Scene Graph - Two Texture Providers▲
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/**
**************************************************************************
**
** Copyright (C) 2014 Gunnar Sletta <gunnar@sletta.org>
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
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** as follows:
**
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*/
#include
"xorblender.h"
#include <QtCore/QPointer>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <QtQuick/QSGSimpleMaterial>
#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.
*/
struct
XorBlendState {
QSGTexture *
texture1;
QSGTexture *
texture2;
}
;
class
XorBlendShader : public
QSGSimpleMaterialShader&
lt;XorBlendState&
gt;
{
QSG_DECLARE_SIMPLE_SHADER(XorBlendShader, XorBlendState)
public
:
const
char
*
vertexShader() const
override
{
return
"attribute highp vec4 aVertex;
\n
"
"attribute highp vec2 aTexCoord;
\n
"
"uniform highp mat4 qt_Matrix;
\n
"
"varying highp vec2 vTexCoord;
\n
"
"void main() {
\n
"
" gl_Position = qt_Matrix * aVertex;
\n
"
" vTexCoord = aTexCoord;
\n
"
"}"
;
}
const
char
*
fragmentShader() const
override
{
return
"uniform lowp float qt_Opacity;
\n
"
"uniform lowp sampler2D uSource1;
\n
"
"uniform lowp sampler2D uSource2;
\n
"
"varying highp vec2 vTexCoord;
\n
"
"void main() {
\n
"
" lowp vec4 p1 = texture2D(uSource1, vTexCoord);
\n
"
" lowp vec4 p2 = texture2D(uSource2, vTexCoord);
\n
"
" gl_FragColor = (p1 * (1.0 - p2.a) + p2 * (1.0 - p1.a)) * qt_Opacity;
\n
"
"}"
;
}
QList&
lt;QByteArray&
gt; attributes() const
override
{
return
QList&
lt;QByteArray&
gt;() &
lt;&
lt; "aVertex"
&
lt;&
lt; "aTexCoord"
;
}
void
updateState(const
XorBlendState *
state, const
XorBlendState *
) override
{
QOpenGLFunctions *
f =
QOpenGLContext::
currentContext()-&
gt;functions();
// We bind the textures in inverse order so that we leave the updateState
// function with GL_TEXTURE0 as the active texture unit. This is maintain
// the "contract" that updateState should not mess up the GL state beyond
// what is needed for this material.
f-&
gt;glActiveTexture(GL_TEXTURE1);
state-&
gt;texture2-&
gt;bind();
f-&
gt;glActiveTexture(GL_TEXTURE0);
state-&
gt;texture1-&
gt;bind();
}
void
resolveUniforms() override
{
// The texture units never change, only the texturess we bind to them so
// we set these once and for all here.
program()-&
gt;setUniformValue("uSource1"
, 0
); // GL_TEXTURE0
program()-&
gt;setUniformValue("uSource2"
, 1
); // GL_TEXTURE1
}
}
;
/* 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 =
XorBlendShader::
createMaterial();
m_material-&
gt;state()-&
gt;texture1 =
nullptr
;
m_material-&
gt;state()-&
gt;texture2 =
nullptr
;
m_material-&
gt;setFlag(QSGMaterial::
Blending);
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(), &
amp;QSGTextureProvider::
textureChanged, this
, &
amp;XorNode::
textureChange, Qt::
DirectConnection);
connect(m_provider2.data(), &
amp;QSGTextureProvider::
textureChanged, this
, &
amp;XorNode::
textureChange, Qt::
DirectConnection);
}
void
preprocess() override
{
XorBlendState *
state =
m_material-&
gt;state();
// Update the textures from the providers, calling into QSGDynamicTexture if required
if
(m_provider1) {
state-&
gt;texture1 =
m_provider1-&
gt;texture();
if
(QSGDynamicTexture *
dt1 =
qobject_cast&
lt;QSGDynamicTexture *&
gt;(state-&
gt;texture1))
dt1-&
gt;updateTexture();
}
if
(m_provider2) {
state-&
gt;texture2 =
m_provider2-&
gt;texture();
if
(QSGDynamicTexture *
dt2 =
qobject_cast&
lt;QSGDynamicTexture *&
gt;(state-&
gt;texture2))
dt2-&
gt;updateTexture();
}
// Remove node from the scene graph if it is there and either texture is missing...
if
(m_node.parent() &
amp;&
amp; (!
state-&
gt;texture1 ||
!
state-&
gt;texture2))
removeChildNode(&
amp;m_node);
// Add it if it is not already there and both textures are present..
else
if
(!
m_node.parent() &
amp;&
amp; state-&
gt;texture1 &
amp;&
amp; state-&
gt;texture2)
appendChildNode(&
amp;m_node);
}
void
setRect(const
QRectF &
amp;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;
QSGSimpleMaterial&
lt;XorBlendState&
gt; *
m_material;
QSGGeometryNode m_node;
QPointer&
lt;QSGTextureProvider&
gt; m_provider1;
QPointer&
lt;QSGTextureProvider&
gt; 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-&
gt;isTextureProvider()) {
qDebug() &
lt;&
lt; "source1 is missing or not a texture provider"
;
abort =
true
;
}
if
(!
m_source2 ||
!
m_source2-&
gt;isTextureProvider()) {
qDebug() &
lt;&
lt; "source2 is missing or not a texture provider"
;
abort =
true
;
}
if
(abort) {
delete
old;
return
nullptr
;
}
XorNode *
node =
static_cast
&
lt;XorNode *&
gt;(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-&
gt;textureProvider(), m_source2-&
gt;textureProvider());
// Update the geometry of the node to match the new bounding rect
node-&
gt;setRect(boundingRect());
return
node;
}
#include
"xorblender.moc"