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#ifndef QSSG_RENDER_CUSTOM_MATERIAL_H
#define QSSG_RENDER_CUSTOM_MATERIAL_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/qssgrenderimage_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlightmaps_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderdynamicobjectsystemcommands_p.h>
#include <QtCore/qurl.h>
#include <QtCore/qvector.h>
QT_BEGIN_NAMESPACE
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderCustomMaterial : public QSSGRenderGraphObject
{
QSSGRenderCustomMaterial() : QSSGRenderGraphObject(Type::CustomMaterial) {}
struct TextureProperty
{
QSSGRenderImage *texImage = nullptr;
QByteArray name;
QSSGRenderShaderDataType shaderDataType;
QSSGRenderTextureMagnifyingOp magFilterType = QSSGRenderTextureMagnifyingOp::Linear;
QSSGRenderTextureMinifyingOp minFilterType = QSSGRenderTextureMinifyingOp::Linear;
QSSGRenderTextureCoordOp clampType = QSSGRenderTextureCoordOp::ClampToEdge;
};
QVector<TextureProperty> textureProperties;
struct Property
{
Property() = default;
Property(const QByteArray &name, const QVariant &value, QSSGRenderShaderDataType shaderDataType, int pid = -1)
: name(name), value(value), shaderDataType(shaderDataType), pid(pid)
{ }
QByteArray name;
mutable QVariant value;
QSSGRenderShaderDataType shaderDataType;
int pid;
};
QVector<Property> properties;
struct ShaderInfo
{
QByteArray version;
QByteArray type; // I.e., GLSL
QByteArray shaderPrefix;
};
ShaderInfo shaderInfo;
QMap<QByteArray, QByteArray> shaders;
QVector<dynamic::QSSGCommand *> commands;
// IMPORTANT: These flags matches the key produced by a MDL export file
enum class MaterialShaderKeyValues
{
diffuse = 1 << 0,
specular = 1 << 1,
cutout = 1 << 2,
refraction = 1 << 3,
transparent = 1 << 4,
displace = 1 << 5,
transmissive = 1 << 6,
};
Q_DECLARE_FLAGS(MaterialShaderKeyFlags, MaterialShaderKeyValues)
using Flag = QSSGRenderNode::Flag;
Q_DECLARE_FLAGS(Flags, Flag)
const char *className = nullptr;
// lightmap section
QSSGRenderLightmaps m_lightmaps;
// material section
bool m_hasTransparency = false;
bool m_hasRefraction = false;
QSSGRenderImage *m_iblProbe = nullptr;
QSSGRenderImage *m_emissiveMap = nullptr;
QSSGRenderImage *m_displacementMap = nullptr;
float m_displaceAmount = 0.0f; ///< depends on the object size
QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back;
QSSGRenderGraphObject *m_nextSibling = nullptr;
MaterialShaderKeyFlags m_shaderKeyValues; ///< input from MDL files
Flags flags;
bool m_alwaysDirty = false;
bool isDielectric() const { return m_shaderKeyValues & MaterialShaderKeyValues::diffuse; }
bool isSpecularEnabled() const { return m_shaderKeyValues & MaterialShaderKeyValues::specular; }
bool isCutOutEnabled() const { return m_shaderKeyValues & MaterialShaderKeyValues::cutout; }
bool isTransmissive() const { return m_shaderKeyValues & MaterialShaderKeyValues::transmissive; }
bool hasLighting() const { return true; }
// Dirty
bool m_dirtyFlagWithInFrame;
bool isDirty() const { return flags.testFlag(Flag::Dirty) || m_dirtyFlagWithInFrame || m_alwaysDirty; }
void updateDirtyForFrame()
{
m_dirtyFlagWithInFrame = flags.testFlag(Flag::Dirty);
flags.setFlag(Flag::Dirty, false);
}
};
Q_DECLARE_OPERATORS_FOR_FLAGS(QSSGRenderCustomMaterial::MaterialShaderKeyFlags)
QT_END_NAMESPACE
#endif