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#ifndef QSSG_RENDER_MATERIAL_SHADER_GENERATOR_H
#define QSSG_RENDER_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/qtquick3druntimerenderglobal_p.h>
#include <QtQuick3DUtils/private/qssgdataref_p.h>
#include <QtGui/QVector4D>
#include <QtGui/QMatrix4x4>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
QT_BEGIN_NAMESPACE
// these are our current shader limits
#define QSSG_MAX_NUM_LIGHTS 16
#define QSSG_MAX_NUM_SHADOWS 8
// note this struct must exactly match the memory layout of the
// struct sampleLight.glsllib and sampleArea.glsllib. If you make changes here you need
// to adjust the code in sampleLight.glsllib and sampleArea.glsllib as well
struct QSSGLightSourceShader
{
QVector4D position;
QVector4D direction; // Specifies the light direction in world coordinates.
QVector4D up;
QVector4D right;
QVector4D diffuse;
QVector4D ambient;
QVector4D specular;
float spotExponent; // Specifies the intensity distribution of the light.
float spotCutoff; // Specifies the maximum spread angle of the light.
float constantAttenuation; // Specifies the constant light attenuation factor.
float linearAttenuation; // Specifies the linear light attenuation factor.
float quadraticAttenuation; // Specifies the quadratic light attenuation factor.
float range; // Specifies the maximum distance of the light influence
float width; // Specifies the width of the area light surface.
float height; // Specifies the height of the area light surface;
QVector4D shadowControls;
float shadowView[16];
qint32 shadowIdx;
float padding1[3];
};
struct QSSGRenderLayer;
struct QSSGRenderCamera;
struct QSSGRenderLight;
class QSSGRenderShadowMap;
class QSSGRenderTexture2D;
struct QSSGRenderImage;
class QSSGShaderStageGeneratorInterface;
struct QSSGRenderableImage;
class QSSGRenderShaderProgram;
struct QSSGRenderGraphObject;
struct QSSGShaderDefaultMaterialKey;
class QSSGRenderContextInterface;
class QSSGShaderProgramGeneratorInterface;
class QSSGDefaultMaterialVertexPipelineInterface;
struct QSSGShaderGeneratorGeneratedShader;
class QSSGRenderConstantBuffer;
struct QSSGLayerGlobalRenderProperties
{
const QSSGRenderLayer &layer;
QSSGRenderCamera &camera;
QVector3D cameraDirection;
const QVector<QSSGRenderLight *> &lights;
const QVector<QVector3D> &lightDirections;
QSSGRef<QSSGRenderShadowMap> shadowMapManager;
QSSGRef<QSSGRenderTexture2D> depthTexture;
QSSGRef<QSSGRenderTexture2D> ssaoTexture;
QSSGRenderImage *lightProbe;
QSSGRenderImage *lightProbe2;
float probeHorizon;
float probeBright;
float probe2Window;
float probe2Pos;
float probe2Fade;
float probeFOV;
};
class QSSGMaterialShaderGeneratorInterface
{
Q_DISABLE_COPY(QSSGMaterialShaderGeneratorInterface)
public:
QAtomicInt ref;
protected:
typedef QHash<QByteArray, QSSGRef<QSSGRenderConstantBuffer>> ConstanBufferMap;
bool m_hasTransparency = false;
QSSGRenderContextInterface *m_renderContext;
const QSSGRef<QSSGShaderProgramGeneratorInterface> m_programGenerator;
QSSGShaderDefaultMaterialKey *m_currentKey = nullptr;
QSSGDefaultMaterialVertexPipelineInterface *m_currentPipeline = nullptr;
ShaderFeatureSetList m_currentFeatureSet;
QVector<QSSGRenderLight *> m_lights;
QSSGRenderableImage *m_firstImage = nullptr;
QSSGShaderDefaultMaterialKeyProperties m_defaultMaterialShaderKeyProperties;
ConstanBufferMap m_constantBuffers; ///< store all constants buffers
protected:
QSSGMaterialShaderGeneratorInterface(QSSGRenderContextInterface *renderContext);
public:
virtual ~QSSGMaterialShaderGeneratorInterface();
struct ImageVariableNames
{
QByteArray m_imageSampler;
QByteArray m_imageFragCoords;
};
virtual ImageVariableNames getImageVariableNames(quint32 inIdx) = 0;
virtual void generateImageUVCoordinates(QSSGShaderStageGeneratorInterface &inVertexPipeline,
quint32 idx,
quint32 uvSet,
QSSGRenderableImage &image) = 0;
// inPipelineName needs to be unique else the shader cache will just return shaders from
// different pipelines.
virtual QSSGRef<QSSGRenderShaderProgram> generateShader(const QSSGRenderGraphObject &inMaterial,
QSSGShaderDefaultMaterialKey inShaderDescription,
QSSGShaderStageGeneratorInterface &inVertexPipeline,
const ShaderFeatureSetList &inFeatureSet,
const QVector<QSSGRenderLight *> &inLights,
QSSGRenderableImage *inFirstImage,
bool inHasTransparency,
const QByteArray &inVertexPipelineName,
const QByteArray &inCustomMaterialName = QByteArray()) = 0;
// Also sets the blend function on the render context.
virtual void setMaterialProperties(const QSSGRef<QSSGRenderShaderProgram> &inProgram,
const QSSGRenderGraphObject &inMaterial,
const QVector2D &inCameraVec,
const QMatrix4x4 &inModelViewProjection,
const QMatrix3x3 &inNormalMatrix,
const QMatrix4x4 &inGlobalTransform,
QSSGRenderableImage *inFirstImage,
float inOpacity,
const QSSGLayerGlobalRenderProperties &inRenderProperties,
bool receivesShadows = true) = 0;
static QSSGRef<QSSGMaterialShaderGeneratorInterface> createCustomMaterialShaderGenerator(QSSGRenderContextInterface *inRenderContext);
};
QT_END_NAMESPACE
#endif