| /**************************************************************************** |
| ** |
| ** 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_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 |