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39 
40 #include "qsgdefaultspritenode_p.h"
41 
42 #include <QtQuick/QSGMaterial>
43 #include <QtGui/QOpenGLShaderProgram>
44 
45 QT_BEGIN_NAMESPACE
46 
47 struct SpriteVertex {
48     float x;
49     float y;
50     float tx;
51     float ty;
52 };
53 
54 struct SpriteVertices {
55     SpriteVertex v1;
56     SpriteVertex v2;
57     SpriteVertex v3;
58     SpriteVertex v4;
59 };
60 
61 class QQuickSpriteMaterial : public QSGMaterial
62 {
63 public:
64     QQuickSpriteMaterial();
65     ~QQuickSpriteMaterial();
type() const66     QSGMaterialType *type() const  override { static QSGMaterialType type; return &type; }
67     QSGMaterialShader *createShader() const override;
compare(const QSGMaterial * other) const68     int compare(const QSGMaterial *other) const override
69     {
70         return this - static_cast<const QQuickSpriteMaterial *>(other);
71     }
72 
73     QSGTexture *texture = nullptr;
74 
75     float animT = 0.0f;
76     float animX1 = 0.0f;
77     float animY1 = 0.0f;
78     float animX2 = 0.0f;
79     float animY2 = 0.0f;
80     float animW = 1.0f;
81     float animH = 1.0f;
82 };
83 
QQuickSpriteMaterial()84 QQuickSpriteMaterial::QQuickSpriteMaterial()
85 {
86     setFlag(Blending, true);
87     setFlag(SupportsRhiShader, true);
88 }
89 
~QQuickSpriteMaterial()90 QQuickSpriteMaterial::~QQuickSpriteMaterial()
91 {
92     delete texture;
93 }
94 
95 class SpriteMaterialShader : public QSGMaterialShader
96 {
97 public:
SpriteMaterialShader()98     SpriteMaterialShader()
99     {
100         setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.vert"));
101         setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/sprite.frag"));
102     }
103 
updateState(const RenderState & state,QSGMaterial * newEffect,QSGMaterial *)104     void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) override
105     {
106         QQuickSpriteMaterial *m = static_cast<QQuickSpriteMaterial *>(newEffect);
107         m->texture->bind();
108 
109         program()->setUniformValue(m_opacity_id, state.opacity());
110         program()->setUniformValue(m_animData_id, m->animW, m->animH, m->animT);
111         program()->setUniformValue(m_animPos_id, m->animX1, m->animY1, m->animX2, m->animY2);
112 
113         if (state.isMatrixDirty())
114             program()->setUniformValue(m_matrix_id, state.combinedMatrix());
115     }
116 
initialize()117     void initialize() override {
118         m_matrix_id = program()->uniformLocation("qt_Matrix");
119         m_opacity_id = program()->uniformLocation("qt_Opacity");
120         m_animData_id = program()->uniformLocation("animData");
121         m_animPos_id = program()->uniformLocation("animPos");
122     }
123 
attributeNames() const124     char const *const *attributeNames() const override {
125         static const char *attr[] = {
126            "vPos",
127            "vTex",
128             nullptr
129         };
130         return attr;
131     }
132 
133     int m_matrix_id;
134     int m_opacity_id;
135     int m_animData_id;
136     int m_animPos_id;
137 };
138 
139 class SpriteMaterialRhiShader : public QSGMaterialRhiShader
140 {
141 public:
142      SpriteMaterialRhiShader();
143 
144      bool updateUniformData(RenderState &state,
145                             QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
146      void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
147                              QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
148 };
149 
SpriteMaterialRhiShader()150 SpriteMaterialRhiShader::SpriteMaterialRhiShader()
151 {
152     setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.vert.qsb"));
153     setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/sprite.frag.qsb"));
154 }
155 
updateUniformData(RenderState & state,QSGMaterial * newMaterial,QSGMaterial * oldMaterial)156 bool SpriteMaterialRhiShader::updateUniformData(RenderState &state,
157                                                 QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
158 {
159 #ifdef QT_NO_DEBUG
160     Q_UNUSED(oldMaterial);
161 #endif
162     Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
163     QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
164 
165     bool changed = false;
166     QByteArray *buf = state.uniformData();
167     Q_ASSERT(buf->size() >= 96);
168 
169     if (state.isMatrixDirty()) {
170         const QMatrix4x4 m = state.combinedMatrix();
171         memcpy(buf->data(), m.constData(), 64);
172         changed = true;
173     }
174 
175     float animPosAndData[7] = { mat->animX1, mat->animY1, mat->animX2, mat->animY2,
176                                 mat->animW, mat->animH, mat->animT };
177     memcpy(buf->data() + 64, animPosAndData, 28);
178     changed = true;
179 
180     if (state.isOpacityDirty()) {
181         const float opacity = state.opacity();
182         memcpy(buf->data() + 92, &opacity, 4);
183         changed = true;
184     }
185 
186     return changed;
187 }
188 
updateSampledImage(RenderState & state,int binding,QSGTexture ** texture,QSGMaterial * newMaterial,QSGMaterial * oldMaterial)189 void SpriteMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
190                                                  QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
191 {
192     if (binding != 1)
193         return;
194 
195 #ifdef QT_NO_DEBUG
196     Q_UNUSED(oldMaterial);
197 #endif
198     Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
199     QQuickSpriteMaterial *mat = static_cast<QQuickSpriteMaterial *>(newMaterial);
200 
201     QSGTexture *t = mat->texture;
202     t->updateRhiTexture(state.rhi(), state.resourceUpdateBatch());
203     *texture = t;
204 }
205 
createShader() const206 QSGMaterialShader *QQuickSpriteMaterial::createShader() const
207 {
208     if (flags().testFlag(RhiShaderWanted))
209         return new SpriteMaterialRhiShader;
210     else
211         return new SpriteMaterialShader;
212 }
213 
214 static QSGGeometry::Attribute Sprite_Attributes[] = {
215     QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true),   // pos
216     QSGGeometry::Attribute::create(1, 2, QSGGeometry::FloatType),         // tex
217 };
218 
219 static QSGGeometry::AttributeSet Sprite_AttributeSet =
220 {
221     2, // Attribute Count
222     (2+2) * sizeof(float),
223     Sprite_Attributes
224 };
225 
QSGDefaultSpriteNode()226 QSGDefaultSpriteNode::QSGDefaultSpriteNode()
227     : m_material(new QQuickSpriteMaterial)
228     , m_geometryDirty(true)
229     , m_sheetSize(QSize(64, 64))
230 {
231     // Setup geometry data
232     m_geometry = new QSGGeometry(Sprite_AttributeSet, 4, 6);
233     m_geometry->setDrawingMode(QSGGeometry::DrawTriangles);
234     quint16 *indices = m_geometry->indexDataAsUShort();
235     indices[0] = 0;
236     indices[1] = 1;
237     indices[2] = 2;
238     indices[3] = 1;
239     indices[4] = 3;
240     indices[5] = 2;
241 
242     setGeometry(m_geometry);
243     setMaterial(m_material);
244     setFlag(OwnsGeometry, true);
245     setFlag(OwnsMaterial, true);
246 }
247 
setTexture(QSGTexture * texture)248 void QSGDefaultSpriteNode::setTexture(QSGTexture *texture)
249 {
250     m_material->texture = texture;
251     m_geometryDirty = true;
252     markDirty(DirtyMaterial);
253 }
254 
setTime(float time)255 void QSGDefaultSpriteNode::setTime(float time)
256 {
257     m_material->animT = time;
258     markDirty(DirtyMaterial);
259 }
260 
setSourceA(const QPoint & source)261 void QSGDefaultSpriteNode::setSourceA(const QPoint &source)
262 {
263     if (m_sourceA != source) {
264         m_sourceA = source;
265         m_material->animX1 = static_cast<float>(source.x()) / m_sheetSize.width();
266         m_material->animY1 = static_cast<float>(source.y()) / m_sheetSize.height();
267         markDirty(DirtyMaterial);
268     }
269 }
270 
setSourceB(const QPoint & source)271 void QSGDefaultSpriteNode::setSourceB(const QPoint &source)
272 {
273     if (m_sourceB != source) {
274         m_sourceB = source;
275         m_material->animX2 = static_cast<float>(source.x()) / m_sheetSize.width();
276         m_material->animY2 = static_cast<float>(source.y()) / m_sheetSize.height();
277         markDirty(DirtyMaterial);
278     }
279 }
280 
setSpriteSize(const QSize & size)281 void QSGDefaultSpriteNode::setSpriteSize(const QSize &size)
282 {
283     if (m_spriteSize != size) {
284         m_spriteSize = size;
285         m_material->animW = static_cast<float>(size.width()) / m_sheetSize.width();
286         m_material->animH = static_cast<float>(size.height()) / m_sheetSize.height();
287         markDirty(DirtyMaterial);
288     }
289 
290 }
291 
setSheetSize(const QSize & size)292 void QSGDefaultSpriteNode::setSheetSize(const QSize &size)
293 {
294     if (m_sheetSize != size) {
295         m_sheetSize = size;
296 
297         // Update all dependent properties
298         m_material->animX1 = static_cast<float>(m_sourceA.x()) / m_sheetSize.width();
299         m_material->animY1 = static_cast<float>(m_sourceA.y()) / m_sheetSize.height();
300         m_material->animX2 = static_cast<float>(m_sourceB.x()) / m_sheetSize.width();
301         m_material->animY2 = static_cast<float>(m_sourceB.y()) / m_sheetSize.height();
302         m_material->animW = static_cast<float>(m_spriteSize.width()) / m_sheetSize.width();
303         m_material->animH = static_cast<float>(m_spriteSize.height()) / m_sheetSize.height();
304         markDirty(DirtyMaterial);
305     }
306 }
307 
setSize(const QSizeF & size)308 void QSGDefaultSpriteNode::setSize(const QSizeF &size)
309 {
310     if (m_size != size) {
311         m_size = size;
312         m_geometryDirty = true;
313     }
314 }
315 
setFiltering(QSGTexture::Filtering filtering)316 void QSGDefaultSpriteNode::setFiltering(QSGTexture::Filtering filtering)
317 {
318     m_material->texture->setFiltering(filtering);
319     markDirty(DirtyMaterial);
320 }
321 
update()322 void QSGDefaultSpriteNode::update()
323 {
324     if (m_geometryDirty) {
325         updateGeometry();
326         m_geometryDirty = false;
327     }
328 }
329 
updateGeometry()330 void QSGDefaultSpriteNode::updateGeometry()
331 {
332     if (!m_material->texture)
333         return;
334 
335     SpriteVertices *p = (SpriteVertices *) m_geometry->vertexData();
336 
337     QRectF texRect = m_material->texture->normalizedTextureSubRect();
338 
339     p->v1.tx = texRect.topLeft().x();
340     p->v1.ty = texRect.topLeft().y();
341 
342     p->v2.tx = texRect.topRight().x();
343     p->v2.ty = texRect.topRight().y();
344 
345     p->v3.tx = texRect.bottomLeft().x();
346     p->v3.ty = texRect.bottomLeft().y();
347 
348     p->v4.tx = texRect.bottomRight().x();
349     p->v4.ty = texRect.bottomRight().y();
350 
351     p->v1.x = 0;
352     p->v1.y = 0;
353 
354     p->v2.x = m_size.width();
355     p->v2.y = 0;
356 
357     p->v3.x = 0;
358     p->v3.y = m_size.height();
359 
360     p->v4.x = m_size.width();
361     p->v4.y = m_size.height();
362     markDirty(DirtyGeometry);
363 }
364 
365 QT_END_NAMESPACE
366