xorblender.cpp Example File

scenegraph/twotextureproviders/xorblender.cpp

  /****************************************************************************
  **
  ** Copyright (C) 2014 Gunnar Sletta <gunnar@sletta.org>
  ** Contact: http://www.qt.io/licensing/
  **
  ** This file is part of the examples of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** You may use this file under the terms of the BSD license as follows:
  **
  ** "Redistribution and use in source and binary forms, with or without
  ** modification, are permitted provided that the following conditions are
  ** met:
  **   * Redistributions of source code must retain the above copyright
  **     notice, this list of conditions and the following disclaimer.
  **   * Redistributions in binary form must reproduce the above copyright
  **     notice, this list of conditions and the following disclaimer in
  **     the documentation and/or other materials provided with the
  **     distribution.
  **   * Neither the name of The Qt Company Ltd nor the names of its
  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/

  #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<XorBlendState>
  {
      QSG_DECLARE_SIMPLE_SHADER(XorBlendShader, XorBlendState)
  public:

      const char *vertexShader() const {
          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 {
          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<QByteArray> attributes() const {
          return QList<QByteArray>() << "aVertex" << "aTexCoord";
      }

      void updateState(const XorBlendState *state, const XorBlendState *) {
          QOpenGLFunctions *f = QOpenGLContext::currentContext()->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->glActiveTexture(GL_TEXTURE1);
          state->texture2->bind();
          f->glActiveTexture(GL_TEXTURE0);
          state->texture1->bind();
      }

      void resolveUniforms() {
          // The texture units never change, only the texturess we bind to them so
          // we set these once and for all here.
          program()->setUniformValue("uSource1", 0); // GL_TEXTURE0
          program()->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->state()->texture1 = 0;
          m_material->state()->texture2 = 0;
          m_material->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(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection);
          connect(m_provider2.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection);
      }

      void preprocess() {
          XorBlendState *state = m_material->state();
          // Update the textures from the providers, calling into QSGDynamicTexture if required
          if (m_provider1) {
              state->texture1 = m_provider1->texture();
              if (QSGDynamicTexture *dt1 = qobject_cast<QSGDynamicTexture *>(state->texture1))
                  dt1->updateTexture();
          }
          if (m_provider2) {
              state->texture2 = m_provider2->texture();
              if (QSGDynamicTexture *dt2 = qobject_cast<QSGDynamicTexture *>(state->texture2))
                  dt2->updateTexture();
          }

          // Remove node from the scene graph if it is there and either texture is missing...
          if (m_node.parent() && (!state->texture1 || !state->texture2))
              removeChildNode(&m_node);

          // Add it if it is not already there and both textures are present..
          else if (!m_node.parent() && state->texture1 && state->texture2)
              appendChildNode(&m_node);
      }

      void setRect(const QRectF &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<XorBlendState> *m_material;
      QSGGeometryNode m_node;
      QPointer<QSGTextureProvider> m_provider1;
      QPointer<QSGTextureProvider> m_provider2;
  };

  XorBlender::XorBlender(QQuickItem *parent)
      : QQuickItem(parent)
      , m_source1(0)
      , m_source2(0)
      , 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->isTextureProvider()) {
          qDebug() << "source1 is missing or not a texture provider";
          abort = true;
      }
      if (!m_source2 || !m_source2->isTextureProvider()) {
          qDebug() << "source2 is missing or not a texture provider";
          abort = true;
      }
      if (abort) {
          delete old;
          return 0;
      }

      XorNode *node = static_cast<XorNode *>(old);

      // If the sources have changed, recreate the nodes
      if (m_source1Changed || m_source2Changed) {
          delete node;
          node = 0;
          m_source1Changed = false;
          m_source2Changed = false;
      }

      // Create a new XorNode for us to render with.
      if (!node)
          node = new XorNode(m_source1->textureProvider(), m_source2->textureProvider());

      // Update the geometry of the node to match the new bounding rect
      node->setRect(boundingRect());

      return node;
  }

  #include "xorblender.moc"