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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_VERTEX_PIPELINE_IMPL_H
#define QT3DS_VERTEX_PIPELINE_IMPL_H
#include "Qt3DSRenderDefaultMaterialShaderGenerator.h"

namespace qt3ds {
namespace render {
    // Baseclass for the vertex pipelines to be sure we have consistent implementations.
    struct SVertexPipelineImpl : public IDefaultMaterialVertexPipeline
    {
        struct GenerationFlagValues
        {
            enum Enum {
                UVCoords = 1,
                EnvMapReflection = 1 << 1,
                ViewVector = 1 << 2,
                WorldNormal = 1 << 3,
                ObjectNormal = 1 << 4,
                WorldPosition = 1 << 5,
                TangentBinormal = 1 << 6,
                UVCoords1 = 1 << 7,
                VertexColor = 1 << 8,
            };
        };

        typedef TStrTableStrMap::const_iterator TParamIter;
        typedef NVFlags<GenerationFlagValues::Enum> TGenerationFlags;

        IMaterialShaderGenerator &m_MaterialGenerator;
        IShaderProgramGenerator &m_ProgramGenerator;
        IStringTable &m_StringTable;
        CRenderString m_TempString;

        TGenerationFlags m_GenerationFlags;
        bool m_Wireframe;
        TStrTableStrMap m_InterpolationParameters;
        QT3DSU32 m_DisplacementIdx;
        SRenderableImage *m_DisplacementImage;
        QStringList m_addedFunctions;

        SVertexPipelineImpl(NVAllocatorCallback &inAllocator, IMaterialShaderGenerator &inMaterial,
                            IShaderProgramGenerator &inProgram, IStringTable &inStringTable,
                            bool inWireframe // only works if tessellation is true
                            )

            : m_MaterialGenerator(inMaterial)
            , m_ProgramGenerator(inProgram)
            , m_StringTable(inStringTable)
            , m_Wireframe(inWireframe)
            , m_InterpolationParameters(inAllocator, "m_InterpolationParameters")
            , m_DisplacementIdx(0)
            , m_DisplacementImage(NULL)
        {
        }

        // Trues true if the code was *not* set.
        bool SetCode(GenerationFlagValues::Enum inCode)
        {
            if (((QT3DSU32)m_GenerationFlags & inCode) != 0)
                return true;
            m_GenerationFlags |= inCode;
            return false;
        }
        bool HasCode(GenerationFlagValues::Enum inCode)
        {
            return ((QT3DSU32)(m_GenerationFlags & inCode)) != 0;
        }
        IShaderProgramGenerator &ProgramGenerator() { return m_ProgramGenerator; }
        IShaderStageGenerator &Vertex()
        {
            return *ProgramGenerator().GetStage(ShaderGeneratorStages::Vertex);
        }
        IShaderStageGenerator &TessControl()
        {
            return *ProgramGenerator().GetStage(ShaderGeneratorStages::TessControl);
        }
        IShaderStageGenerator &TessEval()
        {
            return *ProgramGenerator().GetStage(ShaderGeneratorStages::TessEval);
        }
        IShaderStageGenerator &Geometry()
        {
            return *ProgramGenerator().GetStage(ShaderGeneratorStages::Geometry);
        }
        IShaderStageGenerator &Fragment()
        {
            return *ProgramGenerator().GetStage(ShaderGeneratorStages::Fragment);
        }
        IMaterialShaderGenerator &MaterialGenerator() { return m_MaterialGenerator; }

        void SetupDisplacement(QT3DSU32 displacementImageIdx, SRenderableImage *displacementImage)
        {
            m_DisplacementIdx = displacementImageIdx;
            m_DisplacementImage = displacementImage;
        }

        CRegisteredString Str(const char8_t *inItem) { return m_StringTable.RegisterStr(inItem); }

        bool HasTessellation() const
        {
            return m_ProgramGenerator.GetEnabledStages() & ShaderGeneratorStages::TessEval;
        }
        bool HasGeometryStage() const
        {
            return m_ProgramGenerator.GetEnabledStages() & ShaderGeneratorStages::Geometry;
        }
        bool HasDisplacment() const { return m_DisplacementImage != NULL; }

        void InitializeWireframeGeometryShader()
        {
            if (m_Wireframe && ProgramGenerator().GetStage(ShaderGeneratorStages::Geometry)
                && ProgramGenerator().GetStage(ShaderGeneratorStages::TessEval)) {
                IShaderStageGenerator &geometryShader(
                    *ProgramGenerator().GetStage(ShaderGeneratorStages::Geometry));
                // currently geometry shader is only used for drawing wireframe
                if (m_Wireframe) {
                    geometryShader.AddUniform("viewport_matrix", "mat4");
                    geometryShader.AddOutgoing("varEdgeDistance", "vec3");
                    geometryShader.Append("layout (triangles) in;");
                    geometryShader.Append("layout (triangle_strip, max_vertices = 3) out;");
                    geometryShader.Append("void main() {");

                    // how this all work see
                    // http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf

                    geometryShader.Append(
                        "// project points to screen space\n"
                        "\tvec3 p0 = vec3(viewport_matrix * (gl_in[0].gl_Position / "
                        "gl_in[0].gl_Position.w));\n"
                        "\tvec3 p1 = vec3(viewport_matrix * (gl_in[1].gl_Position / "
                        "gl_in[1].gl_Position.w));\n"
                        "\tvec3 p2 = vec3(viewport_matrix * (gl_in[2].gl_Position / "
                        "gl_in[2].gl_Position.w));\n"
                        "// compute triangle heights\n"
                        "\tfloat e1 = length(p1 - p2);\n"
                        "\tfloat e2 = length(p2 - p0);\n"
                        "\tfloat e3 = length(p1 - p0);\n"
                        "\tfloat alpha = acos( (e2*e2 + e3*e3 - e1*e1) / (2.0*e2*e3) );\n"
                        "\tfloat beta = acos( (e1*e1 + e3*e3 - e2*e2) / (2.0*e1*e3) );\n"
                        "\tfloat ha = abs( e3 * sin( beta ) );\n"
                        "\tfloat hb = abs( e3 * sin( alpha ) );\n"
                        "\tfloat hc = abs( e2 * sin( alpha ) );\n");
                }
            }
        }

        void FinalizeWireframeGeometryShader()
        {
            IShaderStageGenerator &geometryShader(
                *ProgramGenerator().GetStage(ShaderGeneratorStages::Geometry));

            if (m_Wireframe == true && ProgramGenerator().GetStage(ShaderGeneratorStages::Geometry)
                && ProgramGenerator().GetStage(ShaderGeneratorStages::TessEval)) {
                const char8_t *theExtension("TE[");
                // we always assume triangles
                for (int i = 0; i < 3; i++) {
                    char buf[10];
                    sprintf(buf, "%d", i);
                    for (TStrTableStrMap::const_iterator iter = m_InterpolationParameters.begin(),
                                                         end = m_InterpolationParameters.end();
                         iter != end; ++iter) {
                        geometryShader << "\t" << iter->first.c_str() << " = "
                                       << iter->first.c_str() << theExtension << buf << "];\n";
                    }

                    geometryShader << "\tgl_Position = gl_in[" << buf << "].gl_Position;\n";
                    // the triangle distance is interpolated through the shader stage
                    if (i == 0)
                        geometryShader << "\n\tvarEdgeDistance = vec3(ha*"
                                       << "gl_in[" << buf << "].gl_Position.w, 0.0, 0.0);\n";
                    else if (i == 1)
                        geometryShader << "\n\tvarEdgeDistance = vec3(0.0, hb*"
                                       << "gl_in[" << buf << "].gl_Position.w, 0.0);\n";
                    else if (i == 2)
                        geometryShader << "\n\tvarEdgeDistance = vec3(0.0, 0.0, hc*"
                                       << "gl_in[" << buf << "].gl_Position.w);\n";

                    // submit vertex
                    geometryShader << "\tEmitVertex();\n";
                }
                // end primitive
                geometryShader << "\tEndPrimitive();\n";
            }
        }

        virtual void SetupTessIncludes(ShaderGeneratorStages::Enum inStage,
                                       TessModeValues::Enum inTessMode)
        {
            IShaderStageGenerator &tessShader(*ProgramGenerator().GetStage(inStage));

            // depending on the selected tessellation mode chose program
            switch (inTessMode) {
            case TessModeValues::TessPhong:
                tessShader.AddInclude("tessellationPhong.glsllib");
                break;
            case TessModeValues::TessNPatch:
                tessShader.AddInclude("tessellationNPatch.glsllib");
                break;
            default:
                QT3DS_ASSERT(false); // fallthrough intentional
            case TessModeValues::TessLinear:
                tessShader.AddInclude("tessellationLinear.glsllib");
                break;
            }
        }

        void GenerateUVCoords(QT3DSU32 inUVSet = 0) override
        {
            if (inUVSet == 0 && SetCode(GenerationFlagValues::UVCoords))
                return;
            if (inUVSet == 1 && SetCode(GenerationFlagValues::UVCoords1))
                return;

            QT3DS_ASSERT(inUVSet == 0 || inUVSet == 1);

            if (inUVSet == 0)
                AddInterpolationParameter("varTexCoord0", "vec2");
            else if (inUVSet == 1)
                AddInterpolationParameter("varTexCoord1", "vec2");

            DoGenerateUVCoords(inUVSet);
        }
        void GenerateEnvMapReflection() override
        {
            if (SetCode(GenerationFlagValues::EnvMapReflection))
                return;

            GenerateWorldPosition();
            GenerateWorldNormal();
            IShaderStageGenerator &activeGenerator(ActiveStage());
            activeGenerator.AddInclude("viewProperties.glsllib");
            AddInterpolationParameter("var_object_to_camera", "vec3");
            activeGenerator.Append("\tvar_object_to_camera = normalize( local_model_world_position "
                                   "- camera_position );");
            // World normal cannot be relied upon in the vertex shader because of bump maps.
            Fragment().Append("\tvec3 environment_map_reflection = reflect( "
                              "normalize(var_object_to_camera), world_normal.xyz );");
            Fragment().Append("\tenvironment_map_reflection *= vec3( 0.5, 0.5, 0 );");
            Fragment().Append("\tenvironment_map_reflection += vec3( 0.5, 0.5, 1.0 );");
        }
        void GenerateViewVector() override
        {
            if (SetCode(GenerationFlagValues::ViewVector))
                return;
            GenerateWorldPosition();
            IShaderStageGenerator &activeGenerator(ActiveStage());
            activeGenerator.AddInclude("viewProperties.glsllib");
            AddInterpolationParameter("varViewVector", "vec3");
            activeGenerator.Append("\tvec3 local_view_vector = normalize(camera_position - "
                                   "local_model_world_position);");
            AssignOutput("varViewVector", "local_view_vector");
            Fragment() << "\tvec3 view_vector = normalize(varViewVector);" << Endl;
        }

        // fragment shader expects varying vertex normal
        // lighting in vertex pipeline expects world_normal
        void GenerateWorldNormal() override
        {
            if (SetCode(GenerationFlagValues::WorldNormal))
                return;
            AddInterpolationParameter("varNormal", "vec3");
            DoGenerateWorldNormal();
            Fragment().Append("\tvec3 world_normal = normalize( varNormal );");
        }
        void GenerateObjectNormal() override
        {
            if (SetCode(GenerationFlagValues::ObjectNormal))
                return;
            DoGenerateObjectNormal();
            Fragment().Append("\tvec3 object_normal = normalize(varObjectNormal);");
        }
        void GenerateWorldPosition() override
        {
            if (SetCode(GenerationFlagValues::WorldPosition))
                return;

            ActiveStage().AddUniform("model_matrix", "mat4");
            AddInterpolationParameter("varWorldPos", "vec3");
            DoGenerateWorldPosition();

            AssignOutput("varWorldPos", "local_model_world_position");
        }
        void GenerateVarTangentAndBinormal() override
        {
            if (SetCode(GenerationFlagValues::TangentBinormal))
                return;
            AddInterpolationParameter("varTangent", "vec3");
            AddInterpolationParameter("varBinormal", "vec3");
            DoGenerateVarTangentAndBinormal();
            Fragment() << "\tvec3 tangent = normalize(varTangent);" << Endl
                       << "\tvec3 binormal = normalize(varBinormal);" << Endl;
        }
        void GenerateVertexColor() override
        {
            if (SetCode(GenerationFlagValues::VertexColor))
                return;
            AddInterpolationParameter("varColor", "vec3");
            DoGenerateVertexColor();
            Fragment().Append("\tvec3 vertColor = varColor;");
        }

        bool HasActiveWireframe() override { return m_Wireframe; }

        // IShaderStageGenerator interface
        void AddIncoming(const char8_t *name, const char8_t *type) override
        {
            ActiveStage().AddIncoming(name, type);
        }
        void AddIncoming(const TStrType &name, const char8_t *type) override
        {
            AddIncoming(name.c_str(), type);
        }

        void AddOutgoing(const char8_t *name, const char8_t *type) override
        {
            AddInterpolationParameter(name, type);
        }
        void AddOutgoing(const TStrType &name, const char8_t *type) override
        {
            AddOutgoing(name.c_str(), type);
        }

        void AddUniform(const char8_t *name, const char8_t *type) override
        {
            ActiveStage().AddUniform(name, type);
        }
        void AddUniform(const TStrType &name, const char8_t *type) override
        {
            AddUniform(name.c_str(), type);
        }

        void AddInclude(const char8_t *name) override { ActiveStage().AddInclude(name); }
        void AddInclude(const TStrType &name) override { AddInclude(name.c_str()); }
        void AddInclude(const QString &name) override
        {
            QByteArray arr = name.toLatin1();
            AddInclude(arr.data());
        }

        void AddFunction(const QString &functionName) override
        {
            if (!m_addedFunctions.contains(functionName)) {
                m_addedFunctions.push_back(functionName);
                QString includeName;
                QTextStream stream(&includeName);
                stream << "func" << functionName << ".glsllib";
                AddInclude(includeName);
            }
        }

        void AddConstantBuffer(const char *name, const char *layout) override
        {
            ActiveStage().AddConstantBuffer(name, layout);
        }
        void AddConstantBufferParam(const char *cbName, const char *paramName,
                                            const char *type) override
        {
            ActiveStage().AddConstantBufferParam(cbName, paramName, type);
        }

        IShaderStageGenerator &operator<<(const char *data) override
        {
            ActiveStage() << data;
            return *this;
        }
        IShaderStageGenerator &operator<<(const TStrType &data) override
        {
            ActiveStage() << data;
            return *this;
        }
        IShaderStageGenerator &operator<<(const SEndlType &data) override
        {
            ActiveStage() << data;
            return *this;
        }
        void Append(const char *data) override { ActiveStage().Append(data); }
        void AppendPartial(const char *data) override { ActiveStage().Append(data); }

        ShaderGeneratorStages::Enum Stage() const override
        {
            return const_cast<SVertexPipelineImpl *>(this)->ActiveStage().Stage();
        }

        void BeginVertexGeneration(QT3DSU32 displacementImageIdx,
                                           SRenderableImage *displacementImage) override = 0;
        void AssignOutput(const char8_t *inVarName, const char8_t *inVarValueExpr) override = 0;
        void EndVertexGeneration() override = 0;

        void BeginFragmentGeneration() override = 0;
        void EndFragmentGeneration() override = 0;

        virtual IShaderStageGenerator &ActiveStage() = 0;
        virtual void AddInterpolationParameter(const char8_t *inParamName,
                                               const char8_t *inParamType) = 0;

        virtual void DoGenerateUVCoords(QT3DSU32 inUVSet) = 0;
        virtual void DoGenerateWorldNormal() = 0;
        virtual void DoGenerateObjectNormal() = 0;
        virtual void DoGenerateWorldPosition() = 0;
        virtual void DoGenerateVarTangentAndBinormal() = 0;
        virtual void DoGenerateVertexColor() = 0;
    };
}
}

#endif