QmlDesigner: Add core uniforms and features for shaders

Task-number: QDS-10499
Change-Id: I12b39d29133accd012ac019def0c4a34ee84d8e5
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
This commit is contained in:
Amr Essam
2023-08-30 13:43:24 +03:00
committed by Amr Elsayed
parent 2f2d8bf9e8
commit a5a5b00f58
10 changed files with 254 additions and 2 deletions

View File

@@ -4,6 +4,7 @@
#include "effectmakermodel.h"
#include "compositionnode.h"
#include "uniform.h"
#include <utils/qtcassert.h>
@@ -54,4 +55,101 @@ void EffectMakerModel::removeNode(int idx)
endRemoveRows();
}
const QList<Uniform *> EffectMakerModel::allUniforms()
{
QList<Uniform *> uniforms = {};
for (const auto &node : std::as_const(m_nodes))
uniforms.append(static_cast<EffectMakerUniformsModel *>(node->uniformsModel())->uniforms());
return uniforms;
}
const QString EffectMakerModel::getBufUniform()
{
QList<Uniform *> uniforms = allUniforms();
QString s;
s += "layout(std140, binding = 0) uniform buf {\n";
s += " mat4 qt_Matrix;\n";
s += " float qt_Opacity;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::Time))
s += " float iTime;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::Frame))
s += " int iFrame;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::Resolution))
s += " vec3 iResolution;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::Mouse))
s += " vec4 iMouse;\n";
for (const auto uniform : uniforms) {
// TODO: Check if uniform is already added.
if (uniform->type() != Uniform::Type::Sampler && uniform->type() != Uniform::Type::Define) {
QString type = Uniform::stringFromType(uniform->type());
QString props = " " + type + " " + uniform->name() + ";\n";
s += props;
}
}
s += "};\n";
return s;
}
const QString EffectMakerModel::getVSUniforms()
{
QString s;
s += "#version 440\n";
s += '\n';
s += "layout(location = 0) in vec4 qt_Vertex;\n";
s += "layout(location = 1) in vec2 qt_MultiTexCoord0;\n";
s += "layout(location = 0) out vec2 texCoord;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::FragCoord))
s += "layout(location = 1) out vec2 fragCoord;\n";
s += '\n';
s += getBufUniform();
s += '\n';
s += "out gl_PerVertex { vec4 gl_Position; };\n";
s += '\n';
return s;
}
const QString EffectMakerModel::getFSUniforms()
{
QList<Uniform *> uniforms = allUniforms();
QString s;
s += "#version 440\n";
s += '\n';
s += "layout(location = 0) in vec2 texCoord;\n";
if (m_shaderFeatures.enabled(ShaderFeatures::FragCoord))
s += "layout(location = 1) in vec2 fragCoord;\n";
s += "layout(location = 0) out vec4 fragColor;\n";
s += '\n';
s += getBufUniform();
s += '\n';
bool usesSource = m_shaderFeatures.enabled(ShaderFeatures::Source);
if (usesSource)
s += "layout(binding = 1) uniform sampler2D iSource;\n";
// Add sampler uniforms
int bindingIndex = usesSource ? 2 : 1;
for (const auto uniform : uniforms) {
// TODO: Check if uniform is already added.
if (uniform->type() == Uniform::Type::Sampler) {
// Start index from 2, 1 is source item
QString props = QString("layout(binding = %1) uniform sampler2D %2")
.arg(bindingIndex).arg(uniform->name());
s += props + ";\n";
bindingIndex++;
}
}
s += '\n';
if (m_shaderFeatures.enabled(ShaderFeatures::BlurSources)) {
const int blurItems = 5;
for (int i = 1; i <= blurItems; i++) {
QString props = QString("layout(binding = %1) uniform sampler2D iSourceBlur%2")
.arg(bindingIndex).arg(QString::number(i));
s += props + ";\n";
bindingIndex++;
}
s += '\n';
}
return s;
}
} // namespace QmlDesigner