274 lines
8.7 KiB
C++
274 lines
8.7 KiB
C++
// Copyright (C) 2014 Gunnar Sletta <gunnar@sletta.org>
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#include "xorblender.h"
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#include <QtCore/QPointer>
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#include <QtQuick/QSGMaterial>
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#include <QtQuick/QSGTexture>
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#include <QtQuick/QSGGeometryNode>
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#include <QtQuick/QSGTextureProvider>
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/* This example could just as well have been implemented all in QML using
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* a ShaderEffect, and for 90% of all usecases, using a ShaderEffect will
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* be sufficient. This example exists to illustrate how to consume
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* texture providers from C++ and how to use multiple texture sources in
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* a custom material.
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*/
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class XorBlendMaterial : public QSGMaterial
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{
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public:
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XorBlendMaterial();
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QSGMaterialType *type() const override;
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QSGMaterialShader *createShader(QSGRendererInterface::RenderMode renderMode) const override;
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int compare(const QSGMaterial *other) const override;
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struct {
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QSGTexture *texture1 = nullptr;
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QSGTexture *texture2 = nullptr;
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} state;
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};
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class XorBlendRhiShader : public QSGMaterialShader
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{
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public:
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XorBlendRhiShader();
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bool updateUniformData(RenderState &state,
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QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
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void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
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QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
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};
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XorBlendMaterial::XorBlendMaterial()
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{
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setFlag(Blending);
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}
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QSGMaterialShader *XorBlendMaterial::createShader(QSGRendererInterface::RenderMode) const
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{
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return new XorBlendRhiShader;
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}
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QSGMaterialType *XorBlendMaterial::type() const
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{
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static QSGMaterialType type;
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return &type;
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}
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int XorBlendMaterial::compare(const QSGMaterial *o) const
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{
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Q_ASSERT(o && type() == o->type());
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const XorBlendMaterial *other = static_cast<const XorBlendMaterial *>(o);
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if (!state.texture1 || !other->state.texture1)
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return state.texture1 ? 1 : -1;
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if (!state.texture2 || !other->state.texture2)
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return state.texture2 ? -1 : 1;
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qint64 diff = state.texture1->comparisonKey() - other->state.texture1->comparisonKey();
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if (diff != 0)
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return diff < 0 ? -1 : 1;
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diff = state.texture2->comparisonKey() - other->state.texture2->comparisonKey();
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return diff < 0 ? -1 : (diff > 0 ? 1 : 0);
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}
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XorBlendRhiShader::XorBlendRhiShader()
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{
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setShaderFileName(VertexStage, QLatin1String(":/scenegraph/twotextureproviders/shaders/xorblender.vert.qsb"));
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setShaderFileName(FragmentStage, QLatin1String(":/scenegraph/twotextureproviders/shaders/xorblender.frag.qsb"));
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}
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bool XorBlendRhiShader::updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *)
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{
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bool changed = false;
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QByteArray *buf = state.uniformData();
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Q_ASSERT(buf->size() >= 68);
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if (state.isMatrixDirty()) {
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const QMatrix4x4 m = state.combinedMatrix();
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memcpy(buf->data(), m.constData(), 64);
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changed = true;
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}
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if (state.isOpacityDirty()) {
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const float opacity = state.opacity();
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memcpy(buf->data() + 64, &opacity, 4);
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changed = true;
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}
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return changed;
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}
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void XorBlendRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
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QSGMaterial *newMaterial, QSGMaterial *)
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{
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Q_UNUSED(state);
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XorBlendMaterial *mat = static_cast<XorBlendMaterial *>(newMaterial);
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switch (binding) { // the binding for the sampler2Ds in the fragment shader
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case 1:
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*texture = mat->state.texture1;
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break;
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case 2:
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*texture = mat->state.texture2;
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break;
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default:
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return;
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}
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}
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/* The rendering is split into two nodes. The top-most node is not actually
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* rendering anything, but is responsible for managing the texture providers.
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* The XorNode also has a geometry node internally which it uses to render
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* the texture providers using the XorBlendShader when all providers and
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* textures are all present.
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*
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* The texture providers are updated solely on the render thread (when rendering
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* is happening on a separate thread). This is why we are using preprocess
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* and direct signals between the the texture providers and the node rather
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* than updating state in updatePaintNode.
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*/
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class XorNode : public QObject, public QSGNode
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{
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Q_OBJECT
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public:
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XorNode(QSGTextureProvider *p1, QSGTextureProvider *p2)
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: m_provider1(p1)
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, m_provider2(p2)
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{
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setFlag(QSGNode::UsePreprocess, true);
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// Set up material so it is all set for later..
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m_material = new XorBlendMaterial;
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m_node.setMaterial(m_material);
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m_node.setFlag(QSGNode::OwnsMaterial);
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// Set up geometry, actual vertices will be initialized in updatePaintNode
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m_node.setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4));
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m_node.setFlag(QSGNode::OwnsGeometry);
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// If this node is used as in a shader effect source, we need to propegate
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// changes that will occur in this node outwards.
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connect(m_provider1.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection);
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connect(m_provider2.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection);
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}
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void preprocess() override {
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// Update the textures from the providers, calling into QSGDynamicTexture if required
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if (m_provider1) {
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m_material->state.texture1 = m_provider1->texture();
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if (QSGDynamicTexture *dt1 = qobject_cast<QSGDynamicTexture *>(m_material->state.texture1))
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dt1->updateTexture();
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}
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if (m_provider2) {
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m_material->state.texture2 = m_provider2->texture();
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if (QSGDynamicTexture *dt2 = qobject_cast<QSGDynamicTexture *>(m_material->state.texture2))
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dt2->updateTexture();
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}
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// Remove node from the scene graph if it is there and either texture is missing...
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if (m_node.parent() && (!m_material->state.texture1 || !m_material->state.texture2))
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removeChildNode(&m_node);
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// Add it if it is not already there and both textures are present..
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else if (!m_node.parent() && m_material->state.texture1 && m_material->state.texture2)
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appendChildNode(&m_node);
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}
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void setRect(const QRectF &rect) {
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// Update geometry if it has changed and mark the change in the scene graph.
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if (m_rect != rect) {
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m_rect = rect;
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QSGGeometry::updateTexturedRectGeometry(m_node.geometry(), m_rect, QRectF(0, 0, 1, 1));
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m_node.markDirty(QSGNode::DirtyGeometry);
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}
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}
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public slots:
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void textureChange() {
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// When our sources change, we will look different, so signal the change to the
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// scene graph.
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markDirty(QSGNode::DirtyMaterial);
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}
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private:
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QRectF m_rect;
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XorBlendMaterial *m_material;
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QSGGeometryNode m_node;
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QPointer<QSGTextureProvider> m_provider1;
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QPointer<QSGTextureProvider> m_provider2;
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};
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XorBlender::XorBlender(QQuickItem *parent)
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: QQuickItem(parent)
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, m_source1(nullptr)
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, m_source2(nullptr)
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, m_source1Changed(false)
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, m_source2Changed(false)
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{
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setFlag(ItemHasContents, true);
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}
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void XorBlender::setSource1(QQuickItem *i)
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{
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if (i == m_source1)
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return;
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m_source1 = i;
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emit source1Changed(m_source1);
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m_source1Changed = true;
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update();
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}
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void XorBlender::setSource2(QQuickItem *i)
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{
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if (i == m_source2)
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return;
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m_source2 = i;
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emit source2Changed(m_source2);
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m_source2Changed = true;
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update();
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}
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QSGNode *XorBlender::updatePaintNode(QSGNode *old, UpdatePaintNodeData *)
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{
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// Check if our input is valid and abort if not, deleting the old node.
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bool abort = false;
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if (!m_source1 || !m_source1->isTextureProvider()) {
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qDebug() << "source1 is missing or not a texture provider";
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abort = true;
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}
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if (!m_source2 || !m_source2->isTextureProvider()) {
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qDebug() << "source2 is missing or not a texture provider";
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abort = true;
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}
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if (abort) {
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delete old;
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return nullptr;
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}
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XorNode *node = static_cast<XorNode *>(old);
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// If the sources have changed, recreate the nodes
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if (m_source1Changed || m_source2Changed) {
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delete node;
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node = nullptr;
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m_source1Changed = false;
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m_source2Changed = false;
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}
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// Create a new XorNode for us to render with.
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if (!node)
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node = new XorNode(m_source1->textureProvider(), m_source2->textureProvider());
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// Update the geometry of the node to match the new bounding rect
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node->setRect(boundingRect());
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return node;
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}
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#include "xorblender.moc"
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