[556] | 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** All rights reserved.
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| 5 | ** Contact: Nokia Corporation ([email protected])
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| 6 | **
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| 7 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
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| 8 | **
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| 9 | ** $QT_BEGIN_LICENSE:LGPL$
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| 10 | ** Commercial Usage
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| 11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 12 | ** accordance with the Qt Commercial License Agreement provided with the
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| 13 | ** Software or, alternatively, in accordance with the terms contained in
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| 14 | ** a written agreement between you and Nokia.
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| 15 | **
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| 16 | ** GNU Lesser General Public License Usage
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| 17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 18 | ** General Public License version 2.1 as published by the Free Software
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| 19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 20 | ** packaging of this file. Please review the following information to
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| 21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 23 | **
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| 24 | ** In addition, as a special exception, Nokia gives you certain additional
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| 25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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| 26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you have questions regarding the use of this file, please contact
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| 37 | ** Nokia at [email protected].
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | #include "qgraphicsshadereffect_p.h"
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| 43 | #if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
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| 44 | #include "qglshaderprogram.h"
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| 45 | #include "gl2paintengineex/qglcustomshaderstage_p.h"
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| 46 | #define QGL_HAVE_CUSTOM_SHADERS 1
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| 47 | #endif
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| 48 | #include <QtGui/qpainter.h>
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| 49 | #include <QtGui/qgraphicsitem.h>
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| 50 | #include <QtGui/private/qgraphicseffect_p.h>
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| 51 |
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| 52 | QT_BEGIN_NAMESPACE
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| 53 |
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| 54 | /*#
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| 55 | \class QGraphicsShaderEffect
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| 56 | \brief The QGraphicsShaderEffect class is the base class for creating
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| 57 | custom GLSL shader effects in a QGraphicsScene.
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| 58 | \since 4.6
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| 59 | \ingroup multimedia
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| 60 | \ingroup graphicsview-api
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| 61 |
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| 62 | The specific effect is defined by a fragment of GLSL source code
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| 63 | supplied to setPixelShaderFragment(). This source code must define a
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| 64 | function with the signature
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| 65 | \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
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| 66 | that returns the source pixel value
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| 67 | to use in the paint engine's shader program. The shader fragment
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| 68 | is linked with the regular shader code used by the GL2 paint engine
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| 69 | to construct a complete QGLShaderProgram.
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| 70 |
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| 71 | The following example shader converts the incoming pixmap to
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| 72 | grayscale and then applies a colorize operation using the
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| 73 | \c effectColor value:
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| 74 |
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| 75 | \code
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| 76 | static char const colorizeShaderCode[] =
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| 77 | "uniform lowp vec4 effectColor;\n"
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| 78 | "lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {\n"
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| 79 | " vec4 src = texture2D(imageTexture, textureCoords);\n"
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| 80 | " float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));\n"
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| 81 | " vec4 colorize = 1.0-((1.0-gray)*(1.0-effectColor));\n"
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| 82 | " return vec4(colorize.rgb, src.a);\n"
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| 83 | "}";
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| 84 | \endcode
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| 85 |
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| 86 | To use this shader code, it is necessary to define a subclass
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| 87 | of QGraphicsShaderEffect as follows:
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| 88 |
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| 89 | \code
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| 90 | class ColorizeEffect : public QGraphicsShaderEffect
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| 91 | {
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| 92 | Q_OBJECT
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| 93 | public:
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| 94 | ColorizeEffect(QObject *parent = 0)
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| 95 | : QGraphicsShaderEffect(parent), color(Qt::black)
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| 96 | {
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| 97 | setPixelShaderFragment(colorizeShaderCode);
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| 98 | }
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| 99 |
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| 100 | QColor effectColor() const { return color; }
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| 101 | void setEffectColor(const QColor& c)
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| 102 | {
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| 103 | color = c;
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| 104 | setUniformsDirty();
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| 105 | }
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| 106 |
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| 107 | protected:
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| 108 | void setUniforms(QGLShaderProgram *program)
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| 109 | {
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| 110 | program->setUniformValue("effectColor", color);
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| 111 | }
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| 112 |
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| 113 | private:
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| 114 | QColor color;
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| 115 | };
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| 116 | \endcode
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| 117 |
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| 118 | The setUniforms() function is called when the effect is about
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| 119 | to be used for drawing to give the subclass the opportunity to
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| 120 | set effect-specific uniform variables.
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| 121 |
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| 122 | QGraphicsShaderEffect is only supported when the GL2 paint engine
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| 123 | is in use. When any other paint engine is in use (GL1, raster, etc),
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| 124 | the drawItem() method will draw its item argument directly with
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| 125 | no effect applied.
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| 126 |
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| 127 | \sa QGraphicsEffect
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| 128 | */
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| 129 |
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| 130 | static const char qglslDefaultImageFragmentShader[] = "\
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| 131 | lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { \
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| 132 | return texture2D(imageTexture, textureCoords); \
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| 133 | }\n";
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| 134 |
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| 135 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 136 |
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| 137 | class QGLCustomShaderEffectStage : public QGLCustomShaderStage
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| 138 | {
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| 139 | public:
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| 140 | QGLCustomShaderEffectStage
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| 141 | (QGraphicsShaderEffect *e, const QByteArray& source)
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| 142 | : QGLCustomShaderStage(),
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| 143 | effect(e)
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| 144 | {
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| 145 | setSource(source);
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| 146 | }
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| 147 |
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| 148 | void setUniforms(QGLShaderProgram *program);
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| 149 |
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| 150 | QGraphicsShaderEffect *effect;
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| 151 | };
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| 152 |
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| 153 | void QGLCustomShaderEffectStage::setUniforms(QGLShaderProgram *program)
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| 154 | {
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| 155 | effect->setUniforms(program);
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| 156 | }
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| 157 |
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| 158 | #endif
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| 159 |
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| 160 | class QGraphicsShaderEffectPrivate : public QGraphicsEffectPrivate
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| 161 | {
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| 162 | Q_DECLARE_PUBLIC(QGraphicsShaderEffect)
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| 163 | public:
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| 164 | QGraphicsShaderEffectPrivate()
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| 165 | : pixelShaderFragment(qglslDefaultImageFragmentShader)
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| 166 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 167 | , customShaderStage(0)
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| 168 | #endif
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| 169 | {
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| 170 | }
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| 171 |
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| 172 | QByteArray pixelShaderFragment;
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| 173 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 174 | QGLCustomShaderEffectStage *customShaderStage;
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| 175 | #endif
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| 176 | };
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| 177 |
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| 178 | /*#
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| 179 | Constructs a shader effect and attaches it to \a parent.
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| 180 | */
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| 181 | QGraphicsShaderEffect::QGraphicsShaderEffect(QObject *parent)
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| 182 | : QGraphicsEffect(*new QGraphicsShaderEffectPrivate(), parent)
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| 183 | {
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| 184 | }
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| 185 |
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| 186 | /*#
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| 187 | Destroys this shader effect.
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| 188 | */
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| 189 | QGraphicsShaderEffect::~QGraphicsShaderEffect()
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| 190 | {
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| 191 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 192 | Q_D(QGraphicsShaderEffect);
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| 193 | delete d->customShaderStage;
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| 194 | #endif
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| 195 | }
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| 196 |
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| 197 | /*#
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| 198 | Returns the source code for the pixel shader fragment for
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| 199 | this shader effect. The default is a shader that copies
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| 200 | its incoming pixmap directly to the output with no effect
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| 201 | applied.
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| 202 |
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| 203 | \sa setPixelShaderFragment()
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| 204 | */
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| 205 | QByteArray QGraphicsShaderEffect::pixelShaderFragment() const
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| 206 | {
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| 207 | Q_D(const QGraphicsShaderEffect);
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| 208 | return d->pixelShaderFragment;
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| 209 | }
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| 210 |
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| 211 | /*#
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| 212 | Sets the source code for the pixel shader fragment for
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| 213 | this shader effect to \a code.
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| 214 |
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| 215 | The \a code must define a GLSL function with the signature
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| 216 | \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
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| 217 | that returns the source pixel value to use in the paint engine's
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| 218 | shader program. The following is the default pixel shader fragment,
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| 219 | which draws a pixmap with no effect applied:
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| 220 |
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| 221 | \code
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| 222 | lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {
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| 223 | return texture2D(imageTexture, textureCoords);
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| 224 | }
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| 225 | \endcode
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| 226 |
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| 227 | \sa pixelShaderFragment(), setUniforms()
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| 228 | */
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| 229 | void QGraphicsShaderEffect::setPixelShaderFragment(const QByteArray& code)
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| 230 | {
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| 231 | Q_D(QGraphicsShaderEffect);
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| 232 | if (d->pixelShaderFragment != code) {
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| 233 | d->pixelShaderFragment = code;
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| 234 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 235 | delete d->customShaderStage;
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| 236 | d->customShaderStage = 0;
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| 237 | #endif
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| 238 | }
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| 239 | }
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| 240 |
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| 241 | /*#
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| 242 | \reimp
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| 243 | */
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| 244 | void QGraphicsShaderEffect::draw(QPainter *painter)
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| 245 | {
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| 246 | Q_D(QGraphicsShaderEffect);
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| 247 |
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| 248 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 249 | // Set the custom shader on the paint engine. The setOnPainter()
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| 250 | // call may fail if the paint engine is not GL2. In that case,
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| 251 | // we fall through to drawing the pixmap normally.
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| 252 | if (!d->customShaderStage) {
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| 253 | d->customShaderStage = new QGLCustomShaderEffectStage
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| 254 | (this, d->pixelShaderFragment);
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| 255 | }
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| 256 | bool usingShader = d->customShaderStage->setOnPainter(painter);
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| 257 |
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| 258 | QPoint offset;
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| 259 | if (sourceIsPixmap()) {
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| 260 | // No point in drawing in device coordinates (pixmap will be scaled anyways).
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| 261 | const QPixmap pixmap = sourcePixmap(Qt::LogicalCoordinates, &offset);
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| 262 | painter->drawPixmap(offset, pixmap);
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| 263 | } else {
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| 264 | // Draw pixmap in device coordinates to avoid pixmap scaling.
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| 265 | const QPixmap pixmap = sourcePixmap(Qt::DeviceCoordinates, &offset);
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| 266 | QTransform restoreTransform = painter->worldTransform();
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| 267 | painter->setWorldTransform(QTransform());
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| 268 | painter->drawPixmap(offset, pixmap);
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| 269 | painter->setWorldTransform(restoreTransform);
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| 270 | }
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| 271 |
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| 272 | // Remove the custom shader to return to normal painting operations.
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| 273 | if (usingShader)
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| 274 | d->customShaderStage->removeFromPainter(painter);
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| 275 | #else
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| 276 | drawSource(painter);
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| 277 | #endif
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| 278 | }
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| 279 |
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| 280 | /*#
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| 281 | Sets the custom uniform variables on this shader effect to
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| 282 | be dirty. The setUniforms() function will be called the next
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| 283 | time the shader program corresponding to this effect is used.
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| 284 |
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| 285 | This function is typically called by subclasses when an
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| 286 | effect-specific parameter is changed by the application.
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| 287 |
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| 288 | \sa setUniforms()
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| 289 | */
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| 290 | void QGraphicsShaderEffect::setUniformsDirty()
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| 291 | {
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| 292 | #ifdef QGL_HAVE_CUSTOM_SHADERS
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| 293 | Q_D(QGraphicsShaderEffect);
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| 294 | if (d->customShaderStage)
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| 295 | d->customShaderStage->setUniformsDirty();
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| 296 | #endif
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| 297 | }
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| 298 |
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| 299 | /*#
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| 300 | Sets custom uniform variables on the current GL context when
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| 301 | \a program is about to be used by the paint engine.
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| 302 |
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| 303 | This function should be overridden if the shader set with
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| 304 | setPixelShaderFragment() has additional parameters beyond
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| 305 | those that the paint engine normally sets itself.
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| 306 |
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| 307 | \sa setUniformsDirty()
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| 308 | */
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| 309 | void QGraphicsShaderEffect::setUniforms(QGLShaderProgram *program)
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| 310 | {
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| 311 | Q_UNUSED(program);
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| 312 | }
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| 313 |
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| 314 | QT_END_NAMESPACE
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