TexCoord0.st);
+ }
+ \endcode
+
+*/
+
+/*!
+ \property ShaderEffectItem::fragmentShader
+ \brief the OpenGL fragment shader code.
+*/
+
+void ShaderEffectItem::setFragmentShader(const QString &code)
+{
+ if (m_fragment_code.constData() == code.constData())
+ return;
+
+ m_fragment_code = code;
+ if (isComponentComplete()) {
+ reset();
+ updateProperties();
+ }
+ emit fragmentShaderChanged();
+}
+
+/*!
+ \qmlproperty string ShaderEffectItem::vertexShader
+ This property holds the OpenGL vertex shader code.
+
+ The default vertex shader is following:
+
+ \code
+ uniform highp mat4 qt_ModelViewProjectionMatrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+ void main(void)
+ {
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
+ }
+ \endcode
+
+*/
+
+/*!
+ \property ShaderEffectItem::vertexShader
+ \brief the OpenGL vertex shader code.
+*/
+
+void ShaderEffectItem::setVertexShader(const QString &code)
+{
+ if (m_vertex_code.constData() == code.constData())
+ return;
+
+ m_vertex_code = code;
+ m_defaultVertexShader = false;
+ if (isComponentComplete()) {
+ reset();
+ updateProperties();
+ }
+ emit vertexShaderChanged();
+}
+
+/*!
+ \qmlproperty bool ShaderEffectItem::blending
+ This property defines whether item is drawn using blending.
+
+ If true, the RGBA pixel output from the fragment shader is blended with
+ the pixel RGBA-values already in the framebuffer.
+
+ If false, fragment shader output is written to framebuffer as such.
+
+ Usually drawing without blending is slightly faster, thus disabling blending
+ might be a good choice when item is used as a background element.
+
+ \note
+ By default the pixel data in textures is stored in 32-bit premultiplied alpha format.
+ This should be taken into account when blending or reading the pixel values
+ in the fragment shader code.
+
+ The default value is true.
+*/
+
+/*!
+ \property ShaderEffectItem::blending
+ \brief the drawing is done using blending.
+*/
+
+void ShaderEffectItem::setBlending(bool enable)
+{
+ if (m_blending == enable)
+ return;
+
+ m_blending = enable;
+ m_changed = true;
+ emit blendingChanged();
+}
+
+
+/*!
+ \qmlproperty QSize ShaderEffectItem::meshResolution
+ This property defines to how many triangles the item is divided into before its
+ vertices are passed to the vertex shader.
+
+ Triangles are defined as triangle strips and the amount of triangles can be controlled
+ separately for x and y-axis.
+
+ The default value is QSize(1,1).
+*/
+
+/*!
+ \property ShaderEffectItem::meshResolution
+ \brief the amount of triangles in the mesh for both x and y-axis.
+*/
+
+void ShaderEffectItem::setMeshResolution(const QSize &size)
+{
+ if (size == m_meshResolution)
+ return;
+
+ m_meshResolution = size;
+ emit meshResolutionChanged();
+ updateGeometry();
+}
+
+void ShaderEffectItem::componentComplete()
+{
+ updateProperties();
+ QDeclarativeItem::componentComplete();
+}
+
+void ShaderEffectItem::checkViewportUpdateMode()
+{
+ if (!m_checkedViewportUpdateMode) {
+ QGraphicsScene *s = scene();
+ if (s){
+ QList<QGraphicsView*> views = s->views();
+ for (int i = 0; i < views.count(); i++) {
+ if (views[i]->viewportUpdateMode() != QGraphicsView::FullViewportUpdate) {
+ qWarning() << "ShaderEffectItem::checkViewportUpdateMode - consider setting QGraphicsView::FullViewportUpdate mode with OpenGL!";
+ }
+ }
+ }
+ m_checkedViewportUpdateMode = true;
+ }
+}
+
+void ShaderEffectItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *)
+{
+ if (!m_active) return;
+
+ const QGLContext *context = QGLContext::currentContext();
+
+ if (context) {
+ if (!m_checkedShaderPrograms) {
+ m_hasShaderPrograms = QGLShaderProgram::hasOpenGLShaderPrograms(context);
+ m_checkedShaderPrograms = true;
+
+ if (!m_hasShaderPrograms)
+ qWarning() << "ShaderEffectItem::paint - Shader programs are not supported";
+ }
+
+ if ( !m_hasShaderPrograms )
+ return;
+
+ checkViewportUpdateMode();
+ painter->save();
+ painter->beginNativePainting();
+ QMatrix4x4 combinedMatrix = QMatrix4x4(painter->transform());
+ renderEffect(painter, combinedMatrix);
+ painter->endNativePainting();
+ painter->restore();
+ } else {
+ if (!m_checkedOpenGL) {
+ qWarning() << "ShaderEffectItem::paint - OpenGL not available";
+ m_checkedOpenGL = true;
+ }
+ }
+}
+
+void ShaderEffectItem::renderEffect(QPainter *painter, const QMatrix4x4 &matrix)
+{
+ if (!painter || !painter->device())
+ return;
+
+ if (!m_program.isLinked() || m_program_dirty)
+ updateShaderProgram();
+
+ m_program.bind();
+
+ QMatrix4x4 combinedMatrix;
+ combinedMatrix.scale(2.0 / painter->device()->width(), -2.0 / painter->device()->height(), 1.0);
+ combinedMatrix.translate(-painter->device()->width() / 2.0, -painter->device()->height() / 2.0 );
+ combinedMatrix *= matrix;
+ updateEffectState(combinedMatrix);
+
+ for (int i = 0; i < m_attributeNames.size(); ++i) {
+ m_program.enableAttributeArray(m_geometry.attributes()[i].position);
+ }
+
+ bindGeometry();
+
+ // Optimization, disable depth test when we know we don't need it.
+ if (m_defaultVertexShader) {
+ glDepthMask(false);
+ glDisable(GL_DEPTH_TEST);
+ } else {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_GREATER);
+ glDepthMask(true);
+#if defined(QT_OPENGL_ES)
+ glClearDepthf(0);
+#else
+ glClearDepth(0);
+#endif
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ if (m_blending){
+ glEnable(GL_BLEND);
+ glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glDisable(GL_BLEND);
+ }
+
+ if (m_geometry.indexCount())
+ glDrawElements(m_geometry.drawingMode(), m_geometry.indexCount(), m_geometry.indexType(), m_geometry.indexData());
+ else
+ glDrawArrays(m_geometry.drawingMode(), 0, m_geometry.vertexCount());
+
+ glDepthMask(false);
+ glDisable(GL_DEPTH_TEST);
+
+ for (int i = 0; i < m_attributeNames.size(); ++i)
+ m_program.disableAttributeArray(m_geometry.attributes()[i].position);
+}
+
+void ShaderEffectItem::updateEffectState(const QMatrix4x4 &matrix)
+{
+ for (int i = m_sources.size() - 1; i >= 0; --i) {
+ const ShaderEffectItem::SourceData &source = m_sources.at(i);
+ if (!source.source)
+ continue;
+
+ glActiveTexture(GL_TEXTURE0 + i);
+ source.source->bind();
+ }
+
+ if (m_respectsOpacity)
+ m_program.setUniformValue("qt_Opacity", static_cast<float> (effectiveOpacity()));
+
+ if (m_respectsMatrix){
+ m_program.setUniformValue("qt_ModelViewProjectionMatrix", matrix);
+ }
+
+ QSet<QByteArray>::const_iterator it;
+ for (it = m_uniformNames.begin(); it != m_uniformNames.end(); ++it) {
+ const QByteArray &name = *it;
+ QVariant v = property(name.constData());
+
+ switch (v.type()) {
+ case QVariant::Color:
+ m_program.setUniformValue(name.constData(), qvariant_cast<QColor>(v));
+ break;
+ case QVariant::Double:
+ m_program.setUniformValue(name.constData(), (float) qvariant_cast<double>(v));
+ break;
+ case QVariant::Transform:
+ m_program.setUniformValue(name.constData(), qvariant_cast<QTransform>(v));
+ break;
+ case QVariant::Int:
+ m_program.setUniformValue(name.constData(), v.toInt());
+ break;
+ case QVariant::Bool:
+ m_program.setUniformValue(name.constData(), GLint(v.toBool()));
+ break;
+ case QVariant::Size:
+ case QVariant::SizeF:
+ m_program.setUniformValue(name.constData(), v.toSizeF());
+ break;
+ case QVariant::Point:
+ case QVariant::PointF:
+ m_program.setUniformValue(name.constData(), v.toPointF());
+ break;
+ case QVariant::Rect:
+ case QVariant::RectF:
+ {
+ QRectF r = v.toRectF();
+ m_program.setUniformValue(name.constData(), r.x(), r.y(), r.width(), r.height());
+ }
+ break;
+ case QVariant::Vector3D:
+ m_program.setUniformValue(name.constData(), qvariant_cast<QVector3D>(v));
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+static inline int size_of_type(GLenum type)
+{
+ static int sizes[] = {
+ sizeof(char),
+ sizeof(unsigned char),
+ sizeof(short),
+ sizeof(unsigned short),
+ sizeof(int),
+ sizeof(unsigned int),
+ sizeof(float),
+ 2,
+ 3,
+ 4,
+ sizeof(double)
+ };
+ return sizes[type - GL_BYTE];
+}
+
+void ShaderEffectItem::bindGeometry()
+{
+ char const *const *attrNames = m_attributeNames.constData();
+ int offset = 0;
+ for (int j = 0; j < m_attributeNames.size(); ++j) {
+ if (!*attrNames[j])
+ continue;
+ Q_ASSERT_X(j < m_geometry.attributeCount(), "ShaderEffectItem::bindGeometry()", "Geometry lacks attribute required by material");
+ const QSGGeometry::Attribute &a = m_geometry.attributes()[j];
+ Q_ASSERT_X(j == a.position, "ShaderEffectItem::bindGeometry()", "Geometry does not have continuous attribute positions");
+#if defined(QT_OPENGL_ES_2)
+ GLboolean normalize = a.type != GL_FLOAT;
+#else
+ GLboolean normalize = a.type != GL_FLOAT && a.type != GL_DOUBLE;
+#endif
+ if (normalize)
+ qWarning() << "ShaderEffectItem::bindGeometry() - non supported attribute type!";
+
+ m_program.setAttributeArray(a.position, (GLfloat*) (((char*) m_geometry.vertexData()) + offset), a.tupleSize, m_geometry.stride());
+ //glVertexAttribPointer(a.position, a.tupleSize, a.type, normalize, m_geometry.stride(), (char *) m_geometry.vertexData() + offset);
+ offset += a.tupleSize * size_of_type(a.type);
+ }
+}
+
+void ShaderEffectItem::updateGeometry()
+{
+ QRectF srcRect(0, 1, 1, -1);
+
+ if (m_mirrored)
+ srcRect = QRectF(0, 0, 1, 1);
+
+ QRectF dstRect = QRectF(0,0, width(), height());
+
+ int vmesh = m_meshResolution.height();
+ int hmesh = m_meshResolution.width();
+
+ QSGGeometry *g = &m_geometry;
+ if (vmesh == 1 && hmesh == 1) {
+ if (g->vertexCount() != 4)
+ g->allocate(4);
+ QSGGeometry::updateTexturedRectGeometry(g, dstRect, srcRect);
+ return;
+ }
+
+ g->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2));
+
+ QSGGeometry::TexturedPoint2D *vdata = g->vertexDataAsTexturedPoint2D();
+
+ for (int iy = 0; iy <= vmesh; ++iy) {
+ float fy = iy / float(vmesh);
+ float y = float(dstRect.top()) + fy * float(dstRect.height());
+ float ty = float(srcRect.top()) + fy * float(srcRect.height());
+ for (int ix = 0; ix <= hmesh; ++ix) {
+ float fx = ix / float(hmesh);
+ vdata->x = float(dstRect.left()) + fx * float(dstRect.width());
+ vdata->y = y;
+ vdata->tx = float(srcRect.left()) + fx * float(srcRect.width());
+ vdata->ty = ty;
+ ++vdata;
+ }
+ }
+
+ quint16 *indices = (quint16 *)g->indexDataAsUShort();
+ int i = 0;
+ for (int iy = 0; iy < vmesh; ++iy) {
+ *(indices++) = i + hmesh + 1;
+ for (int ix = 0; ix <= hmesh; ++ix, ++i) {
+ *(indices++) = i + hmesh + 1;
+ *(indices++) = i;
+ }
+ *(indices++) = i - 1;
+ }
+}
+
+void ShaderEffectItem::setActive(bool enable)
+{
+ if (m_active == enable)
+ return;
+
+ if (m_active) {
+ for (int i = 0; i < m_sources.size(); ++i) {
+ ShaderEffectSource *source = m_sources.at(i).source;
+ if (!source)
+ continue;
+ disconnect(source, SIGNAL(repaintRequired()), this, SLOT(markDirty()));
+ source->derefFromEffectItem();
+ }
+ }
+
+ m_active = enable;
+
+ if (m_active) {
+ for (int i = 0; i < m_sources.size(); ++i) {
+ ShaderEffectSource *source = m_sources.at(i).source;
+ if (!source)
+ continue;
+ source->refFromEffectItem();
+ connect(source, SIGNAL(repaintRequired()), this, SLOT(markDirty()));
+ }
+ }
+
+ emit activeChanged();
+ markDirty();
+}
+
+void ShaderEffectItem::preprocess()
+{
+ for (int i = 0; i < m_sources.size(); ++i) {
+ ShaderEffectSource *source = m_sources.at(i).source;
+ if (source)
+ source->updateBackbuffer();
+ }
+}
+
+void ShaderEffectItem::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
+{
+ if (newGeometry.size() != oldGeometry.size())
+ updateGeometry();
+ QDeclarativeItem::geometryChanged(newGeometry, oldGeometry);
+}
+
+void ShaderEffectItem::changeSource(int index)
+{
+ Q_ASSERT(index >= 0 && index < m_sources.size());
+ QVariant v = property(m_sources.at(index).name.constData());
+ setSource(v, index);
+}
+
+void ShaderEffectItem::markDirty() {
+ update();
+}
+
+void ShaderEffectItem::setSource(const QVariant &var, int index)
+{
+ Q_ASSERT(index >= 0 && index < m_sources.size());
+
+ SourceData &source = m_sources[index];
+
+ source.source = 0;
+ source.item = 0;
+ if (var.isNull()) {
+ return;
+ } else if (!qVariantCanConvert<QObject *>(var)) {
+ qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData());
+ return;
+ }
+
+ QObject *obj = qVariantValue<QObject *>(var);
+
+ source.source = qobject_cast<ShaderEffectSource *>(obj);
+ source.item = qobject_cast<QDeclarativeItem *>(obj);
+
+ if (!source.item)
+ qWarning("Could not assign property '%s', did not implement QDeclarativeItem.", source.name.constData());
+
+ if (!source.source)
+ qWarning("Could not assign property '%s', did not implement ShaderEffectSource.", source.name.constData());
+
+ // TODO: Find better solution.
+ // 'source.item' needs a canvas to get a scenegraph node.
+ // The easiest way to make sure it gets a canvas is to
+ // make it a part of the same item tree as 'this'.
+ if (source.item && source.item->parentItem() == 0) {
+ source.item->setParentItem(this);
+ // Unlike in scenegraph, we cannot set item invisible here because qgraphicsview would optimize it away.
+ }
+
+ // Unlike in scenegraph, ref counting is used to optimize memory consumption. Sources themself may free fbos when not referenced.
+ if (m_active && source.source) {
+ source.source->refFromEffectItem();
+ connect(source.source, SIGNAL(repaintRequired()), this, SLOT(markDirty()));
+ }
+}
+
+void ShaderEffectItem::disconnectPropertySignals()
+{
+ disconnect(this, 0, this, SLOT(markDirty()));
+ for (int i = 0; i < m_sources.size(); ++i) {
+ SourceData &source = m_sources[i];
+ disconnect(this, 0, source.mapper, 0);
+ disconnect(source.mapper, 0, this, 0);
+ }
+}
+
+void ShaderEffectItem::connectPropertySignals()
+{
+ QSet<QByteArray>::const_iterator it;
+ for (it = m_uniformNames.begin(); it != m_uniformNames.end(); ++it) {
+ int pi = metaObject()->indexOfProperty(it->constData());
+ if (pi >= 0) {
+ QMetaProperty mp = metaObject()->property(pi);
+ if (!mp.hasNotifySignal())
+ qWarning("ShaderEffectItem: property '%s' does not have notification method!", it->constData());
+ QByteArray signalName("2");
+ signalName.append(mp.notifySignal().signature());
+ connect(this, signalName, this, SLOT(markDirty()));
+ } else {
+ qWarning("ShaderEffectItem: '%s' does not have a matching property!", it->constData());
+ }
+ }
+ for (int i = 0; i < m_sources.size(); ++i) {
+ SourceData &source = m_sources[i];
+ int pi = metaObject()->indexOfProperty(source.name.constData());
+ if (pi >= 0) {
+ QMetaProperty mp = metaObject()->property(pi);
+ QByteArray signalName("2");
+ signalName.append(mp.notifySignal().signature());
+ connect(this, signalName, source.mapper, SLOT(map()));
+ source.mapper->setMapping(this, i);
+ connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int)));
+ } else {
+ qWarning("ShaderEffectItem: '%s' does not have a matching source!", source.name.constData());
+ }
+ }
+}
+
+void ShaderEffectItem::reset()
+{
+ disconnectPropertySignals();
+
+ m_program.removeAllShaders();
+ m_attributeNames.clear();
+ m_uniformNames.clear();
+ for (int i = 0; i < m_sources.size(); ++i) {
+ const SourceData &source = m_sources.at(i);
+ if (m_active && source.source)
+ source.source->derefFromEffectItem();
+ delete source.mapper;
+ }
+
+ m_sources.clear();
+ m_program_dirty = true;
+}
+
+void ShaderEffectItem::updateProperties()
+{
+ QString vertexCode = m_vertex_code;
+ QString fragmentCode = m_fragment_code;
+
+ if (vertexCode.isEmpty())
+ vertexCode = qt_default_vertex_code;
+
+ if (fragmentCode.isEmpty())
+ fragmentCode = qt_default_fragment_code;
+
+ lookThroughShaderCode(vertexCode);
+ lookThroughShaderCode(fragmentCode);
+
+ if (!m_attributeNames.contains(qt_postion_attribute_name))
+ qWarning("ShaderEffectItem: Missing reference to \'%s\'.", qt_postion_attribute_name);
+ if (!m_attributeNames.contains(qt_texcoord_attribute_name))
+ qWarning("ShaderEffectItem: Missing reference to \'%s\'.", qt_texcoord_attribute_name);
+ if (!m_respectsMatrix)
+ qWarning("ShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
+
+ for (int i = 0; i < m_sources.size(); ++i) {
+ QVariant v = property(m_sources.at(i).name);
+ setSource(v, i); // Property exists.
+ }
+
+ connectPropertySignals();
+}
+
+void ShaderEffectItem::updateShaderProgram()
+{
+ QString vertexCode = m_vertex_code;
+ QString fragmentCode = m_fragment_code;
+
+ if (vertexCode.isEmpty())
+ vertexCode = QString::fromLatin1(qt_default_vertex_code);
+
+ if (fragmentCode.isEmpty())
+ fragmentCode = QString::fromLatin1(qt_default_fragment_code);
+
+ m_program.addShaderFromSourceCode(QGLShader::Vertex, vertexCode);
+ m_program.addShaderFromSourceCode(QGLShader::Fragment, fragmentCode);
+
+ for (int i = 0; i < m_attributeNames.size(); ++i) {
+ m_program.bindAttributeLocation(m_attributeNames.at(i), m_geometry.attributes()[i].position);
+ }
+
+ if (!m_program.link()) {
+ qWarning("ShaderEffectItem: Shader compilation failed:");
+ qWarning() << m_program.log();
+ }
+
+ if (!m_attributeNames.contains(qt_postion_attribute_name))
+ qWarning("ShaderEffectItem: Missing reference to \'qt_Vertex\'.");
+ if (!m_attributeNames.contains(qt_texcoord_attribute_name))
+ qWarning("ShaderEffectItem: Missing reference to \'qt_MultiTexCoord0\'.");
+ if (!m_respectsMatrix)
+ qWarning("ShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
+
+ if (m_program.isLinked()) {
+ m_program.bind();
+ for (int i = 0; i < m_sources.size(); ++i)
+ m_program.setUniformValue(m_sources.at(i).name.constData(), i);
+ }
+
+ m_program_dirty = false;
+}
+
+void ShaderEffectItem::lookThroughShaderCode(const QString &code)
+{
+ // Regexp for matching attributes and uniforms.
+ // In human readable form: attribute|uniform [lowp|mediump|highp] <type> <name>
+ static QRegExp re(QLatin1String("\\b(attribute|uniform)\\b\\s*\\b(?:lowp|mediump|highp)?\\b\\s*\\b(\\w+)\\b\\s*\\b(\\w+)"));
+ Q_ASSERT(re.isValid());
+
+ int pos = -1;
+
+ //QString wideCode = QString::fromLatin1(code.constData(), code.size());
+ QString wideCode = code;
+
+ while ((pos = re.indexIn(wideCode, pos + 1)) != -1) {
+ QByteArray decl = re.cap(1).toLatin1(); // uniform or attribute
+ QByteArray type = re.cap(2).toLatin1(); // type
+ QByteArray name = re.cap(3).toLatin1(); // variable name
+
+ if (decl == "attribute") {
+ if (name == qt_postion_attribute_name) {
+ m_attributeNames.insert(0, qt_postion_attribute_name);
+ } else if (name == "qt_MultiTexCoord0") {
+ if (m_attributeNames.at(0) == 0) {
+ m_attributeNames.insert(0, qt_emptyAttributeName);
+ }
+ m_attributeNames.insert(1, qt_texcoord_attribute_name);
+ } else {
+ // TODO: Support user defined attributes.
+ qWarning("ShaderEffectItem: Attribute \'%s\' not recognized.", name.constData());
+ }
+ } else {
+ Q_ASSERT(decl == "uniform");
+
+ if (name == "qt_ModelViewProjectionMatrix") {
+ m_respectsMatrix = true;
+ } else if (name == "qt_Opacity") {
+ m_respectsOpacity = true;
+ } else {
+ m_uniformNames.insert(name);
+ if (type == "sampler2D") {
+ SourceData d;
+ d.mapper = new QSignalMapper;
+ d.source = 0;
+ d.name = name;
+ d.item = 0;
+ m_sources.append(d);
+ }
+ }
+ }
+ }
+}
+
+void ShaderEffectItem::handleVisibilityChange()
+{
+ setActive(isVisible());
+}