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These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qgraphicsshadereffect_p.h" #if !defined(QT_OPENGL_ES_1) #include "qglshaderprogram.h" #include "gl2paintengineex/qglcustomshaderstage_p.h" #define QGL_HAVE_CUSTOM_SHADERS 1 #endif #include #include #include QT_BEGIN_NAMESPACE /*# \class QGraphicsShaderEffect \brief The QGraphicsShaderEffect class is the base class for creating custom GLSL shader effects in a QGraphicsScene. \since 4.6 \ingroup multimedia \ingroup graphicsview-api The specific effect is defined by a fragment of GLSL source code supplied to setPixelShaderFragment(). This source code must define a function with the signature \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)} that returns the source pixel value to use in the paint engine's shader program. The shader fragment is linked with the regular shader code used by the GL2 paint engine to construct a complete QGLShaderProgram. The following example shader converts the incoming pixmap to grayscale and then applies a colorize operation using the \c effectColor value: \code static char const colorizeShaderCode[] = "uniform lowp vec4 effectColor;\n" "lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {\n" " vec4 src = texture2D(imageTexture, textureCoords);\n" " float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));\n" " vec4 colorize = 1.0-((1.0-gray)*(1.0-effectColor));\n" " return vec4(colorize.rgb, src.a);\n" "}"; \endcode To use this shader code, it is necessary to define a subclass of QGraphicsShaderEffect as follows: \code class ColorizeEffect : public QGraphicsShaderEffect { Q_OBJECT public: ColorizeEffect(QObject *parent = 0) : QGraphicsShaderEffect(parent), color(Qt::black) { setPixelShaderFragment(colorizeShaderCode); } QColor effectColor() const { return color; } void setEffectColor(const QColor& c) { color = c; setUniformsDirty(); } protected: void setUniforms(QGLShaderProgram *program) { program->setUniformValue("effectColor", color); } private: QColor color; }; \endcode The setUniforms() function is called when the effect is about to be used for drawing to give the subclass the opportunity to set effect-specific uniform variables. QGraphicsShaderEffect is only supported when the GL2 paint engine is in use. When any other paint engine is in use (GL1, raster, etc), the drawItem() method will draw its item argument directly with no effect applied. \sa QGraphicsEffect */ static const char qglslDefaultImageFragmentShader[] = "\ lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { \ return texture2D(imageTexture, textureCoords); \ }\n"; #ifdef QGL_HAVE_CUSTOM_SHADERS class QGLCustomShaderEffectStage : public QGLCustomShaderStage { public: QGLCustomShaderEffectStage (QGraphicsShaderEffect *e, const QByteArray& source) : QGLCustomShaderStage(), effect(e) { setSource(source); } void setUniforms(QGLShaderProgram *program); QGraphicsShaderEffect *effect; }; void QGLCustomShaderEffectStage::setUniforms(QGLShaderProgram *program) { effect->setUniforms(program); } #endif class QGraphicsShaderEffectPrivate : public QGraphicsEffectPrivate { Q_DECLARE_PUBLIC(QGraphicsShaderEffect) public: QGraphicsShaderEffectPrivate() : pixelShaderFragment(qglslDefaultImageFragmentShader) #ifdef QGL_HAVE_CUSTOM_SHADERS , customShaderStage(0) #endif { } QByteArray pixelShaderFragment; #ifdef QGL_HAVE_CUSTOM_SHADERS QGLCustomShaderEffectStage *customShaderStage; #endif }; /*# Constructs a shader effect and attaches it to \a parent. */ QGraphicsShaderEffect::QGraphicsShaderEffect(QObject *parent) : QGraphicsEffect(*new QGraphicsShaderEffectPrivate(), parent) { } /*# Destroys this shader effect. */ QGraphicsShaderEffect::~QGraphicsShaderEffect() { #ifdef QGL_HAVE_CUSTOM_SHADERS Q_D(QGraphicsShaderEffect); delete d->customShaderStage; #endif } /*# Returns the source code for the pixel shader fragment for this shader effect. The default is a shader that copies its incoming pixmap directly to the output with no effect applied. \sa setPixelShaderFragment() */ QByteArray QGraphicsShaderEffect::pixelShaderFragment() const { Q_D(const QGraphicsShaderEffect); return d->pixelShaderFragment; } /*# Sets the source code for the pixel shader fragment for this shader effect to \a code. The \a code must define a GLSL function with the signature \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)} that returns the source pixel value to use in the paint engine's shader program. The following is the default pixel shader fragment, which draws a pixmap with no effect applied: \code lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { return texture2D(imageTexture, textureCoords); } \endcode \sa pixelShaderFragment(), setUniforms() */ void QGraphicsShaderEffect::setPixelShaderFragment(const QByteArray& code) { Q_D(QGraphicsShaderEffect); if (d->pixelShaderFragment != code) { d->pixelShaderFragment = code; #ifdef QGL_HAVE_CUSTOM_SHADERS delete d->customShaderStage; d->customShaderStage = 0; #endif } } /*# \reimp */ void QGraphicsShaderEffect::draw(QPainter *painter) { Q_D(QGraphicsShaderEffect); #ifdef QGL_HAVE_CUSTOM_SHADERS // Set the custom shader on the paint engine. The setOnPainter() // call may fail if the paint engine is not GL2. In that case, // we fall through to drawing the pixmap normally. if (!d->customShaderStage) { d->customShaderStage = new QGLCustomShaderEffectStage (this, d->pixelShaderFragment); } bool usingShader = d->customShaderStage->setOnPainter(painter); QPoint offset; if (sourceIsPixmap()) { // No point in drawing in device coordinates (pixmap will be scaled anyways). const QPixmap pixmap = sourcePixmap(Qt::LogicalCoordinates, &offset); painter->drawPixmap(offset, pixmap); } else { // Draw pixmap in device coordinates to avoid pixmap scaling. const QPixmap pixmap = sourcePixmap(Qt::DeviceCoordinates, &offset); QTransform restoreTransform = painter->worldTransform(); painter->setWorldTransform(QTransform()); painter->drawPixmap(offset, pixmap); painter->setWorldTransform(restoreTransform); } // Remove the custom shader to return to normal painting operations. if (usingShader) d->customShaderStage->removeFromPainter(painter); #else drawSource(painter); #endif } /*# Sets the custom uniform variables on this shader effect to be dirty. The setUniforms() function will be called the next time the shader program corresponding to this effect is used. This function is typically called by subclasses when an effect-specific parameter is changed by the application. \sa setUniforms() */ void QGraphicsShaderEffect::setUniformsDirty() { #ifdef QGL_HAVE_CUSTOM_SHADERS Q_D(QGraphicsShaderEffect); if (d->customShaderStage) d->customShaderStage->setUniformsDirty(); #endif } /*# Sets custom uniform variables on the current GL context when \a program is about to be used by the paint engine. This function should be overridden if the shader set with setPixelShaderFragment() has additional parameters beyond those that the paint engine normally sets itself. \sa setUniformsDirty() */ void QGraphicsShaderEffect::setUniforms(QGLShaderProgram *program) { Q_UNUSED(program); } QT_END_NAMESPACE