/**************************************************************************** ** ** 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. 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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