/**************************************************************************** ** ** Copyright (C) 2019 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt Quick 3D. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquick3dcustommaterial_p.h" #include #include #include #include "qquick3dobject_p.h" #include "qquick3dviewport_p.h" #include "qquick3dscenemanager_p.h" Q_DECLARE_OPAQUE_POINTER(QQuick3DShaderUtilsTextureInput) QT_BEGIN_NAMESPACE /*! \qmltype CustomMaterial \inherits Material \inqmlmodule QtQuick3D.Materials \brief Base component for creating custom materials used to shade models. The custom material allows the user of QtQuick3D to access its material library and implement own materials. There are two types of custom materials, which differ on how they are using the material library. First one uses the custom material interface provided by the library to implement materials similarly to many of the materials in the material library without implementing it's own main function. This type of material must implement all the required functions of the material. The second type implements it's own main function, but can still use functionality from the material library. See \l {Qt Quick 3D Custom Material Reference}{reference} on how to implement the material using the material interface. \qml CustomMaterial { // These properties names need to match the ones in the shader code! property bool uEnvironmentMappingEnabled: false property bool uShadowMappingEnabled: false property real roughness: 0.0 property vector3d metal_color: Qt.vector3d(0.805, 0.395, 0.305) shaderInfo: ShaderInfo { version: "330" type: "GLSL" shaderKey: ShaderInfo.Glossy } property TextureInput uEnvironmentTexture: TextureInput { enabled: uEnvironmentMappingEnabled texture: Texture { id: envImage source: "maps/spherical_checker.png" } } property TextureInput uBakedShadowTexture: TextureInput { enabled: uShadowMappingEnabled texture: Texture { id: shadowImage source: "maps/shadow.png" } } Shader { id: copperFragShader stage: Shader.Fragment shader: "shaders/copper.frag" } passes: [ Pass { shaders: copperFragShader } ] } \endqml The example here from CopperMaterial shows how the material is built. First, the shader parameters are specified as properties. The names and types must match the names in the shader code. Textures use TextureInput to assign \l{QtQuick3D::Texture}{texture} into the shader variable. The shaderInfo property specifies more information about the shader and also configures some of its features on or off when the custom material is built by QtQuick3D shader generator. Then the material can use Shader type to specify shader source and shader stage. These are used with \l {Pass}{passes} to create the resulting material. The passes can contain multiple rendering passes and also other commands. Normally only the fragment shader needs to be passed to a pass. The material library generates the vertex shader for the material. The material can also create \l {Buffer}{buffers} to store intermediate rendering results. Here is an example from GlassRefractiveMaterial: \qml Buffer { id: tempBuffer name: "temp_buffer" format: Buffer.Unknown textureFilterOperation: Buffer.Linear textureCoordOperation: Buffer.ClampToEdge sizeMultiplier: 1.0 bufferFlags: Buffer.None // aka frame } passes: [ Pass { shaders: simpleGlassRefractiveFragShader commands: [ BufferBlit { destination: tempBuffer }, BufferInput { buffer: tempBuffer param: "refractiveTexture" }, Blending { srcBlending: Blending.SrcAlpha destBlending: Blending.OneMinusSrcAlpha } ] } ] \endqml Multiple passes can also be specified to create advanced materials. Here is an example from FrostedGlassMaterial. \qml passes: [ Pass { shaders: noopShader output: dummyBuffer commands: [ BufferBlit { destination: frameBuffer } ] }, Pass { shaders: preBlurShader output: tempBuffer commands: [ BufferInput { buffer: frameBuffer param: "OriginBuffer" } ] }, Pass { shaders: blurXShader output: blurXBuffer commands: [ BufferInput { buffer: tempBuffer param: "BlurBuffer" } ] }, Pass { shaders: blurYShader output: blurYBuffer commands: [ BufferInput { buffer: blurXBuffer param: "BlurBuffer" }, BufferInput { buffer: tempBuffer param: "OriginBuffer" } ] }, Pass { shaders: mainShader commands: [BufferInput { buffer: blurYBuffer param: "refractiveTexture" }, Blending { srcBlending: Blending.SrcAlpha destBlending: Blending.OneMinusSrcAlpha } ] } ] \endqml */ /*! \qmlproperty bool CustomMaterial::hasTransparency Specifies that the material has transparency. */ /*! \qmlproperty bool CustomMaterial::hasRefraction Specifies that the material has refraction. */ /*! \qmlproperty bool CustomMaterial::alwaysDirty Specifies that the material state is always dirty, which indicates that the material needs to be refreshed every time it is used by the QtQuick3D. */ /*! \qmlproperty ShaderInfo CustomMaterial::shaderInfo Specifies the ShaderInfo of the material. */ /*! \qmlproperty list CustomMaterial::passes Contains a list of render \l {Pass}{passes} implemented by the material. */ template struct ShaderType { }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Float; } static QByteArray name() { return QByteArrayLiteral("float"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Boolean; } static QByteArray name() { return QByteArrayLiteral("bool"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Integer; } static QByteArray name() { return QByteArrayLiteral("int"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec2; } static QByteArray name() { return QByteArrayLiteral("vec2"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec3; } static QByteArray name() { return QByteArrayLiteral("vec3"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Vec4; } static QByteArray name() { return QByteArrayLiteral("vec4"); } }; template<> struct ShaderType { static constexpr QSSGRenderShaderDataType type() { return QSSGRenderShaderDataType::Rgba; } static QByteArray name() { return QByteArrayLiteral("vec4"); } }; QQuick3DCustomMaterial::QQuick3DCustomMaterial(QQuick3DObject *parent) : QQuick3DMaterial(*(new QQuick3DObjectPrivate(QQuick3DObjectPrivate::Type::CustomMaterial)), parent) { } QQuick3DCustomMaterial::~QQuick3DCustomMaterial() {} bool QQuick3DCustomMaterial::hasTransparency() const { return m_hasTransparency; } bool QQuick3DCustomMaterial::hasRefraction() const { return m_hasRefraction; } QQuick3DShaderUtilsShaderInfo *QQuick3DCustomMaterial::shaderInfo() const { return m_shaderInfo; } QQmlListProperty QQuick3DCustomMaterial::passes() { return QQmlListProperty(this, nullptr, QQuick3DCustomMaterial::qmlAppendPass, QQuick3DCustomMaterial::qmlPassCount, QQuick3DCustomMaterial::qmlPassAt, QQuick3DCustomMaterial::qmlPassClear); } void QQuick3DCustomMaterial::markAllDirty() { m_dirtyAttributes = 0xffffffff; QQuick3DMaterial::markAllDirty(); } bool QQuick3DCustomMaterial::alwaysDirty() const { return m_alwaysDirty; } void QQuick3DCustomMaterial::setHasTransparency(bool hasTransparency) { if (m_hasTransparency == hasTransparency) return; m_hasTransparency = hasTransparency; emit hasTransparencyChanged(m_hasTransparency); } void QQuick3DCustomMaterial::setHasRefraction(bool hasRefraction) { if (m_hasRefraction == hasRefraction) return; m_hasRefraction = hasRefraction; emit hasRefractionChanged(m_hasRefraction); } void QQuick3DCustomMaterial::setShaderInfo(QQuick3DShaderUtilsShaderInfo *shaderInfo) { m_shaderInfo = shaderInfo; } void QQuick3DCustomMaterial::setAlwaysDirty(bool alwaysDirty) { if (m_alwaysDirty == alwaysDirty) return; m_alwaysDirty = alwaysDirty; emit alwaysDirtyChanged(m_alwaysDirty); } QSSGRenderGraphObject *QQuick3DCustomMaterial::updateSpatialNode(QSSGRenderGraphObject *node) { static const auto appendShaderUniform = [](const QByteArray &type, const QByteArray &name, QByteArray *shaderPrefix) { shaderPrefix->append(QByteArrayLiteral("uniform ") + type + " " + name + ";\n"); }; // Sanity check(s) if (!m_shaderInfo || !m_shaderInfo->isValid()) { qWarning("ShaderInfo is not valid!"); return node; } QSSGRenderCustomMaterial *customMaterial = static_cast(node); if (!customMaterial) { markAllDirty(); customMaterial = new QSSGRenderCustomMaterial; customMaterial->m_shaderKeyValues = static_cast(m_shaderInfo->shaderKey); customMaterial->className = metaObject()->className(); customMaterial->m_alwaysDirty = m_alwaysDirty; customMaterial->m_hasTransparency = m_hasTransparency; customMaterial->m_hasRefraction = m_hasRefraction; // Shader info auto &shaderInfo = customMaterial->shaderInfo; shaderInfo.type = m_shaderInfo->type; shaderInfo.version = m_shaderInfo->version; shaderInfo.shaderPrefix = QByteArrayLiteral("#include \"customMaterial.glsllib\"\n"); QMetaMethod propertyDirtyMethod; const int idx = metaObject()->indexOfSlot("onPropertyDirty()"); if (idx != -1) propertyDirtyMethod = metaObject()->method(idx); // Properties const int propCount = metaObject()->propertyCount(); int propOffset = metaObject()->propertyOffset(); // Custom materials can have multilayered inheritance structure, so find the actual propOffset const QMetaObject *superClass = metaObject()->superClass(); while (superClass && qstrcmp(superClass->className(), "QQuick3DCustomMaterial") != 0) { propOffset = superClass->propertyOffset(); superClass = superClass->superClass(); } QVector userProperties; for (int i = propOffset; i != propCount; ++i) { const auto property = metaObject()->property(i); if (Q_UNLIKELY(!property.isValid())) continue; // Track the property changes if (property.hasNotifySignal() && propertyDirtyMethod.isValid()) connect(this, property.notifySignal(), this, propertyDirtyMethod); QVariant::Type propType = property.type(); QVariant propValue = property.read(this); if (static_cast(propType) == QMetaType::QVariant) propType = propValue.type(); if (propType == QVariant::Double) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Bool) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Vector2D) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Vector3D) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Vector4D) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Int) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::Color) { appendShaderUniform(ShaderType::name(), property.name(), &shaderInfo.shaderPrefix); customMaterial->properties.push_back({ property.name(), propValue, ShaderType::type(), i}); } else if (propType == QVariant::UserType) { if (property.userType() == qMetaTypeId()) userProperties.push_back(property); } else if (static_cast(propType) == QMetaType::QObjectStar) { QObject *obj = qobject_cast(propValue.value()); if (obj) userProperties.push_back(property); } else { qWarning("No know uniform convertion found for property %s. Skipping", property.name()); } } // Textures for (const auto &userProperty : qAsConst(userProperties)) { QSSGRenderCustomMaterial::TextureProperty textureData; QQuick3DShaderUtilsTextureInput *texture = userProperty.read(this).value(); const QByteArray &name = userProperty.name(); if (name.isEmpty()) // Warnings here will just drown in the shader error messages continue; texture->name = name; QQuick3DTexture *tex = texture->texture(); // connect(texture, &QQuick3DShaderUtilsTextureInput::textureDirty, this, &QQuick3DCustomMaterial::onTextureDirty); textureData.name = name; if (texture->enabled) textureData.texImage = tex->getRenderImage(); textureData.shaderDataType = QSSGRenderShaderDataType::Texture2D; textureData.clampType = tex->horizontalTiling() == QQuick3DTexture::Repeat ? QSSGRenderTextureCoordOp::Repeat : (tex->horizontalTiling() == QQuick3DTexture::ClampToEdge) ? QSSGRenderTextureCoordOp::ClampToEdge : QSSGRenderTextureCoordOp::MirroredRepeat; QSSGShaderUtils::addSnapperSampler(textureData.name, shaderInfo.shaderPrefix); customMaterial->textureProperties.push_back(textureData); } QByteArray &shared = shaderInfo.shaderPrefix; QByteArray vertex, geometry, fragment, shaderCode; if (!m_passes.isEmpty()) { for (const auto &pass : qAsConst(m_passes)) { QQuick3DShaderUtilsShader *sharedShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Shared)); QQuick3DShaderUtilsShader *vertShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Vertex)); QQuick3DShaderUtilsShader *fragShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Fragment)); QQuick3DShaderUtilsShader *geomShader = pass->m_shaders.at(int(QQuick3DShaderUtilsShader::Stage::Geometry)); if (!sharedShader && !vertShader && !fragShader && !geomShader) { qWarning("Pass with no shader attatched!"); continue; } // Build up shader code QByteArray shaderPath; if (sharedShader) shared += QSSGShaderUtils::resolveShader(sharedShader->shader, shaderPath, this); if (vertShader) vertex = QSSGShaderUtils::resolveShader(vertShader->shader, shaderPath, this); if (fragShader) fragment = QSSGShaderUtils::resolveShader(fragShader->shader, shaderPath, this); if (geomShader) geometry = QSSGShaderUtils::resolveShader(geomShader->shader, shaderPath, this); shaderCode = QSSGShaderUtils::mergeShaderCode(shared, QByteArray(), QByteArray(), vertex, geometry, fragment); // Bind shader customMaterial->commands.push_back(new dynamic::QSSGBindShader(shaderPath)); customMaterial->commands.push_back(new dynamic::QSSGApplyInstanceValue()); // Buffers QQuick3DShaderUtilsBuffer *outputBuffer = pass->outputBuffer; if (outputBuffer) { const QByteArray &outBufferName = outputBuffer->name; Q_ASSERT(!outBufferName.isEmpty()); // Allocate buffer command customMaterial->commands.push_back(outputBuffer->getCommand()); // bind buffer customMaterial->commands.push_back(new dynamic::QSSGBindBuffer(outBufferName, true)); } else { customMaterial->commands.push_back(new dynamic::QSSGBindTarget(QSSGRenderTextureFormat::RGBA8)); } // Other commands (BufferInput, Blending ... ) const auto &extraCommands = pass->m_commands; for (const auto &command : extraCommands) { const int bufferCount = command->bufferCount(); for (int i = 0; i != bufferCount; ++i) customMaterial->commands.push_back(command->bufferAt(i)->getCommand()); customMaterial->commands.push_back(command->getCommand()); } // ... and finaly the render command customMaterial->commands.push_back(new dynamic::QSSGRender); customMaterial->shaders.insert(shaderPath, shaderCode); } } } QQuick3DMaterial::updateSpatialNode(customMaterial); if (m_dirtyAttributes & Dirty::PropertyDirty) { for (const auto &prop : qAsConst(customMaterial->properties)) { auto p = metaObject()->property(prop.pid); if (Q_LIKELY(p.isValid())) prop.value = p.read(this); } } if (m_dirtyAttributes & Dirty::TextureDirty) { // TODO: } m_dirtyAttributes = 0; return customMaterial; } void QQuick3DCustomMaterial::onPropertyDirty() { markDirty(Dirty::PropertyDirty); update(); } void QQuick3DCustomMaterial::onTextureDirty(QQuick3DShaderUtilsTextureInput *texture) { Q_UNUSED(texture) markDirty(Dirty::TextureDirty); update(); } void QQuick3DCustomMaterial::qmlAppendPass(QQmlListProperty *list, QQuick3DShaderUtilsRenderPass *pass) { if (!pass) return; QQuick3DCustomMaterial *that = qobject_cast(list->object); that->m_passes.push_back(pass); } QQuick3DShaderUtilsRenderPass *QQuick3DCustomMaterial::qmlPassAt(QQmlListProperty *list, int index) { QQuick3DCustomMaterial *that = qobject_cast(list->object); return that->m_passes.at(index); } int QQuick3DCustomMaterial::qmlPassCount(QQmlListProperty *list) { QQuick3DCustomMaterial *that = qobject_cast(list->object); return that->m_passes.count(); } void QQuick3DCustomMaterial::qmlPassClear(QQmlListProperty *list) { QQuick3DCustomMaterial *that = qobject_cast(list->object); that->m_passes.clear(); } QT_END_NAMESPACE