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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_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<SLight *> 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<SShaderGeneratorGeneratedShader>
*GetLightConstantProperties(SShaderGeneratorGeneratedShader &shader);
};
}
}
#endif
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