xorblender.cpp Example File

scenegraph/twotextureproviders/xorblender.cpp
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 #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 override {
         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 override {
         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 override {
         return QList<QByteArray>() << "aVertex" << "aTexCoord";
     }

     void updateState(const XorBlendState *state, const XorBlendState *) override {
         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() override {
         // 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 = nullptr;
         m_material->state()->texture2 = nullptr;
         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() override {
         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(nullptr)
     , m_source2(nullptr)
     , 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 nullptr;
     }

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

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