/**************************************************************************** ** ** 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_SHADER_GENERATOR_H #define QT3DS_RENDER_CUSTOM_MATERIAL_SHADER_GENERATOR_H #include "Qt3DSRenderMaterialShaderGenerator.h" namespace qt3ds { namespace render { class Qt3DSShadowMap; class ICustomMaterialShaderGenerator : public IMaterialShaderGenerator { public: SImageVariableNames GetImageVariableNames(QT3DSU32 inIdx) override = 0; void GenerateImageUVCoordinates(IShaderStageGenerator &inVertexPipeline, QT3DSU32 idx, QT3DSU32 uvSet, SRenderableImage &image) override = 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 ICustomMaterialShaderGenerator & CreateCustomMaterialShaderGenerator(IQt3DSRenderContext &inRenderContext); }; } } #endif