qtdeclarative/examples/quick/scenegraph/twotextureproviders/xorblender.cpp

274 lines
8.7 KiB
C++

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