From b4954701093739e7a4e54a0669f306922d0d4605 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pasi=20Kera=CC=88nen?= Date: Thu, 6 Jun 2019 16:22:02 +0300 Subject: Long live the slayer! MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Initial commit of OpenGL Runtime to repository. Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e of qt3dstudio repository. Task-number: QT3DS-3600 Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832 Reviewed-by: Pasi Keränen --- .../Qt3DSRenderDefaultMaterialShaderGenerator.h | 123 +++++++++++++++++++++ 1 file changed, 123 insertions(+) create mode 100644 src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.h (limited to 'src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.h') diff --git a/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.h b/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.h new file mode 100644 index 0000000..7453e1d --- /dev/null +++ b/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.h @@ -0,0 +1,123 @@ +/**************************************************************************** +** +** 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_DEFAULT_MATERIAL_SHADER_GENERATOR_H +#define QT3DS_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H +#include "Qt3DSRenderMaterialShaderGenerator.h" +#include "Qt3DSRenderLightConstantProperties.h" + +namespace qt3ds { +namespace render { + + class Qt3DSShadowMap; + struct SShaderGeneratorGeneratedShader; + + class IDefaultMaterialVertexPipeline : public IShaderStageGenerator + { + protected: + virtual ~IDefaultMaterialVertexPipeline() {} + public: + // Responsible for beginning all vertex and fragment generation (void main() { etc). + virtual void BeginVertexGeneration(QT3DSU32 displacementImageIdx, + SRenderableImage *displacementImage) = 0; + // The fragment shader expects a floating point constant, object_opacity 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 char8_t *inVarName, const char8_t *inVarValueExpr) = 0; + + /** + * @brief Generates UV coordinates in shader code + * + * @param[in] inUVSet index of UV data set + * + * @return no return + */ + virtual void GenerateUVCoords(QT3DSU32 inUVSet = 0) = 0; + + virtual void GenerateEnvMapReflection() = 0; + virtual void GenerateViewVector() = 0; + + // fragment shader expects varying vertex normal + // lighting in vertex pipeline expects world_normal + virtual void GenerateWorldNormal() = 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() = 0; + virtual void GenerateVertexColor() = 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 IDefaultMaterialShaderGenerator : public IMaterialShaderGenerator + { + public: + virtual void AddDisplacementImageUniforms(IShaderStageGenerator &inGenerator, + QT3DSU32 displacementImageIdx, + SRenderableImage *displacementImage) = 0; + SImageVariableNames GetImageVariableNames(QT3DSU32 inIdx) override = 0; + void GenerateImageUVCoordinates(IShaderStageGenerator &inVertexPipeline, QT3DSU32 idx, + QT3DSU32 uvSet, SRenderableImage &image) override = 0; + // Transforms attr_pos, attr_norm, and attr_uv0. + virtual void AddDisplacementMappingForDepthPass(IShaderStageGenerator &inShader) = 0; + + // inPipelineName needs to be unique else the shader cache will just return shaders from + // different pipelines. + NVRenderShaderProgram *GenerateShader( + const SGraphObject &inMaterial, SShaderDefaultMaterialKey inShaderDescription, + IShaderStageGenerator &inVertexPipeline, TShaderFeatureSet inFeatureSet, + NVDataRef inLights, SRenderableImage *inFirstImage, bool inHasTransparency, + const char8_t *inVertexPipelineName, const char8_t *inCustomMaterialName = "") override = 0; + + // Also sets the blend function on the render context. + virtual void + SetMaterialProperties(NVRenderShaderProgram &inProgram, const SGraphObject &inMaterial, + const QT3DSVec2 &inCameraVec, const QT3DSMat44 &inModelViewProjection, + const QT3DSMat33 &inNormalMatrix, const QT3DSMat44 &inGlobalTransform, + SRenderableImage *inFirstImage, QT3DSF32 inOpacity, + SLayerGlobalRenderProperties inRenderProperties) override = 0; + + static IDefaultMaterialShaderGenerator & + CreateDefaultMaterialShaderGenerator(IQt3DSRenderContext &inRenderContext); + + SLightConstantProperties + *GetLightConstantProperties(SShaderGeneratorGeneratedShader &shader); + }; +} +} + +#endif -- cgit v1.2.3