1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
|
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QML Shaders plugin of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** 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, Digia gives you certain additional
** rights. 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 "shadereffectsource.h"
#include "shadereffectbuffer.h"
#include "shadereffect.h"
#include "glfunctions.h"
#include <QtOpenGL>
/*!
\qmlclass ShaderEffectSource ShaderEffectSource
\ingroup qml-shader-elements
\brief The ShaderEffectSource object encapsulates the source content for the ShaderEffectItem.
ShaderEffectSource 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 OpenGL shaders in QML,
and may be heavily changed or removed in later versions.
Requirement for the ability to use of shaders is that the application is either using
opengl graphicssystem or has set QGLWidget as the viewport to QDeclarativeView (recommended way).
ShaderEffectSource object encapsulates the source content so that it can be utilized in ShaderEffectItem.
Source content can be a live QML object tree, or a snapshot of QML object tree.
*/
ShaderEffectSource::ShaderEffectSource(QDeclarativeItem *parent)
: QDeclarativeItem(parent)
, m_sourceItem(0)
, m_wrapMode(ClampToEdge)
, m_sourceRect(0, 0, 0, 0)
, m_textureSize(0, 0)
, m_format(RGBA)
, m_size(0, 0)
, m_fbo(0)
, m_multisampledFbo(0)
, m_refs(0)
, m_dirtyTexture(true)
, m_dirtySceneGraph(true)
, m_multisamplingSupported(false)
, m_checkedForMultisamplingSupport(false)
, m_live(true)
, m_hideSource(false)
, m_mirrored(false)
{
}
ShaderEffectSource::~ShaderEffectSource()
{
if (m_refs && m_sourceItem)
detachSourceItem();
delete m_fbo;
delete m_multisampledFbo;
}
/*!
\qmlproperty Item ShaderEffectSource::sourceItem
This property holds the Item which is used as the source for the shader effect.
If the item has children, those are included as well.
\note When source item content is passed to the ShaderEffectItem(s), it is always clipped to the boundingrect of the
sourceItem regardless of its clipping property.
*/
void ShaderEffectSource::setSourceItem(QDeclarativeItem *item)
{
if (item == m_sourceItem)
return;
if (m_sourceItem) {
disconnect(m_sourceItem, SIGNAL(widthChanged()), this, SLOT(markSourceSizeDirty()));
disconnect(m_sourceItem, SIGNAL(heightChanged()), this, SLOT(markSourceSizeDirty()));
if (m_refs)
detachSourceItem();
}
m_sourceItem = item;
if (m_sourceItem) {
// Must have some item as parent
if (m_sourceItem->parentItem() == 0)
m_sourceItem->setParentItem(this);
if (m_refs)
attachSourceItem();
connect(m_sourceItem, SIGNAL(widthChanged()), this, SLOT(markSourceSizeDirty()));
connect(m_sourceItem, SIGNAL(heightChanged()), this, SLOT(markSourceSizeDirty()));
}
updateSizeAndTexture();
emit sourceItemChanged();
emit repaintRequired();
}
/*!
\qmlproperty QRectF ShaderEffectSource::sourceRect
This property can be used to specify margins for the source content.
If other value than Qt.rect(0,0,0,0) is assigned to this property, it is interpreted as
specifying a relative source rectangle for the source content.
For example, setting Qt.rect(-10.0, -10.0, 120.0, 120.0) for a source that has width and height
of 100 pixels would produce 10 pixels margins to each side of the source.
Margins are useful when the original content is wanted to be spread outside the original source area,
like when creating a dropshadow with the shader or in other similar effects.
The default value is Qt.rect(0,0,0,0).
*/
void ShaderEffectSource::setSourceRect(const QRectF &rect)
{
if (rect == m_sourceRect)
return;
m_sourceRect = rect;
updateSizeAndTexture();
emit sourceRectChanged();
emit repaintRequired();
m_dirtyTexture = true;
markSourceItemDirty();
}
/*!
\qmlproperty QSize ShaderEffectSource::textureSize
This property holds the size for the texture containing the source content.
If value QSize(0,0) is assigned to this property, texture is resized
according to the source size. Otherwise source content is scaled to
the given size.
The default value is QSize(0,0).
*/
void ShaderEffectSource::setTextureSize(const QSize &size)
{
if (size == m_textureSize)
return;
m_textureSize = size;
updateSizeAndTexture();
emit textureSizeChanged();
emit repaintRequired();
m_dirtyTexture = true;
markSourceItemDirty();
}
/*!
\qmlproperty bool ShaderEffectSource::live
This property holds the optimization flag to define whether the source item content is changing or
static.
If value true is assigned to this property, source item content is re-rendered into a
texture for every frame. Setting the value to false improves the performance as it skips
rendering the source item (and its chidleren) and instead immediately passes the previously
rendered and cached texture to the shaders.
The default value is true.
*/
void ShaderEffectSource::setLive(bool s)
{
if (s == m_live)
return;
m_live = s;
emit liveChanged();
emit repaintRequired();
}
/*!
\qmlproperty bool ShaderEffectSource::hideSource
This property holds the flag to define whether the original source item is
hidden when the effect item is drawn.
The default value is false.
*/
void ShaderEffectSource::setHideSource(bool hide)
{
if (hide == m_hideSource)
return;
m_hideSource = hide;
emit hideSourceChanged();
emit repaintRequired();
}
/*!
\qmlproperty enumeration ShaderEffectSource::wrapMode
This property defines the wrap parameter for the source after it has been mapped as a texture.
\list
\o ShaderEffectSource.ClampToEdge - Causes texturecoordinates to be clamped to the range [ 1/2*N , 1 - 1/2*N ], where N is the texture width.
\o ShaderEffectSource.RepeatHorizontally - Causes the integer part of the horizontal texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a horizontal repeating pattern.
\o ShaderEffectSource.RepeatVertically - Causes the integer part of the vertical texturecoordinate to be ignored; the GL uses only the fractional part, thereby creating a vertical repeating pattern.
\o ShaderEffectSource.Repeat - Causes the integer part of both the horizontal and vertical texturecoordinates to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern.
\endlist
The default value is ClampToEdge.
*/
void ShaderEffectSource::setWrapMode(WrapMode mode)
{
if (mode == m_wrapMode)
return;
m_wrapMode = mode;
emit wrapModeChanged();
m_dirtyTexture = true;
markSourceItemDirty();
}
/*!
\qmlmethod ShaderEffectSource::grab()
Repaints the source item content into the texture.
This method is useful when ShaderEffectSource::live has been set to false and
the changes in the source item content is desired to be made visible for the shaders.
*/
void ShaderEffectSource::grab()
{
m_dirtyTexture = true;
emit repaintRequired();
}
void ShaderEffectSource::bind()
{
GLint filtering = smooth() ? GL_LINEAR : GL_NEAREST;
GLuint hwrap = (m_wrapMode == Repeat || m_wrapMode == RepeatHorizontally) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
GLuint vwrap = (m_wrapMode == Repeat || m_wrapMode == RepeatVertically) ? GL_REPEAT : GL_CLAMP_TO_EDGE;
#if !defined(QT_OPENGL_ES_2)
glEnable(GL_TEXTURE_2D);
#endif
if (m_fbo && m_fbo->isValid()) {
glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
} else {
m_dirtyTexture = true;
emit repaintRequired();
markSourceItemDirty();
glBindTexture(GL_TEXTURE_2D, 0);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, smooth() ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, hwrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, vwrap);
}
void ShaderEffectSource::refFromEffectItem()
{
if (m_refs++ == 0) {
attachSourceItem();
emit activeChanged();
}
}
void ShaderEffectSource::derefFromEffectItem()
{
if (--m_refs == 0) {
detachSourceItem();
emit activeChanged();
}
Q_ASSERT(m_refs >= 0);
}
void ShaderEffectSource::updateBackbuffer()
{
if (!m_sourceItem || !QGLContext::currentContext())
return;
// Multisampling is not (for now) supported.
QSize size = QSize(m_sourceItem->width(), m_sourceItem->height());
if (!m_textureSize.isEmpty())
size = m_textureSize;
if (size.height() > 0 && size.width() > 0) {
QGLFramebufferObjectFormat format;
format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
format.setInternalTextureFormat(m_format);
if (!m_fbo) {
m_fbo = new ShaderEffectBuffer(size, format);
} else {
if (!m_fbo->isValid() || m_fbo->size() != size || m_fbo->format().internalTextureFormat() != GLenum(m_format)) {
delete m_fbo;
m_fbo = 0;
m_fbo = new ShaderEffectBuffer(size, format);
}
}
}
// Note that real update for the source content happens in shadereffect.cpp
m_dirtyTexture = false;
}
void ShaderEffectSource::markSceneGraphDirty()
{
m_dirtySceneGraph = true;
emit repaintRequired();
}
void ShaderEffectSource::markSourceSizeDirty()
{
Q_ASSERT(m_sourceItem);
if (m_textureSize.isEmpty())
updateSizeAndTexture();
if (m_refs)
emit repaintRequired();
}
void ShaderEffectSource::markSourceItemDirty()
{
m_dirtyTexture = true;
if (m_sourceItem) {
ShaderEffect* effect = qobject_cast<ShaderEffect*> (m_sourceItem->graphicsEffect());
if (effect)
effect->m_changed = true;
}
}
void ShaderEffectSource::updateSizeAndTexture()
{
if (m_sourceItem) {
QSize size = m_textureSize;
if (size.isEmpty())
size = QSize(m_sourceItem->width(), m_sourceItem->height());
if (size.width() < 1)
size.setWidth(1);
if (size.height() < 1)
size.setHeight(1);
if (m_fbo && (m_fbo->size() != size || !m_fbo->isValid())) {
delete m_fbo;
m_fbo = 0;
delete m_multisampledFbo;
m_fbo = m_multisampledFbo = 0;
}
if (m_size.width() != size.width()) {
m_size.setWidth(size.width());
emit widthChanged();
}
if (m_size.height() != size.height()) {
m_size.setHeight(size.height());
emit heightChanged();
}
m_dirtyTexture = true;
} else {
if (m_size.width() != 0) {
m_size.setWidth(0);
emit widthChanged();
}
if (m_size.height() != 0) {
m_size.setHeight(0);
emit heightChanged();
}
}
}
void ShaderEffectSource::attachSourceItem()
{
if (!m_sourceItem)
return;
ShaderEffect *effect = qobject_cast<ShaderEffect*> (m_sourceItem->graphicsEffect());
if (!effect) {
effect = new ShaderEffect();
m_sourceItem->setGraphicsEffect(effect);
}
if (effect)
effect->addRenderTarget(this);
m_sourceItem->update();
}
void ShaderEffectSource::detachSourceItem()
{
if (!m_sourceItem)
return;
ShaderEffect* effect = qobject_cast<ShaderEffect*> (m_sourceItem->graphicsEffect());
if (effect)
effect->removeRenderTarget(this);
delete m_fbo;
m_fbo = 0;
delete m_multisampledFbo;
m_multisampledFbo = 0;
m_dirtyTexture = true;
}
|