blob: c4ae2dde22e2138b627ad379a2d870071021e2e9 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#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