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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_CUSTOM_MATERIAL_H
+#define QT3DS_RENDER_CUSTOM_MATERIAL_H
+#include "Qt3DSRender.h"
+#include "Qt3DSRenderDynamicObject.h"
+#include "Qt3DSRenderImage.h"
+#include "Qt3DSRenderLightmaps.h"
+#include "foundation/Qt3DSFlags.h"
+
+namespace qt3ds {
+namespace render {
+
+ // IMPORTANT: These flags matches the key produced by a MDL export file
+ struct SCustomMaterialShaderKeyValues
+ {
+ enum Enum {
+ diffuse = 1 << 0,
+ specular = 1 << 1,
+ glossy = 1 << 2,
+ cutout = 1 << 3,
+ refraction = 1 << 4,
+ transparent = 1 << 5,
+ displace = 1 << 6,
+ volumetric = 1 << 7,
+ transmissive = 1 << 8,
+ };
+ };
+
+ typedef NVFlags<SCustomMaterialShaderKeyValues::Enum, QT3DSU32> SCustomMaterialShaderKeyFlags;
+
+ struct SCustomMaterial : public SDynamicObject
+ {
+ private:
+ // These objects are only created via the dynamic object system.
+ SCustomMaterial(const SCustomMaterial &);
+ SCustomMaterial &operator=(const SCustomMaterial &);
+ SCustomMaterial();
+
+ public:
+ // lightmap section
+ SLightmaps m_Lightmaps;
+ // material section
+ bool m_hasTransparency;
+ bool m_hasRefraction;
+ bool m_hasVolumetricDF;
+ SImage *m_IblProbe;
+ SImage *m_EmissiveMap2;
+ SImage *m_DisplacementMap;
+ QT3DSF32 m_DisplaceAmount; ///< depends on the object size
+
+ SGraphObject *m_NextSibling;
+
+ SCustomMaterialShaderKeyFlags m_ShaderKeyValues; ///< input from MDL files
+ QT3DSU32 m_LayerCount; ///< input from MDL files
+
+ void Initialize(QT3DSU32 inKey, QT3DSU32 inLayerCount)
+ {
+ m_Lightmaps.m_LightmapIndirect = NULL;
+ m_Lightmaps.m_LightmapRadiosity = NULL;
+ m_Lightmaps.m_LightmapShadow = NULL;
+ m_hasTransparency = false;
+ m_hasRefraction = false;
+ m_hasVolumetricDF = false;
+ m_NextSibling = NULL;
+ m_DirtyFlagWithInFrame = m_Flags.IsDirty();
+ m_IblProbe = NULL;
+ m_EmissiveMap2 = NULL;
+ m_DisplacementMap = NULL;
+ m_DisplaceAmount = 0.0;
+ m_ShaderKeyValues = (SCustomMaterialShaderKeyFlags)inKey;
+ m_LayerCount = inLayerCount;
+ }
+
+ bool IsDielectric() const
+ {
+ return m_ShaderKeyValues & SCustomMaterialShaderKeyValues::diffuse;
+ }
+ bool IsSpecularEnabled() const
+ {
+ return m_ShaderKeyValues & SCustomMaterialShaderKeyValues::specular;
+ }
+ bool IsCutOutEnabled() const
+ {
+ return m_ShaderKeyValues & SCustomMaterialShaderKeyValues::cutout;
+ }
+ bool IsVolumetric() const
+ {
+ return m_ShaderKeyValues & SCustomMaterialShaderKeyValues::volumetric;
+ }
+ bool IsTransmissive() const
+ {
+ return m_ShaderKeyValues & SCustomMaterialShaderKeyValues::transmissive;
+ }
+ bool HasLighting() const { return true; }
+
+ template <typename TRemapperType>
+ void Remap(TRemapperType &inRemapper)
+ {
+ SDynamicObject::Remap(inRemapper);
+ m_Lightmaps.Remap(inRemapper);
+ inRemapper.Remap(m_IblProbe);
+ inRemapper.RemapMaterial(m_NextSibling);
+ inRemapper.Remap(m_EmissiveMap2);
+ inRemapper.Remap(m_DisplacementMap);
+ }
+
+ // Dirty
+ bool m_DirtyFlagWithInFrame;
+ bool IsDirty() const { return m_Flags.IsDirty() || m_DirtyFlagWithInFrame; }
+ void UpdateDirtyForFrame()
+ {
+ m_DirtyFlagWithInFrame = m_Flags.IsDirty();
+ m_Flags.SetDirty(false);
+ }
+ };
+}
+}
+#endif