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author | Qt Forward Merge Bot <qt_forward_merge_bot@qt-project.org> | 2019-12-07 03:03:08 +0100 |
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committer | Qt Forward Merge Bot <qt_forward_merge_bot@qt-project.org> | 2019-12-07 03:03:09 +0100 |
commit | 4505f5acbc346a0cea6ccf5e7d02c75c6e3ca4cb (patch) | |
tree | eeee8e91d896bd35cce2fe8d3051862e40585f44 /src/render/materialsystem | |
parent | 3d1063fce2ada72d740f5f7c7888533da8794753 (diff) | |
parent | 3019497559328d2fd0c0c9548f512fba9fe1f94e (diff) |
Merge remote-tracking branch 'origin/5.14' into 5.15
Change-Id: I6682d27cc7c4f54158fa6813b1de6edce77bea33
Diffstat (limited to 'src/render/materialsystem')
-rw-r--r-- | src/render/materialsystem/shader.cpp | 64 | ||||
-rw-r--r-- | src/render/materialsystem/shader_p.h | 26 |
2 files changed, 87 insertions, 3 deletions
diff --git a/src/render/materialsystem/shader.cpp b/src/render/materialsystem/shader.cpp index 300a71b84..0d4b5edba 100644 --- a/src/render/materialsystem/shader.cpp +++ b/src/render/materialsystem/shader.cpp @@ -57,6 +57,29 @@ using namespace Qt3DCore; namespace Qt3DRender { namespace Render { +const int Shader::modelMatrixNameId = StringToInt::lookupId(QLatin1String("modelMatrix")); +const int Shader::viewMatrixNameId = StringToInt::lookupId(QLatin1String("viewMatrix")); +const int Shader::projectionMatrixNameId = StringToInt::lookupId(QLatin1String("projectionMatrix")); +const int Shader::modelViewMatrixNameId = StringToInt::lookupId(QLatin1String("modelView")); +const int Shader::viewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("viewProjectionMatrix")); +const int Shader::modelViewProjectionNameId = StringToInt::lookupId(QLatin1String("modelViewProjection")); +const int Shader::mvpNameId = StringToInt::lookupId(QLatin1String("mvp")); +const int Shader::inverseModelMatrixNameId = StringToInt::lookupId(QLatin1String("inverseModelMatrix")); +const int Shader::inverseViewMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewMatrix")); +const int Shader::inverseProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseProjectionMatrix")); +const int Shader::inverseModelViewNameId = StringToInt::lookupId(QLatin1String("inverseModelView")); +const int Shader::inverseViewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix")); +const int Shader::inverseModelViewProjectionNameId = StringToInt::lookupId(QLatin1String("inverseModelViewProjection")); +const int Shader::modelNormalMatrixNameId = StringToInt::lookupId(QLatin1String("modelNormalMatrix")); +const int Shader::modelViewNormalNameId = StringToInt::lookupId(QLatin1String("modelViewNormal")); +const int Shader::viewportMatrixNameId = StringToInt::lookupId(QLatin1String("viewportMatrix")); +const int Shader::inverseViewportMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewportMatrix")); +const int Shader::aspectRatioNameId = StringToInt::lookupId(QLatin1String("aspectRatio")); +const int Shader::exposureNameId = StringToInt::lookupId(QLatin1String("exposure")); +const int Shader::gammaNameId = StringToInt::lookupId(QLatin1String("gamma")); +const int Shader::timeNameId = StringToInt::lookupId(QLatin1String("time")); +const int Shader::eyePositionNameId = StringToInt::lookupId(QLatin1String("eyePosition")); +const int Shader::skinningPaletteNameId = StringToInt::lookupId(QLatin1String("skinningPalette[0]")); Shader::Shader() : BackendNode(ReadWrite) @@ -308,13 +331,47 @@ void Shader::initializeUniforms(const QVector<ShaderUniform> &uniformsDescriptio { m_uniforms = uniformsDescription; m_uniformsNames.resize(uniformsDescription.size()); - m_uniformsNamesIds.resize(uniformsDescription.size()); + m_uniformsNamesIds.reserve(uniformsDescription.size()); + m_standardUniformNamesIds.reserve(5); QHash<QString, ShaderUniform> activeUniformsInDefaultBlock; + static const QVector<int> standardUniformNameIds = { + modelMatrixNameId, + viewMatrixNameId, + projectionMatrixNameId, + modelViewMatrixNameId, + viewProjectionMatrixNameId, + modelViewProjectionNameId, + mvpNameId, + inverseModelMatrixNameId, + inverseViewMatrixNameId, + inverseProjectionMatrixNameId, + inverseModelViewNameId, + inverseViewProjectionMatrixNameId, + inverseModelViewProjectionNameId, + modelNormalMatrixNameId, + modelViewNormalNameId, + viewportMatrixNameId, + inverseViewportMatrixNameId, + aspectRatioNameId, + exposureNameId, + gammaNameId, + timeNameId, + eyePositionNameId, + skinningPaletteNameId, + }; + for (int i = 0, m = uniformsDescription.size(); i < m; i++) { m_uniformsNames[i] = m_uniforms[i].m_name; - m_uniforms[i].m_nameId = StringToInt::lookupId(m_uniformsNames[i]); - m_uniformsNamesIds[i] = m_uniforms[i].m_nameId; + const int nameId = StringToInt::lookupId(m_uniformsNames[i]); + m_uniforms[i].m_nameId = nameId; + + // Is the uniform a Qt3D "Standard" uniform or a user defined one? + if (standardUniformNameIds.contains(nameId)) + m_standardUniformNamesIds.push_back(nameId); + else + m_uniformsNamesIds.push_back(nameId); + if (uniformsDescription[i].m_blockIndex == -1) { // Uniform is in default block qCDebug(Shaders) << "Active Uniform in Default Block " << uniformsDescription[i].m_name << uniformsDescription[i].m_blockIndex; activeUniformsInDefaultBlock.insert(uniformsDescription[i].m_name, uniformsDescription[i]); @@ -394,6 +451,7 @@ void Shader::initializeFromReference(const Shader &other) { Q_ASSERT(m_dna == other.m_dna); m_uniformsNamesIds = other.m_uniformsNamesIds; + m_standardUniformNamesIds = other.m_standardUniformNamesIds; m_uniformsNames = other.m_uniformsNames; m_uniforms = other.m_uniforms; m_attributesNames = other.m_attributesNames; diff --git a/src/render/materialsystem/shader_p.h b/src/render/materialsystem/shader_p.h index 1c9731e50..4c5bc5ea1 100644 --- a/src/render/materialsystem/shader_p.h +++ b/src/render/materialsystem/shader_p.h @@ -75,6 +75,30 @@ typedef uint ProgramDNA; class Q_AUTOTEST_EXPORT Shader : public BackendNode { public: + static const int modelMatrixNameId; + static const int viewMatrixNameId; + static const int projectionMatrixNameId; + static const int modelViewMatrixNameId; + static const int viewProjectionMatrixNameId; + static const int modelViewProjectionNameId; + static const int mvpNameId; + static const int inverseModelMatrixNameId; + static const int inverseViewMatrixNameId; + static const int inverseProjectionMatrixNameId; + static const int inverseModelViewNameId; + static const int inverseViewProjectionMatrixNameId; + static const int inverseModelViewProjectionNameId; + static const int modelNormalMatrixNameId; + static const int modelViewNormalNameId; + static const int viewportMatrixNameId; + static const int inverseViewportMatrixNameId; + static const int aspectRatioNameId; + static const int exposureNameId; + static const int gammaNameId; + static const int timeNameId; + static const int eyePositionNameId; + static const int skinningPaletteNameId; + Shader(); ~Shader(); @@ -88,6 +112,7 @@ public: const QHash<QString, int> fragOutputs() const; inline QVector<int> uniformsNamesIds() const { return m_uniformsNamesIds; } + inline QVector<int> standardUniformNameIds() const { return m_standardUniformNamesIds; } inline QVector<int> uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } inline QVector<int> storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } inline QVector<int> attributeNamesIds() const { return m_attributeNamesIds; } @@ -128,6 +153,7 @@ public: private: QVector<QString> m_uniformsNames; QVector<int> m_uniformsNamesIds; + QVector<int> m_standardUniformNamesIds; QVector<ShaderUniform> m_uniforms; QVector<QString> m_attributesNames; |