1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
#define QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadowmap_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderableimage_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
QT_BEGIN_NAMESPACE
struct QSSGShaderDefaultMaterialKeyProperties;
struct QSSGShaderDefaultMaterialKey;
struct QSSGLayerGlobalRenderProperties;
struct QSSGMaterialVertexPipeline;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGMaterialShaderGenerator
{
struct LightVariableNames
{
QByteArray lightColor;
QByteArray lightSpecularColor;
QByteArray lightAttenuation;
QByteArray lightConstantAttenuation;
QByteArray lightLinearAttenuation;
QByteArray lightQuadraticAttenuation;
QByteArray normalizedDirection;
QByteArray lightDirection;
QByteArray lightPos;
QByteArray lightConeAngle;
QByteArray lightInnerConeAngle;
QByteArray relativeDistance;
QByteArray relativeDirection;
QByteArray spotAngle;
};
struct ShadowVariableNames
{
QByteArray shadowCube;
QByteArray shadowData;
QByteArray shadowMapTexture;
};
~QSSGMaterialShaderGenerator() = default;
static const char* getSamplerName(QSSGRenderableImage::Type type);
static QSSGRhiShaderPipelinePtr generateMaterialRhiShader(const QByteArray &inShaderKeyPrefix,
QSSGMaterialVertexPipeline &vertexGenerator,
const QSSGShaderDefaultMaterialKey &key,
const QSSGShaderDefaultMaterialKeyProperties &inProperties,
const QSSGShaderFeatures &inFeatureSet,
const QSSGRenderGraphObject &inMaterial,
const QSSGShaderLightListView &inLights,
QSSGRenderableImage *inFirstImage,
QSSGShaderLibraryManager &shaderLibraryManager,
QSSGShaderCache &theCache);
static void setRhiMaterialProperties(const QSSGRenderContextInterface &,
QSSGRhiShaderPipeline &shaders,
char *ubufData,
QSSGRhiGraphicsPipelineState *inPipelineState,
const QSSGRenderGraphObject &inMaterial,
const QSSGShaderDefaultMaterialKey &inKey,
const QSSGShaderDefaultMaterialKeyProperties &inProperties,
const QSSGRenderCameraList &inCameras,
const QSSGRenderMvpArray &inModelViewProjections,
const QMatrix3x3 &inNormalMatrix,
const QMatrix4x4 &inGlobalTransform,
const QMatrix4x4 &clipSpaceCorrMatrix,
const QMatrix4x4 &localInstanceTransform,
const QMatrix4x4 &globalInstanceTransform,
const QSSGDataView<float> &inMorphWeights,
QSSGRenderableImage *inFirstImage,
float inOpacity,
const QSSGLayerRenderData &inRenderProperties,
const QSSGShaderLightListView &inLights,
const QSSGShaderReflectionProbe &reflectionProbe,
bool receivesShadows,
bool receivesReflections,
const QVector2D *shadowDepthAdjust,
QRhiTexture *lightmapTexture);
static const char *directionalLightProcessorArgumentList();
static const char *pointLightProcessorArgumentList();
static const char *spotLightProcessorArgumentList();
static const char *ambientLightProcessorArgumentList();
static const char *specularLightProcessorArgumentList();
static const char *shadedFragmentMainArgumentList();
static const char *postProcessorArgumentList();
static const char *iblProbeProcessorArgumentList();
static const char *vertexMainArgumentList();
static const char *vertexInstancedMainArgumentList();
private:
QSSGMaterialShaderGenerator() = delete;
Q_DISABLE_COPY(QSSGMaterialShaderGenerator)
};
namespace QtQuick3DEditorHelpers {
namespace CustomMaterial {
// NOTE: Returns a copy of the actual list, cache as needed!
[[nodiscard]] Q_QUICK3DRUNTIMERENDER_EXPORT QList<QByteArrayView> reservedArgumentNames();
}
}
QT_END_NAMESPACE
#endif
|