Scene Graph - Custom Material¶
Shows how to implement a custom material in the Qt Quick Scene Graph.
The custom material example shows how to implement an item that is rendered using a material with a custom vertex and fragment shader.
Shader and material¶
The main functionality is in the fragment shader
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The fragment and vertex shaders are combined into a QSGMaterialShader
subclass.
class CustomShader(QSGMaterialShader): # public CustomShader() setShaderFileName(VertexStage, ":/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb") setShaderFileName(FragmentStage, ":/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb") updateUniformData(RenderState = bool() newMaterial, = QSGMaterial()
A QSGMaterial
subclass encapsulates the shader together with the render state. In this example, we add state information corresponding to the shader uniforms. The material is responsible for creating the shader by reimplementing createShader()
.
class CustomMaterial(QSGMaterial): # public CustomMaterial() type = QSGMaterialType() compare = int(QSGMaterial other) createShader = QSGMaterialShader(QSGRendererInterface.RenderMode) return CustomShader class(): center[2] = float() zoom = float() limit = int() dirty = bool() } uniforms
To update the uniform data, we reimplement updateUniformData()
.
def updateUniformData(self, RenderState state, QSGMaterial newMaterial, QSGMaterial oldMaterial): changed = False() buf = state.uniformData() Q_ASSERT(buf.size() >= 84) if (state.isMatrixDirty()) { m = state.combinedMatrix() memcpy(buf.data(), m.constData(), 64) changed = True if (state.isOpacityDirty()) { opacity = state.opacity() memcpy(buf.data() + 64, opacity, 4) changed = True customMaterial = CustomMaterial (newMaterial) if (oldMaterial != newMaterial or customMaterial.uniforms.dirty) { memcpy(buf.data() + 68, customMaterial.uniforms.zoom, 4) memcpy(buf.data() + 72, customMaterial.uniforms.center, 8) memcpy(buf.data() + 80, customMaterial.uniforms.limit, 4) customMaterial.uniforms.dirty = False changed = True return changed
Item and node¶
We create a custom item to show off our new material:
from PySide6.QtQuick import QQuickItem class CustomItem(QQuickItem): Q_OBJECT Q_PROPERTY(qreal zoom READ zoom WRITE setZoom NOTIFY zoomChanged) Q_PROPERTY(int iterationLimit READ iterationLimit WRITE setIterationLimit NOTIFY iterationLimitChanged) Q_PROPERTY(QPointF center READ center WRITE setCenter NOTIFY centerChanged) QML_ELEMENT # public CustomItem = explicit(QQuickItem parent = 0) zoom = qreal() return m_zoom iterationLimit = int() return m_limit center = QPointF() return m_center slots: = public() def setZoom(zoom): def setIterationLimit(iterationLimit): def setCenter(center): signals: def zoomChanged(zoom): def iterationLimitChanged(iterationLimit): def centerChanged(center): protected: updatePaintNode = QSGNode(QSGNode , UpdatePaintNodeData ) def geometryChange(newGeometry, oldGeometry): # private m_geometryChanged = True() m_zoom = qreal() m_zoomChanged = True() m_limit = int() m_limitChanged = True() m_center = QPointF() m_centerChanged = True()
The CustomItem declaration adds three properties corresponding to the uniforms that we want to expose to QML.
Q_PROPERTY(qreal zoom READ zoom WRITE setZoom NOTIFY zoomChanged) Q_PROPERTY(int iterationLimit READ iterationLimit WRITE setIterationLimit NOTIFY iterationLimitChanged) Q_PROPERTY(QPointF center READ center WRITE setCenter NOTIFY centerChanged)
As with every custom Qt Quick item, the implementation is split in two: in addition to CustomItem
, which lives in the GUI thread, we create a QSGNode
subclass that lives in the render thread.
class CustomNode(QSGGeometryNode): # public CustomNode() m = CustomMaterial() setMaterial(m) setFlag(OwnsMaterial, True) g = QSGGeometry(QSGGeometry.defaultAttributes_TexturedPoint2D(), 4) QSGGeometry.updateTexturedRectGeometry(g, QRect(), QRect()) setGeometry(g) setFlag(OwnsGeometry, True) def setRect(bounds): QSGGeometry.updateTexturedRectGeometry(geometry(), bounds, QRectF(0, 0, 1, 1)) markDirty(QSGNode.DirtyGeometry) def setZoom(zoom): m = CustomMaterial (material()) m.uniforms.zoom = zoom m.uniforms.dirty = True markDirty(DirtyMaterial) def setLimit(limit): m = CustomMaterial (material()) m.uniforms.limit = limit m.uniforms.dirty = True markDirty(DirtyMaterial) def setCenter(center): m = CustomMaterial (material()) m.uniforms.center[0] = center.x() m.uniforms.center[1] = center.y() m.uniforms.dirty = True markDirty(DirtyMaterial)
The node owns an instance of the material, and has logic to update the material’s state. The item maintains the corresponding QML properties. It needs to duplicate the information from the material since the item and material live on different threads.
def setZoom(self, zoom): if (qFuzzyCompare(m_zoom, zoom)) return m_zoom = zoom m_zoomChanged = True zoomChanged.emit(m_zoom) update() def setIterationLimit(self, limit): if (m_limit == limit) return m_limit = limit m_limitChanged = True iterationLimitChanged.emit(m_limit) update() def setCenter(self, center): if (m_center == center) return m_center = center m_centerChanged = True centerChanged.emit(m_center) update()
The information is copied from the item to the scene graph in a reimplementation of updatePaintNode()
. The two threads are at a synchronization point when the function is called, so it is safe to access both classes.
CustomItem::updatePaintNode = QSGNode(QSGNode old, UpdatePaintNodeData ) node = CustomNode (old) if (not node) node = CustomNode if (m_geometryChanged) node.setRect(boundingRect()) m_geometryChanged = False if (m_zoomChanged) node.setZoom(m_zoom) m_zoomChanged = False if (m_limitChanged) node.setLimit(m_limit) m_limitChanged = False if (m_centerChanged) node.setCenter(m_center) m_centerChanged = False return node
The rest of the example¶
The application is a straightforward QML application, with a QGuiApplication
and a QQuickView
that we pass a .qml file.
In the QML file, we create the customitem which we anchor to fill the root.
CustomItem { property real t: 1 anchors.fill: parent center: Qt.point(-0.748, 0.1); iterationLimit: 3 * (zoom + 30) zoom: t * t / 10 NumberAnimation on t { from: 1 to: 60 duration: 30*1000; running: true loops: Animation.Infinite } }
To make the example a bit more interesting we add an animation to change the zoom level and iteration limit. The center stays constant.
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