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#ifndef QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
#define QSSG_RENDER_DEFAULT_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/qssgrendermaterialshadergenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlightconstantproperties_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegeneratorv2_p.h>
QT_BEGIN_NAMESPACE
class QSSGRenderShadowMap;
struct QSSGShaderGeneratorGeneratedShader;
struct QSSGRenderableImage;
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGDefaultMaterialVertexPipelineInterface : public QSSGShaderStageGeneratorInterface
{
protected:
virtual ~QSSGDefaultMaterialVertexPipelineInterface();
public:
// Responsible for beginning all vertex and fragment generation (void main() { etc).
virtual void beginVertexGeneration(const QSSGShaderDefaultMaterialKey &inKey, quint32 displacementImageIdx, QSSGRenderableImage *displacementImage) = 0;
// The fragment shader expects a floating point constant, objectOpacity to be defined
// post this method.
virtual void beginFragmentGeneration() = 0;
// Output variables may be mangled in some circumstances so the shader generation system
// needs an abstraction
// mechanism around this.
virtual void assignOutput(const QByteArray &inVarName, const QByteArray &inVarValueExpr) = 0;
/**
* @brief Generates UV coordinates in shader code
*
* @param[in] inUVSet index of UV data set
*
* @return no return
*/
virtual void generateUVCoords(const QSSGShaderDefaultMaterialKey &inKey, quint32 inUVSet = 0) = 0;
virtual void generateEnvMapReflection(const QSSGShaderDefaultMaterialKey &inKey) = 0;
virtual void generateViewVector() = 0;
// fragment shader expects varying vertex normal
// lighting in vertex pipeline expects world_normal
virtual void generateWorldNormal(const QSSGShaderDefaultMaterialKey &inKey) = 0; // world_normal in both vert and frag shader
virtual void generateObjectNormal() = 0; // object_normal in both vert and frag shader
virtual void generateWorldPosition() = 0; // model_world_position in both vert and frag shader
virtual void generateVarTangentAndBinormal(const QSSGShaderDefaultMaterialKey &inKey) = 0;
virtual void generateVertexColor(const QSSGShaderDefaultMaterialKey &inKey) = 0;
virtual bool hasActiveWireframe() = 0; // varEdgeDistance is a valid entity
// responsible for closing all vertex and fragment generation
virtual void endVertexGeneration(bool customShader) = 0;
virtual void endFragmentGeneration(bool customShader) = 0;
};
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGDefaultMaterialShaderGeneratorInterface : public QSSGMaterialShaderGeneratorInterface
{
public:
QSSGDefaultMaterialShaderGeneratorInterface(QSSGRenderContextInterface *renderContext)
: QSSGMaterialShaderGeneratorInterface(renderContext)
{}
virtual ~QSSGDefaultMaterialShaderGeneratorInterface() override {}
virtual void addDisplacementImageUniforms(QSSGShaderStageGeneratorInterface &inGenerator,
quint32 displacementImageIdx,
QSSGRenderableImage *displacementImage) = 0;
ImageVariableNames getImageVariableNames(quint32 inIdx) override = 0;
void generateImageUVCoordinates(QSSGShaderStageGeneratorInterface &inVertexPipeline,
quint32 idx,
quint32 uvSet,
QSSGRenderableImage &image) override = 0;
// Transforms attr_pos, attr_norm, and attr_uv0.
virtual void addDisplacementMappingForDepthPass(QSSGShaderStageGeneratorInterface &inShader) = 0;
// inPipelineName needs to be unique else the shader cache will just return shaders from
// different pipelines.
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()) override = 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) override = 0;
static QSSGRef<QSSGDefaultMaterialShaderGeneratorInterface> createDefaultMaterialShaderGenerator(QSSGRenderContextInterface *inRenderContext);
QSSGLightConstantProperties<QSSGShaderGeneratorGeneratedShader> *getLightConstantProperties(QSSGShaderGeneratorGeneratedShader &shader);
};
QT_END_NAMESPACE
#endif