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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() = 0;
+ virtual void EndFragmentGeneration() = 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