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| |
| #ifndef QSSG_RENDER_LIGHT_CONSTANT_PROPERTIES |
| #define QSSG_RENDER_LIGHT_CONSTANT_PROPERTIES |
| |
| // |
| // 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 <QtQuick3DRender/private/qssgrendershaderprogram_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| struct QSSGLightConstants |
| { |
| QSSGRenderCachedShaderProperty<QVector4D> position; |
| QSSGRenderCachedShaderProperty<QVector4D> direction; |
| QSSGRenderCachedShaderProperty<QVector4D> up; |
| QSSGRenderCachedShaderProperty<QVector4D> right; |
| QSSGRenderCachedShaderProperty<QVector4D> diffuse; |
| QSSGRenderCachedShaderProperty<QVector4D> ambient; |
| QSSGRenderCachedShaderProperty<QVector4D> specular; |
| QSSGRenderCachedShaderProperty<float> coneAngle; |
| QSSGRenderCachedShaderProperty<float> innerConeAngle; |
| QSSGRenderCachedShaderProperty<float> constantAttenuation; |
| QSSGRenderCachedShaderProperty<float> linearAttenuation; |
| QSSGRenderCachedShaderProperty<float> quadraticAttenuation; |
| QSSGRenderCachedShaderProperty<float> range; |
| QSSGRenderCachedShaderProperty<float> width; |
| QSSGRenderCachedShaderProperty<float> height; |
| QSSGRenderCachedShaderProperty<QVector4D> shadowControls; |
| QSSGRenderCachedShaderProperty<QMatrix4x4> shadowView; |
| QSSGRenderCachedShaderProperty<qint32> shadowIdx; |
| QSSGRenderCachedShaderProperty<QVector3D> attenuation; |
| |
| QSSGLightConstants(const QByteArray &lightRef, const QSSGRef<QSSGRenderShaderProgram> &shader); |
| |
| template<typename LightProps> |
| void updateLights(LightProps &props) |
| { |
| position.set(props.position); |
| direction.set(props.direction); |
| up.set(props.up); |
| right.set(props.right); |
| diffuse.set(props.diffuse); |
| ambient.set(props.ambient); |
| specular.set(props.specular); |
| coneAngle.set(props.coneAngle); |
| innerConeAngle.set(props.innerConeAngle); |
| constantAttenuation.set(props.constantAttenuation); |
| linearAttenuation.set(props.linearAttenuation); |
| quadraticAttenuation.set(props.quadraticAttenuation); |
| range.set(props.range); |
| width.set(props.width); |
| height.set(props.height); |
| shadowControls.set(props.shadowControls); |
| shadowView.set(QMatrix4x4(props.shadowView)); |
| shadowIdx.set(props.shadowIdx); |
| attenuation.set(QVector3D(props.constantAttenuation, props.linearAttenuation, props.quadraticAttenuation)); |
| } |
| }; |
| |
| template<typename GeneratedShader> |
| struct QSSGLightConstantProperties |
| { |
| |
| QSSGLightConstantProperties(GeneratedShader *shader, bool packed) : m_lightCount("lightCount", shader->m_shader) |
| { |
| m_constants.resize(shader->m_lights.size()); |
| for (int i = 0; i < shader->m_lights.size(); ++i) { |
| QByteArray lref; |
| if (packed) { |
| lref += "light_"; |
| lref += QByteArray::number(i); |
| lref += "_"; |
| } else { |
| lref += "lights["; |
| lref += QByteArray::number(i); |
| lref += "]."; |
| } |
| m_constants[i] = new QSSGLightConstants(lref, shader->m_shader); |
| } |
| m_lightCount.set(shader->m_lights.size()); |
| m_lightCountInt = shader->m_lights.size(); |
| } |
| |
| QSSGLightConstantProperties(const QByteArray &lseed, const QByteArray &lcount, GeneratedShader *shader, bool packed, int count) |
| : m_lightCount(lcount, shader->m_shader) |
| { |
| m_constants.resize(count); |
| for (int i = 0; i < count; ++i) { |
| QByteArray lref = lseed; |
| if (packed) { |
| lref += "_"; |
| lref += QByteArray::number(i); |
| lref += "_"; |
| } else { |
| lref += "["; |
| lref += QByteArray::number(i); |
| lref += "]."; |
| } |
| m_constants[i] = new QSSGLightConstants(lref, shader->m_shader); |
| } |
| m_lightCount.set(count); |
| m_lightCountInt = count; |
| } |
| |
| ~QSSGLightConstantProperties() { qDeleteAll(m_constants); } |
| |
| void updateLights(const QSSGRef<GeneratedShader> &shader) |
| { |
| for (int i = 0; i < m_constants.size(); ++i) |
| m_constants[i]->updateLights(shader->m_lights[i].lightData); |
| } |
| template<typename LightProps> |
| void updateLights(const QVector<QSSGRef<LightProps>> &props) |
| { |
| for (int i = 0; i < m_constants.size(); ++i) |
| m_constants[i]->updateLights(props[i]->m_lightData); |
| } |
| |
| QVector<QSSGLightConstants *> m_constants; |
| QSSGRenderCachedShaderProperty<qint32> m_lightCount; |
| int m_lightCountInt; |
| }; |
| |
| QT_END_NAMESPACE |
| |
| #endif |