source: trunk/src/opengl/qgraphicsshadereffect.cpp@ 616

Last change on this file since 616 was 561, checked in by Dmitry A. Kuminov, 15 years ago

trunk: Merged in qt 4.6.1 sources.

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1/****************************************************************************
2**
3** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
4** All rights reserved.
5** Contact: Nokia Corporation ([email protected])
6**
7** This file is part of the QtOpenGL module of the Qt Toolkit.
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9** $QT_BEGIN_LICENSE:LGPL$
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19** Foundation and appearing in the file LICENSE.LGPL included in the
20** packaging of this file. Please review the following information to
21** ensure the GNU Lesser General Public License version 2.1 requirements
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25** rights. These rights are described in the Nokia Qt LGPL Exception
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41
42#include "qgraphicsshadereffect_p.h"
43#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
44#include "qglshaderprogram.h"
45#include "gl2paintengineex/qglcustomshaderstage_p.h"
46#define QGL_HAVE_CUSTOM_SHADERS 1
47#endif
48#include <QtGui/qpainter.h>
49#include <QtGui/qgraphicsitem.h>
50#include <QtGui/private/qgraphicseffect_p.h>
51
52QT_BEGIN_NAMESPACE
53
54/*#
55 \class QGraphicsShaderEffect
56 \brief The QGraphicsShaderEffect class is the base class for creating
57 custom GLSL shader effects in a QGraphicsScene.
58 \since 4.6
59 \ingroup multimedia
60 \ingroup graphicsview-api
61
62 The specific effect is defined by a fragment of GLSL source code
63 supplied to setPixelShaderFragment(). This source code must define a
64 function with the signature
65 \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
66 that returns the source pixel value
67 to use in the paint engine's shader program. The shader fragment
68 is linked with the regular shader code used by the GL2 paint engine
69 to construct a complete QGLShaderProgram.
70
71 The following example shader converts the incoming pixmap to
72 grayscale and then applies a colorize operation using the
73 \c effectColor value:
74
75 \code
76 static char const colorizeShaderCode[] =
77 "uniform lowp vec4 effectColor;\n"
78 "lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {\n"
79 " vec4 src = texture2D(imageTexture, textureCoords);\n"
80 " float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));\n"
81 " vec4 colorize = 1.0-((1.0-gray)*(1.0-effectColor));\n"
82 " return vec4(colorize.rgb, src.a);\n"
83 "}";
84 \endcode
85
86 To use this shader code, it is necessary to define a subclass
87 of QGraphicsShaderEffect as follows:
88
89 \code
90 class ColorizeEffect : public QGraphicsShaderEffect
91 {
92 Q_OBJECT
93 public:
94 ColorizeEffect(QObject *parent = 0)
95 : QGraphicsShaderEffect(parent), color(Qt::black)
96 {
97 setPixelShaderFragment(colorizeShaderCode);
98 }
99
100 QColor effectColor() const { return color; }
101 void setEffectColor(const QColor& c)
102 {
103 color = c;
104 setUniformsDirty();
105 }
106
107 protected:
108 void setUniforms(QGLShaderProgram *program)
109 {
110 program->setUniformValue("effectColor", color);
111 }
112
113 private:
114 QColor color;
115 };
116 \endcode
117
118 The setUniforms() function is called when the effect is about
119 to be used for drawing to give the subclass the opportunity to
120 set effect-specific uniform variables.
121
122 QGraphicsShaderEffect is only supported when the GL2 paint engine
123 is in use. When any other paint engine is in use (GL1, raster, etc),
124 the drawItem() method will draw its item argument directly with
125 no effect applied.
126
127 \sa QGraphicsEffect
128*/
129
130static const char qglslDefaultImageFragmentShader[] = "\
131 lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) { \
132 return texture2D(imageTexture, textureCoords); \
133 }\n";
134
135#ifdef QGL_HAVE_CUSTOM_SHADERS
136
137class QGLCustomShaderEffectStage : public QGLCustomShaderStage
138{
139public:
140 QGLCustomShaderEffectStage
141 (QGraphicsShaderEffect *e, const QByteArray& source)
142 : QGLCustomShaderStage(),
143 effect(e)
144 {
145 setSource(source);
146 }
147
148 void setUniforms(QGLShaderProgram *program);
149
150 QGraphicsShaderEffect *effect;
151};
152
153void QGLCustomShaderEffectStage::setUniforms(QGLShaderProgram *program)
154{
155 effect->setUniforms(program);
156}
157
158#endif
159
160class QGraphicsShaderEffectPrivate : public QGraphicsEffectPrivate
161{
162 Q_DECLARE_PUBLIC(QGraphicsShaderEffect)
163public:
164 QGraphicsShaderEffectPrivate()
165 : pixelShaderFragment(qglslDefaultImageFragmentShader)
166#ifdef QGL_HAVE_CUSTOM_SHADERS
167 , customShaderStage(0)
168#endif
169 {
170 }
171
172 QByteArray pixelShaderFragment;
173#ifdef QGL_HAVE_CUSTOM_SHADERS
174 QGLCustomShaderEffectStage *customShaderStage;
175#endif
176};
177
178/*#
179 Constructs a shader effect and attaches it to \a parent.
180*/
181QGraphicsShaderEffect::QGraphicsShaderEffect(QObject *parent)
182 : QGraphicsEffect(*new QGraphicsShaderEffectPrivate(), parent)
183{
184}
185
186/*#
187 Destroys this shader effect.
188*/
189QGraphicsShaderEffect::~QGraphicsShaderEffect()
190{
191#ifdef QGL_HAVE_CUSTOM_SHADERS
192 Q_D(QGraphicsShaderEffect);
193 delete d->customShaderStage;
194#endif
195}
196
197/*#
198 Returns the source code for the pixel shader fragment for
199 this shader effect. The default is a shader that copies
200 its incoming pixmap directly to the output with no effect
201 applied.
202
203 \sa setPixelShaderFragment()
204*/
205QByteArray QGraphicsShaderEffect::pixelShaderFragment() const
206{
207 Q_D(const QGraphicsShaderEffect);
208 return d->pixelShaderFragment;
209}
210
211/*#
212 Sets the source code for the pixel shader fragment for
213 this shader effect to \a code.
214
215 The \a code must define a GLSL function with the signature
216 \c{lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords)}
217 that returns the source pixel value to use in the paint engine's
218 shader program. The following is the default pixel shader fragment,
219 which draws a pixmap with no effect applied:
220
221 \code
222 lowp vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {
223 return texture2D(imageTexture, textureCoords);
224 }
225 \endcode