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#ifndef QSSG_RENDER_SHADER_CODE_GENERATOR_H
#define QSSG_RENDER_SHADER_CODE_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 <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
QT_BEGIN_NAMESPACE
typedef QPair<QByteArray, QByteArray> TParamPair;
typedef QPair<QByteArray, TParamPair> TConstantBufferParamPair;
typedef QVector<TConstantBufferParamPair> TConstantBufferParamArray;
typedef QHash<QByteArray, QByteArray> TStrTableStrMap;
struct QSSGShaderCodeGeneratorBase
{
enum Enum {
Unknown = 0,
Lighting,
ViewVector,
WorldNormal,
WorldPosition,
EnvMapReflection,
UVCoords,
};
QSet<quint32> m_codes; // set of enums we have included.
QSet<QByteArray> m_includes;
TStrTableStrMap m_uniforms;
TStrTableStrMap m_constantBuffers;
TConstantBufferParamArray m_constantBufferParams;
TStrTableStrMap m_attributes;
QByteArray m_finalShaderBuilder;
QByteArray m_codeBuilder;
QSSGRenderContextType m_renderContextType;
QSSGShaderCodeGeneratorBase(const QSSGRenderContextType &ctxType);
virtual ~QSSGShaderCodeGeneratorBase();
virtual TStrTableStrMap &getVaryings() = 0;
void begin();
void append(const QByteArray &data);
// don't add the newline
void addConstantBuffer(const QByteArray &name, const QByteArray &layout);
void addConstantBufferParam(const QByteArray &cbName, const QByteArray &paramName, const QByteArray &type);
void addUniform(const QByteArray &name, const QByteArray &type);
void addAttribute(const QByteArray &name, const QByteArray &type);
void addVarying(const QByteArray &name, const QByteArray &type);
void addLocalVariable(const QByteArray &name, const QByteArray &type, int tabCount = 1);
void addInclude(const QByteArray &name);
bool hasCode(Enum value);
void setCode(Enum value);
void setupWorldPosition();
void generateViewVector();
void generateWorldNormal();
void generateEnvMapReflection(QSSGShaderCodeGeneratorBase &inFragmentShader);
void generateUVCoords();
void generateTextureSwizzle(QSSGRenderTextureSwizzleMode swizzleMode, QByteArray &texSwizzle, QByteArray &lookupSwizzle);
void generateShadedWireframeBase();
void addLighting();
QByteArray buildShaderSource();
QSSGShaderCodeGeneratorBase &operator<<(const QByteArray &data);
protected:
virtual void addShaderItemMap(const QByteArray &itemType, const TStrTableStrMap &itemMap);
void addShaderConstantBufferItemMap(const QByteArray &itemType, const TStrTableStrMap &cbMap, TConstantBufferParamArray cbParamsArray);
};
struct QSSGShaderVertexCodeGenerator : public QSSGShaderCodeGeneratorBase
{
TStrTableStrMap m_varyings;
QSSGShaderVertexCodeGenerator(const QSSGRenderContextType &ctxType);
TStrTableStrMap &getVaryings() override;
};
struct QSSGShaderTessControlCodeGenerator : public QSSGShaderCodeGeneratorBase
{
QSSGShaderVertexCodeGenerator &m_vertGenerator;
TStrTableStrMap m_varyings;
QSSGShaderTessControlCodeGenerator(QSSGShaderVertexCodeGenerator &vert, const QSSGRenderContextType &ctxType);
void addShaderItemMap(const QByteArray &itemType, const TStrTableStrMap &itemMap) override;
TStrTableStrMap &getVaryings() override;
};
struct QSSGShaderTessEvalCodeGenerator : public QSSGShaderCodeGeneratorBase
{
QSSGShaderTessControlCodeGenerator &m_tessControlGenerator;
bool m_hasGeometryStage = true;
QSSGShaderTessEvalCodeGenerator(QSSGShaderTessControlCodeGenerator &tc, const QSSGRenderContextType &ctxType);
void addShaderItemMap(const QByteArray &itemType, const TStrTableStrMap &itemMap) override;
TStrTableStrMap &getVaryings() override;
virtual void setGeometryStage(bool hasGeometryStage);
};
struct QSSGShaderGeometryCodeGenerator : public QSSGShaderCodeGeneratorBase
{
QSSGShaderVertexCodeGenerator &m_vertGenerator;
bool m_hasTessellationStage;
QSSGShaderGeometryCodeGenerator(QSSGShaderVertexCodeGenerator &vert, const QSSGRenderContextType &ctxType);
void addShaderItemMap(const QByteArray &itemType, const TStrTableStrMap &itemMap) override;
TStrTableStrMap &getVaryings() override;
virtual void setTessellationStage(bool hasTessellationStage);
};
struct QSSGShaderFragmentCodeGenerator : public QSSGShaderCodeGeneratorBase
{
QSSGShaderVertexCodeGenerator &m_vertGenerator;
QSSGShaderFragmentCodeGenerator(QSSGShaderVertexCodeGenerator &vert, const QSSGRenderContextType &ctxType);
TStrTableStrMap &getVaryings() override;
};
QT_END_NAMESPACE
#endif