885 QSSGMaterialVertexPipeline &vertexShader,
886 const QSSGShaderDefaultMaterialKey &inKey,
887 const QSSGShaderDefaultMaterialKeyProperties &keyProps,
888 const QSSGShaderFeatures &featureSet,
889 const QSSGRenderGraphObject &inMaterial,
890 const QSSGUserShaderAugmentation &shaderAugmentation,
891 QSSGShaderLibraryManager &shaderLibraryManager)
893 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
894 auto hasCustomFunction = [&shaderLibraryManager, materialAdapter](
const QByteArray &funcName) {
895 return materialAdapter->hasCustomShaderFunction(QSSGShaderCache::ShaderType::Fragment,
897 shaderLibraryManager);
900 auto channelStr = [](
const QSSGShaderKeyTextureChannel &chProp,
const QSSGShaderDefaultMaterialKey &inKey) -> QByteArray {
902 switch (chProp.getTextureChannel(inKey)) {
903 case QSSGShaderKeyTextureChannel::R:
906 case QSSGShaderKeyTextureChannel::G:
909 case QSSGShaderKeyTextureChannel::B:
912 case QSSGShaderKeyTextureChannel::A:
919 auto maskVariableByVertexColorChannel = [&fragmentShader, keyProps, inKey](
const QByteArray &maskVariable,
const QSSGRenderDefaultMaterial::VertexColorMask &maskEnum ){
920 if (keyProps.m_vertexColorsMaskEnabled.getValue(inKey)) {
921 if ( keyProps.m_vertexColorRedMask.getValue(inKey) & maskEnum )
922 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.r;\n";
923 else if ( keyProps.m_vertexColorGreenMask.getValue(inKey) & maskEnum )
924 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.g;\n";
925 else if ( keyProps.m_vertexColorBlueMask.getValue(inKey) & maskEnum )
926 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.b;\n";
927 else if ( keyProps.m_vertexColorAlphaMask.getValue(inKey) & maskEnum )
928 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.a;\n";
932 generateFragmentDefines(fragmentShader, inKey, keyProps, materialAdapter, shaderLibraryManager, shaderAugmentation);
937 const PassRequirmentsState passRequirmentState(inKey, keyProps, featureSet, samplerState, shaderAugmentation);
939 const bool hasCustomVert = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Vertex);
941 const int viewCount = featureSet.isSet(QSSGShaderFeatures::Feature::DisableMultiView)
942 ? 1 : keyProps.m_viewCount.getValue(inKey);
945 if (passRequirmentState.numMorphTargets > 0 || hasCustomVert) {
946 vertexShader.addDefinition(QByteArrayLiteral(
"QT_MORPH_MAX_COUNT"),
947 QByteArray::number(passRequirmentState.numMorphTargets));
949 if ((offset = keyProps.m_targetPositionOffset.getValue(inKey)) < UINT8_MAX) {
950 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_POSITION_OFFSET"),
951 QByteArray::number(offset));
953 if ((offset = keyProps.m_targetNormalOffset.getValue(inKey)) < UINT8_MAX) {
954 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_NORMAL_OFFSET"),
955 QByteArray::number(offset));
957 if ((offset = keyProps.m_targetTangentOffset.getValue(inKey)) < UINT8_MAX) {
958 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TANGENT_OFFSET"),
959 QByteArray::number(offset));
961 if ((offset = keyProps.m_targetBinormalOffset.getValue(inKey)) < UINT8_MAX) {
962 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_BINORMAL_OFFSET"),
963 QByteArray::number(offset));
965 if ((offset = keyProps.m_targetTexCoord0Offset.getValue(inKey)) < UINT8_MAX) {
966 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX0_OFFSET"),
967 QByteArray::number(offset));
969 if ((offset = keyProps.m_targetTexCoord1Offset.getValue(inKey)) < UINT8_MAX) {
970 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX1_OFFSET"),
971 QByteArray::number(offset));
973 if ((offset = keyProps.m_targetColorOffset.getValue(inKey)) < UINT8_MAX) {
974 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_COLOR_OFFSET"),
975 QByteArray::number(offset));
980 if (shaderAugmentation.hasUserAugmentation())
981 fragmentShader << shaderAugmentation.preamble;
984 for (
const auto &u : shaderAugmentation.propertyUniforms)
985 fragmentShader.addUniform(u.name, u.typeName);
988 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
989 const bool usesSharedVar = materialAdapter->usesSharedVariables();
991 vertexShader.beginFragmentGeneration(shaderLibraryManager, passRequirmentState.oitMethod);
994 vertexShader.generateDepth();
995 fragmentShader.addUniform(
"qt_shadowDepthAdjust",
"vec2");
1000 vertexShader.generateShadowWorldPosition(inKey);
1003 if (hasCustomFrag && materialAdapter->isUnshaded()) {
1017 fragmentShader.addUniform(
"qt_material_emissive_color",
"vec3");
1019 fragmentShader.addUniform(
"qt_material_base_color",
"vec4");
1020 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1021 fragmentShader.addUniform(
"qt_material_properties2",
"vec4");
1022 fragmentShader.addUniform(
"qt_material_properties3",
"vec4");
1024 fragmentShader.addUniform(
"qt_material_properties4",
"vec4");
1025 if (!hasCustomFrag) {
1027 fragmentShader.addUniform(
"qt_material_attenuation",
"vec4");
1028 fragmentShader.addUniform(
"qt_material_thickness",
"float");
1030 fragmentShader.addUniform(
"qt_material_dispersion",
"float");
1033 fragmentShader.addUniform(
"qt_material_properties5",
"vec4");
1034 fragmentShader.addUniform(
"qt_material_clearcoat_normal_strength",
"float");
1035 fragmentShader.addUniform(
"qt_material_clearcoat_fresnel_power",
"float");
1037 fragmentShader.addUniform(
"qt_material_sheen_color",
"vec3");
1038 fragmentShader.addUniform(
"qt_material_sheen_roughness",
"float");
1042 fragmentShader.addUniform(
"qt_material_anisotropy",
"vec3");
1046 fragmentShader.addUniform(
"qt_material_iridescence",
"vec4");
1051 vertexShader.generateVertexColor(inKey);
1053 fragmentShader.append(
" vec4 qt_vertColorMask = vec4(1.0);");
1054 fragmentShader.append(
" vec4 qt_vertColor = vec4(1.0);");
1058 vertexShader.generateViewVector(inKey);
1059 if (keyProps.m_usesProjectionMatrix.getValue(inKey)) {
1061 fragmentShader.addUniformArray(
"qt_projectionMatrix",
"mat4", viewCount);
1063 fragmentShader.addUniform(
"qt_projectionMatrix",
"mat4");
1065 if (keyProps.m_usesInverseProjectionMatrix.getValue(inKey)) {
1067 fragmentShader.addUniformArray(
"qt_inverseProjectionMatrix",
"mat4", viewCount);
1069 fragmentShader.addUniform(
"qt_inverseProjectionMatrix",
"mat4");
1071 vertexShader.generateWorldNormal(inKey);
1072 vertexShader.generateWorldPosition(inKey);
1075 bool genTangent =
false;
1076 bool genBinormal =
false;
1077 vertexShader.generateVarTangentAndBinormal(inKey, genTangent, genBinormal);
1080 QSSGRenderableImage::Type id = QSSGRenderableImage::Type::Unknown;
1085 id = samplerState.hasImage(QSSGRenderableImage::Type::Bump) ? QSSGRenderableImage::Type::Bump : QSSGRenderableImage::Type::Normal;
1086 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1088 id = QSSGRenderableImage::Type::ClearcoatNormal;
1092 id = QSSGRenderableImage::Type::Height;
1093 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Anisotropy)) {
1094 id = QSSGRenderableImage::Type::Anisotropy;
1097 if (id > QSSGRenderableImage::Type::Unknown) {
1098 samplerState.generateImageUVAndSampler(id, vertexShader, fragmentShader, inKey,
true);
1099 fragmentShader <<
" vec2 dUVdx = dFdx(" << samplerState.fragCoordsName(id) <<
");\n"
1100 <<
" vec2 dUVdy = dFdy(" << samplerState.fragCoordsName(id) <<
");\n";
1101 fragmentShader <<
" qt_tangent = (dUVdy.y * dFdx(qt_varWorldPos) - dUVdx.y * dFdy(qt_varWorldPos)) / (dUVdx.x * dUVdy.y - dUVdx.y * dUVdy.x);\n"
1102 <<
" qt_tangent = qt_tangent - dot(qt_world_normal, qt_tangent) * qt_world_normal;\n"
1103 <<
" qt_tangent = normalize(qt_tangent);\n";
1106 fragmentShader.addInclude(
"anisotropy.glsllib");
1107 fragmentShader <<
" qt_tangent = qt_orthonormalTangent(qt_world_normal);\n";
1111 fragmentShader <<
" qt_binormal = cross(qt_world_normal, qt_tangent);\n";
1115 fragmentShader.append(
"#if QSHADER_HLSL && QSHADER_VIEW_COUNT >= 2");
1116 fragmentShader.append(
" const float qt_facing = 1.0;");
1117 fragmentShader.append(
"#else");
1118 fragmentShader.append(
" const float qt_facing = gl_FrontFacing ? 1.0 : -1.0;");
1119 fragmentShader.append(
"#endif");
1120 fragmentShader.append(
" qt_world_normal *= qt_facing;\n");
1122 fragmentShader.append(
" qt_tangent *= qt_facing;");
1123 fragmentShader.append(
" qt_binormal *= qt_facing;");
1128 if (hasCustomFrag) {
1134 fragmentShader <<
" float qt_customOcclusionAmount = 1.0;\n";
1135 fragmentShader <<
" float qt_customIOR = 1.5;\n";
1136 fragmentShader <<
" float qt_customSpecularAmount = 0.5;\n";
1137 fragmentShader <<
" float qt_customSpecularRoughness = 0.0;\n";
1138 fragmentShader <<
" float qt_customMetalnessAmount = 0.0;\n";
1139 fragmentShader <<
" float qt_customFresnelPower = 5.0;\n";
1140 fragmentShader <<
" vec4 qt_customBaseColor = vec4(1.0);\n";
1141 fragmentShader <<
" vec3 qt_customEmissiveColor = vec3(0.0);\n";
1143 fragmentShader <<
" float qt_customClearcoatAmount = 0.0;\n";
1144 fragmentShader <<
" float qt_customClearcoatFresnelPower = 5.0;\n";
1145 fragmentShader <<
" float qt_customClearcoatRoughness = 0.0;\n";
1146 fragmentShader <<
" vec3 qt_customClearcoatNormal = qt_world_normal;\n";
1148 fragmentShader <<
" float qt_customClearcoatFresnelScale = 1.0;\n";
1149 fragmentShader <<
" float qt_customClearcoatFresnelBias = 0.0;\n";
1153 fragmentShader <<
" vec3 qt_customSheenColor = vec3(0.0);\n";
1154 fragmentShader <<
" float qt_customSheenRoughness = 0.0;\n";
1157 fragmentShader <<
" float qt_customAnisotropyStrength = 0.0;\n";
1158 fragmentShader <<
" float qt_customAnisotropyRotation = 0.0;\n";
1161 fragmentShader <<
" float qt_customIridescenceFactor = 0.0;\n";
1162 fragmentShader <<
" float qt_customIridescenceIor = 1.3;\n";
1163 fragmentShader <<
" float qt_customIridescenceThickness = 400.0;\n";
1166 fragmentShader <<
" float qt_customFresnelScale = 1.0;\n";
1167 fragmentShader <<
" float qt_customFresnelBias = 0.0;\n";
1171 fragmentShader <<
" float qt_customDispersion = 0.0;\n";
1174 fragmentShader <<
" float qt_customTransmissionFactor = 0.0;\n";
1175 fragmentShader <<
" float qt_customThicknessFactor = 0.0;\n";
1176 fragmentShader <<
" vec3 qt_customAttenuationColor = vec3(1.0);\n";
1177 fragmentShader <<
" float qt_customAttenuationDistance = 0.0;\n";
1180 fragmentShader <<
" QT_SHARED_VARS qt_customShared;\n";
1183 vertexShader.generateUVCoords(0, inKey);
1184 vertexShader.generateUVCoords(1, inKey);
1186 fragmentShader <<
" qt_customMain(qt_customBaseColor,\n"
1187 <<
" qt_customEmissiveColor,\n"
1188 <<
" qt_customMetalnessAmount,\n"
1189 <<
" qt_customSpecularRoughness,\n"
1190 <<
" qt_customSpecularAmount,\n"
1191 <<
" qt_customFresnelPower,\n"
1192 <<
" qt_world_normal,\n"
1194 <<
" qt_binormal,\n"
1195 <<
" qt_texCoord0,\n"
1196 <<
" qt_texCoord1,\n"
1197 <<
" qt_view_vector,\n"
1198 <<
" qt_customIOR,\n"
1199 <<
" qt_customOcclusionAmount";
1201 fragmentShader <<
",\n qt_customClearcoatAmount,\n"
1202 <<
" qt_customClearcoatFresnelPower,\n"
1203 <<
" qt_customClearcoatRoughness,\n"
1204 <<
" qt_customClearcoatNormal";
1206 fragmentShader <<
",\n qt_customClearcoatFresnelScale,\n"
1207 <<
" qt_customClearcoatFresnelBias";
1211 fragmentShader <<
",\n qt_customSheenColor,\n"
1212 <<
" qt_customSheenRoughness";
1215 fragmentShader <<
",\n qt_customAnisotropyStrength,\n"
1216 <<
" qt_customAnisotropyRotation";
1219 fragmentShader <<
",\n qt_customIridescenceFactor,\n"
1220 <<
" qt_customIridescenceIor,\n"
1221 <<
" qt_customIridescenceThickness";
1224 fragmentShader <<
",\n qt_customFresnelScale,\n"
1225 <<
" qt_customFresnelBias";
1228 fragmentShader <<
",\n qt_customDispersion";
1230 fragmentShader <<
",\n qt_customTransmissionFactor,\n"
1231 <<
" qt_customThicknessFactor,\n"
1232 <<
" qt_customAttenuationColor,\n"
1233 <<
" qt_customAttenuationDistance";
1236 fragmentShader <<
"\n, qt_customShared);\n";
1238 fragmentShader <<
");\n";
1240 fragmentShader <<
" vec4 qt_diffuseColor = qt_customBaseColor * qt_vertColor;\n";
1241 fragmentShader <<
" vec3 qt_global_emission = qt_customEmissiveColor;\n";
1242 fragmentShader <<
" float qt_iOR = qt_customIOR;\n";
1244 fragmentShader <<
" vec4 qt_diffuseColor = qt_material_base_color * qt_vertColor;\n";
1245 fragmentShader <<
" vec3 qt_global_emission = qt_material_emissive_color;\n";
1247 fragmentShader <<
" float qt_iOR = qt_material_specular.w;\n";
1250 const bool hasCustomIblProbe = hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_iblProbeProcessor"));
1257 vertexShader.generateLightmapUVCoords(inKey);
1258 fragmentShader.addFunction(
"lightmap");
1267 fragmentShader.addInclude(
"parallaxMapping.glsllib");
1268 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Height, vertexShader, fragmentShader, inKey,
true);
1269 fragmentShader <<
" float qt_heightAmount = qt_material_properties4.x;\n";
1270 maskVariableByVertexColorChannel(
"qt_heightAmount", QSSGRenderDefaultMaterial::HeightAmountMask );
1271 fragmentShader <<
" qt_texCoord0 = qt_parallaxMapping(" << samplerState.fragCoordsName(QSSGRenderableImage::Type::Height) <<
",\n"
1272 <<
" " << samplerState.samplerName(QSSGRenderableImage::Type::Height) <<
",\n"
1274 <<
" qt_binormal,\n"
1275 <<
" qt_world_normal,\n"
1276 <<
" qt_varWorldPos, \n"
1277 <<
"#if QSHADER_VIEW_COUNT >= 2\n"
1278 <<
" qt_cameraPosition[qt_viewIndex],\n"
1280 <<
" qt_cameraPosition,\n"
1282 <<
" qt_heightAmount,\n"
1283 <<
" qt_material_properties4.y,\n"
1284 <<
" qt_material_properties4.z);\n";
1289 addLocalVariable(fragmentShader,
"qt_clearcoatNormal",
"vec3");
1294 if (hasCustomFrag) {
1295 fragmentShader <<
" qt_clearcoatNormal = qt_customClearcoatNormal;\n";
1297 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1298 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatNormal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1299 fragmentShader.addFunction(
"sampleNormalTexture");
1300 fragmentShader <<
" float qt_clearcoat_normal_strength = qt_material_clearcoat_normal_strength;\n";
1301 maskVariableByVertexColorChannel(
"qt_clearcoat_normal_strength", QSSGRenderDefaultMaterial::ClearcoatNormalStrengthMask );
1302 fragmentShader <<
" qt_clearcoatNormal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatNormal)
1303 <<
", qt_clearcoat_normal_strength, "
1304 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatNormal)
1305 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1309 fragmentShader <<
" qt_clearcoatNormal = qt_world_normal;\n";
1316 if (samplerState.hasImage(QSSGRenderableImage::Type::Bump)) {
1317 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Bump, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1318 fragmentShader.append(
" float qt_bumpAmount = qt_material_properties2.y;\n");
1319 maskVariableByVertexColorChannel(
"qt_bumpAmount", QSSGRenderDefaultMaterial::NormalStrengthMask );
1320 fragmentShader.addInclude(
"defaultMaterialBumpNoLod.glsllib");
1321 fragmentShader <<
" qt_world_normal = qt_defaultMaterialBumpNoLod("
1322 << samplerState.samplerName(QSSGRenderableImage::Type::Bump)
1323 <<
", qt_bumpAmount, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Bump)
1324 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1325 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Normal)) {
1326 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Normal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1327 fragmentShader.append(
" float qt_normalStrength = qt_material_properties2.y;\n");
1328 maskVariableByVertexColorChannel(
"qt_normalStrength", QSSGRenderDefaultMaterial::NormalStrengthMask );
1329 fragmentShader.addFunction(
"sampleNormalTexture");
1330 fragmentShader <<
" qt_world_normal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::Normal)
1331 <<
", qt_normalStrength, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Normal)
1332 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1340 fragmentShader.append(
" vec3 tmp_light_color;");
1344 fragmentShader.append(
" vec3 qt_specularBase;");
1345 fragmentShader.addUniform(
"qt_material_specular",
"vec4");
1347 fragmentShader.append(
" vec3 qt_specularTint = vec3(1.0);");
1349 fragmentShader.append(
" vec3 qt_specularTint = qt_material_specular.rgb;");
1353 if ((samplerState.hasImage(QSSGRenderableImage::Type::BaseColor) || samplerState.hasImage(QSSGRenderableImage::Type::Diffuse)) && passRequirmentState
.needsBaseColor) {
1356 QSSGRenderableImage::Type baseImageType = QSSGRenderableImage::Type::Unknown;
1357 if (samplerState.hasImage(QSSGRenderableImage::Type::BaseColor))
1358 baseImageType = QSSGRenderableImage::Type::BaseColor;
1359 else if (samplerState.hasImage(QSSGRenderableImage::Type::Diffuse))
1360 baseImageType = QSSGRenderableImage::Type::Diffuse;
1363 samplerState.generateImageUVAndSampler(baseImageType, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1365 if (keyProps.m_baseColorSingleChannelEnabled.getValue(inKey)) {
1366 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::BaseColorChannel];
1367 fragmentShader <<
" vec4 qt_base_texture_color = vec4(vec3(texture2D(" << samplerState.samplerName(baseImageType)
1368 <<
", " << samplerState.fragCoordsName(baseImageType) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1370 fragmentShader <<
" vec4 qt_base_texture_color = texture2D(" << samplerState.samplerName(baseImageType)
1371 <<
", " << samplerState.fragCoordsName(baseImageType) <<
");\n";
1374 if (keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isPreMultipliedAlpha(inKey))
1375 fragmentShader <<
" qt_base_texture_color.rgb /= qt_base_texture_color.a;\n";
1377 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isLinear(inKey)) {
1379 fragmentShader.addInclude(
"tonemapping.glsllib");
1380 fragmentShader <<
" qt_base_texture_color = qt_sRGBToLinear(qt_base_texture_color);\n";
1383 fragmentShader <<
" qt_diffuseColor *= qt_base_texture_color;\n";
1387 if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Mask) {
1391 fragmentShader <<
" if (qt_diffuseColor.a < qt_material_properties3.y) {\n"
1392 <<
" qt_diffuseColor = vec4(0.0);\n"
1395 <<
" qt_diffuseColor.a = 1.0;\n"
1397 }
else if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Opaque) {
1398 fragmentShader <<
" qt_diffuseColor.a = 1.0;\n";
1402 if (samplerState.hasImage(QSSGRenderableImage::Type::Opacity)) {
1403 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Opacity, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1404 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OpacityChannel];
1405 fragmentShader <<
" float qt_opacity_map_value = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Opacity)
1406 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Opacity) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1407 if (keyProps.m_invertOpacityMapValue.getValue(inKey))
1408 fragmentShader <<
" qt_opacity_map_value = 1.0 - qt_opacity_map_value;\n";
1409 fragmentShader <<
" qt_objectOpacity *= qt_opacity_map_value;\n";
1414 addLocalVariable(fragmentShader,
"qt_aoFactor",
"float");
1417 fragmentShader.addInclude(
"ssao.glsllib");
1418 fragmentShader.append(
" qt_aoFactor = qt_screenSpaceAmbientOcclusionFactor();");
1420 fragmentShader.append(
" qt_aoFactor = 1.0;");
1424 fragmentShader <<
" qt_aoFactor *= qt_customOcclusionAmount;\n";
1430 fragmentShader <<
" float qt_roughnessAmount = qt_customSpecularRoughness;\n";
1432 fragmentShader <<
" float qt_roughnessAmount = qt_material_properties.y;\n";
1434 maskVariableByVertexColorChannel(
"qt_roughnessAmount", QSSGRenderDefaultMaterial::RoughnessMask );
1436 if (samplerState.hasImage(QSSGRenderableImage::Type::Roughness)) {
1437 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Roughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1438 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::RoughnessChannel];
1439 fragmentShader <<
" qt_roughnessAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Roughness) <<
", "
1440 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Roughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1445 fragmentShader <<
" qt_roughnessAmount = clamp(1.0 - qt_roughnessAmount, 0.0, 1.0);\n";
1451 fragmentShader <<
" float qt_metalnessAmount = qt_customMetalnessAmount;\n";
1453 fragmentShader <<
" float qt_metalnessAmount = qt_material_properties.z;\n";
1455 fragmentShader <<
" float qt_metalnessAmount = 0.0;\n";
1457 maskVariableByVertexColorChannel(
"qt_metalnessAmount", QSSGRenderDefaultMaterial::MetalnessMask );
1459 if (passRequirmentState
.hasSpecularLight && samplerState.hasImage(QSSGRenderableImage::Type::Metalness)) {
1460 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::MetalnessChannel];
1461 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Metalness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1462 fragmentShader <<
" float qt_sampledMetalness = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Metalness) <<
", "
1463 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Metalness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1464 fragmentShader <<
" qt_metalnessAmount = clamp(qt_metalnessAmount * qt_sampledMetalness, 0.0, 1.0);\n";
1471 fragmentShader <<
" if ((qt_diffuseColor.a * qt_objectOpacity) < (1.0 - 1e-6))\n";
1472 fragmentShader <<
" discard;\n";
1478 vertexShader.generateViewVector(inKey);
1479 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1482 fragmentShader <<
" qt_specularBase = vec3(1.0);\n";
1484 fragmentShader <<
" qt_specularBase = qt_diffuseColor.rgb;\n";
1486 fragmentShader <<
" float qt_specularFactor = qt_customSpecularAmount;\n";
1488 fragmentShader <<
" float qt_specularFactor = qt_material_properties.x;\n";
1490 maskVariableByVertexColorChannel(
"qt_specularFactor", QSSGRenderDefaultMaterial::SpecularAmountMask );
1493 fragmentShader.addUniform(
"qt_light_ambient_total",
"vec3");
1495 fragmentShader.append(
" vec4 global_diffuse_light = vec4(0.0);");
1498 fragmentShader <<
" global_diffuse_light.rgb = qt_lightmap_color(qt_texCoordLightmap) * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb;\n";
1500 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_ambientLightProcessor"))) {
1502 fragmentShader.append(
" qt_ambientLightProcessor(global_diffuse_light.rgb, qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, qt_world_normal, qt_view_vector");
1504 fragmentShader <<
", qt_customShared);\n";
1506 fragmentShader <<
");\n";
1508 fragmentShader.append(
" global_diffuse_light = vec4(qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, 0.0);");
1512 fragmentShader.append(
" vec3 global_specular_light = vec3(0.0);");
1516 if (samplerState.hasImage(QSSGRenderableImage::Type::SpecularAmountMap)) {
1517 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SpecularAmountMap, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1519 if (keyProps.m_specularSingleChannelEnabled.getValue(inKey)) {
1520 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SpecularAmountChannel];
1521 fragmentShader <<
" vec4 qt_specular_amount_map = vec4(vec3(texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1522 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1524 fragmentShader <<
" vec4 qt_specular_amount_map = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1525 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
");\n";
1527 fragmentShader <<
" qt_specularBase *= qt_sRGBToLinear(qt_specular_amount_map).rgb;\n";
1532 fragmentShader <<
" qt_specularTint *= qt_specularBase;\n";
1533 fragmentShader <<
" vec3 qt_specularAmount = vec3(1.0);\n";
1535 fragmentShader <<
" vec3 qt_specularAmount = qt_specularBase * vec3(qt_metalnessAmount + qt_specularFactor * (1.0 - qt_metalnessAmount));\n";
1539 if (samplerState.hasImage(QSSGRenderableImage::Type::Translucency)) {
1540 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Translucency, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1541 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TranslucencyChannel];
1542 fragmentShader <<
" float qt_translucent_depth_range = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Translucency)
1543 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Translucency) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1544 fragmentShader <<
" float qt_translucent_thickness = qt_translucent_depth_range * qt_translucent_depth_range;\n";
1545 fragmentShader <<
" float qt_translucent_thickness_exp = exp(qt_translucent_thickness * qt_material_properties2.z);\n";
1549 if (samplerState.hasImage(QSSGRenderableImage::Type::Occlusion)) {
1550 addLocalVariable(fragmentShader,
"qt_ao",
"float");
1551 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Occlusion, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1552 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OcclusionChannel];
1553 fragmentShader <<
" qt_ao = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Occlusion) <<
", "
1554 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Occlusion) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1555 fragmentShader <<
" qt_aoFactor *= qt_ao * qt_material_properties3.x;\n";
1556 maskVariableByVertexColorChannel(
"qt_aoFactor", QSSGRenderDefaultMaterial::OcclusionAmountMask );
1560 fragmentShader.addInclude(
"sheen.glsllib");
1561 addLocalVariable(fragmentShader,
"qt_sheenColor",
"vec3");
1562 addLocalVariable(fragmentShader,
"qt_sheenRoughness",
"float");
1563 addLocalVariable(fragmentShader,
"qt_global_sheen",
"vec3");
1566 fragmentShader <<
" qt_sheenColor = qt_customSheenColor;\n";
1568 fragmentShader <<
" qt_sheenColor = qt_material_sheen_color;\n";
1570 fragmentShader <<
" qt_sheenRoughness = qt_customSheenRoughness;\n";
1572 fragmentShader <<
" qt_sheenRoughness = qt_material_sheen_roughness;\n";
1573 fragmentShader <<
" qt_global_sheen = vec3(0.0);\n";
1575 if (samplerState.hasImage(QSSGRenderableImage::Type::SheenColor)) {
1576 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SheenColor, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1577 fragmentShader <<
" vec3 qt_sheenColorSample = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SheenColor) <<
", "
1578 << samplerState.fragCoordsName(QSSGRenderableImage::Type::SheenColor) <<
").rgb;\n";
1579 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::SheenColorMap].isLinear(inKey)) {
1580 fragmentShader.addInclude(
"tonemapping.glsllib");
1581 fragmentShader <<
" qt_sheenColorSample = qt_sRGBToLinear(qt_sheenColorSample);\n";
1583 fragmentShader <<
" qt_sheenColor *= qt_sheenColorSample;\n";
1586 if (samplerState.hasImage(QSSGRenderableImage::Type::SheenRoughness)) {
1587 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SheenRoughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1588 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SheenRoughnessChannel];
1589 fragmentShader <<
" qt_sheenRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SheenRoughness) <<
", "
1590 << samplerState.fragCoordsName(QSSGRenderableImage::Type::SheenRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1591 fragmentShader <<
" qt_sheenRoughness = clamp(qt_sheenRoughness, 0.0, 1.0);\n";
1596 addLocalVariable(fragmentShader,
"qt_clearcoatAmount",
"float");
1597 addLocalVariable(fragmentShader,
"qt_clearcoatRoughness",
"float");
1598 addLocalVariable(fragmentShader,
"qt_clearcoatF0",
"vec3");
1599 addLocalVariable(fragmentShader,
"qt_clearcoatF90",
"vec3");
1600 addLocalVariable(fragmentShader,
"qt_global_clearcoat",
"vec3");
1603 fragmentShader <<
" qt_clearcoatAmount = qt_customClearcoatAmount;\n";
1605 fragmentShader <<
" qt_clearcoatAmount = qt_material_properties3.z;\n";
1606 maskVariableByVertexColorChannel(
"qt_clearcoatAmount", QSSGRenderDefaultMaterial::ClearcoatAmountMask );
1608 fragmentShader <<
" qt_clearcoatRoughness = qt_customClearcoatRoughness;\n";
1610 fragmentShader <<
" qt_clearcoatRoughness = qt_material_properties3.w;\n";
1611 maskVariableByVertexColorChannel(
"qt_clearcoatRoughness", QSSGRenderDefaultMaterial::ClearcoatRoughnessAmountMask );
1612 fragmentShader <<
" qt_clearcoatF0 = vec3(((1.0-qt_iOR) * (1.0-qt_iOR)) / ((1.0+qt_iOR) * (1.0+qt_iOR)));\n";
1613 fragmentShader <<
" qt_clearcoatF90 = vec3(1.0);\n";
1614 fragmentShader <<
" qt_global_clearcoat = vec3(0.0);\n";
1616 if (samplerState.hasImage(QSSGRenderableImage::Type::Clearcoat)) {
1617 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Clearcoat, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1618 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatChannel];
1619 fragmentShader <<
" qt_clearcoatAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Clearcoat) <<
", "
1620 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Clearcoat) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1623 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatRoughness)) {
1624 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatRoughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1625 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessChannel];
1626 fragmentShader <<
" qt_clearcoatRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
", "
1627 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1628 fragmentShader <<
" qt_clearcoatRoughness = clamp(qt_clearcoatRoughness, 0.0, 1.0);\n";
1633 fragmentShader.addInclude(
"transmission.glsllib");
1634 addLocalVariable(fragmentShader,
"qt_transmissionFactor",
"float");
1635 addLocalVariable(fragmentShader,
"qt_global_transmission",
"vec3");
1637 addLocalVariable(fragmentShader,
"qt_thicknessFactor",
"float");
1638 addLocalVariable(fragmentShader,
"qt_attenuationColor",
"vec3");
1639 addLocalVariable(fragmentShader,
"qt_attenuationDistance",
"float");
1640 fragmentShader <<
" qt_global_transmission = vec3(0.0);\n";
1642 if (hasCustomFrag) {
1643 fragmentShader <<
" qt_transmissionFactor = qt_customTransmissionFactor;\n";
1644 fragmentShader <<
" qt_thicknessFactor = qt_customThicknessFactor;\n";
1645 fragmentShader <<
" qt_attenuationColor = qt_customAttenuationColor;\n";
1646 fragmentShader <<
" qt_attenuationDistance = qt_customAttenuationDistance;\n";
1648 fragmentShader <<
" qt_transmissionFactor = qt_material_properties4.w;\n";
1649 maskVariableByVertexColorChannel(
"qt_transmissionFactor", QSSGRenderDefaultMaterial::TransmissionFactorMask );
1651 if (samplerState.hasImage(QSSGRenderableImage::Type::Transmission)) {
1652 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Transmission, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1653 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TransmissionChannel];
1654 fragmentShader <<
" qt_transmissionFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Transmission) <<
", "
1655 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Transmission) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1658 fragmentShader <<
" qt_thicknessFactor = qt_material_thickness;\n";
1659 maskVariableByVertexColorChannel(
"qt_thicknessFactor", QSSGRenderDefaultMaterial::ThicknessFactorMask );
1660 fragmentShader <<
" qt_attenuationColor = qt_material_attenuation.xyz;\n";
1661 fragmentShader <<
" qt_attenuationDistance = qt_material_attenuation.w;\n";
1663 if (samplerState.hasImage(QSSGRenderableImage::Type::Thickness)) {
1664 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Thickness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1665 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ThicknessChannel];
1666 fragmentShader <<
" qt_thicknessFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Thickness) <<
", "
1667 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Thickness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1672 addLocalVariable(fragmentShader,
"qt_dispersion",
"float");
1674 fragmentShader <<
" qt_dispersion = qt_customDispersion;\n";
1676 fragmentShader <<
" qt_dispersion = qt_material_dispersion;\n";
1680 fragmentShader <<
" vec3 qt_f0 = vec3(1.0);\n";
1681 fragmentShader <<
" vec3 qt_f90 = vec3(1.0);\n";
1685 fragmentShader.addInclude(
"principledMaterialFresnel.glsllib");
1687 fragmentShader <<
" qt_f0 = qt_F0_ior(qt_iOR, qt_metalnessAmount, qt_diffuseColor.rgb);\n";
1689 fragmentShader <<
" const float qt_reflectance = max(max(qt_specularTint.r, qt_specularTint.g), qt_specularTint.b);\n";
1690 fragmentShader <<
" qt_f0 = qt_specularTint;\n";
1691 fragmentShader <<
" qt_specularTint = vec3(1.0);\n";
1692 fragmentShader <<
" qt_f90 = vec3(clamp(qt_reflectance * 50.0, 0.0, 1.0));\n";
1693 fragmentShader <<
" qt_diffuseColor.rgb *= (1 - qt_reflectance);\n";
1698 fragmentShader.addDefinition(
"QSSG_ENABLE_IRIDESCENCE",
"1");
1699 fragmentShader.addInclude(
"iridescence.glsllib");
1700 fragmentShader <<
" float qt_iridescenceFactor = ";
1702 fragmentShader <<
"qt_customIridescenceFactor;\n";
1704 fragmentShader <<
"qt_material_iridescence.x;\n";
1705 fragmentShader <<
" float qt_iridescenceIor = ";
1707 fragmentShader <<
"qt_customIridescenceIor;\n";
1709 fragmentShader <<
"qt_material_iridescence.y;\n";
1712 const char *thicknessMinimum = hasCustomFrag ?
"qt_customIridescenceThickness"
1713 :
"qt_material_iridescence.z";
1714 const char *thicknessMaximum = hasCustomFrag ?
"qt_customIridescenceThickness"
1715 :
"qt_material_iridescence.w";
1717 fragmentShader <<
" float qt_iridescenceThickness = " << thicknessMaximum <<
";\n";
1719 if (samplerState.hasImage(QSSGRenderableImage::Type::Iridescence)) {
1720 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Iridescence, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1721 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::IridescenceChannel];
1722 fragmentShader <<
" qt_iridescenceFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Iridescence) <<
", "
1723 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Iridescence) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1726 if (samplerState.hasImage(QSSGRenderableImage::Type::IridescenceThickness)) {
1727 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::IridescenceThickness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1728 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::IridescenceThicknessChannel];
1729 fragmentShader <<
" qt_iridescenceThickness = mix(" << thicknessMinimum <<
", " << thicknessMaximum
1731 << samplerState.samplerName(QSSGRenderableImage::Type::IridescenceThickness) <<
", "
1732 << samplerState.fragCoordsName(QSSGRenderableImage::Type::IridescenceThickness) <<
")" << channelStr(channelProps, inKey) <<
");\n";
1735 fragmentShader <<
" float qt_iridescenceNdotV = clamp(dot(qt_world_normal, qt_view_vector), 0.0, 1.0);\n";
1736 fragmentShader <<
" qt_f0 = mix(qt_f0, qt_evalIridescence(1.0, qt_iridescenceIor, qt_iridescenceNdotV, "
1737 <<
"qt_iridescenceThickness, qt_f0), qt_iridescenceFactor);\n";
1741 fragmentShader.append(
" vec3 vNormalWsDdx = dFdx(qt_world_normal.xyz);\n");
1742 fragmentShader.append(
" vec3 vNormalWsDdy = dFdy(qt_world_normal.xyz);\n");
1743 fragmentShader.append(
" float flGeometricRoughnessFactor = pow(clamp(max(dot(vNormalWsDdx, vNormalWsDdx), dot(vNormalWsDdy, vNormalWsDdy)), 0.0, 1.0), 0.333);\n");
1744 fragmentShader.append(
" qt_roughnessAmount = max(flGeometricRoughnessFactor, qt_roughnessAmount);\n");
1749 fragmentShader.addDefinition(
"QSSG_ENABLE_ANISOTROPY",
"1");
1750 fragmentShader.addInclude(
"anisotropy.glsllib");
1751 addLocalVariable(fragmentShader,
"qt_anisotropyStrength",
"float");
1752 addLocalVariable(fragmentShader,
"qt_anisotropicT",
"vec3");
1753 addLocalVariable(fragmentShader,
"qt_anisotropicB",
"vec3");
1754 addLocalVariable(fragmentShader,
"qt_anisotropyAlphaT",
"float");
1755 addLocalVariable(fragmentShader,
"qt_anisotropyAlphaB",
"float");
1757 fragmentShader <<
" vec2 qt_anisotropyDirection = vec2(1.0, 0.0);\n";
1758 if (hasCustomFrag) {
1759 fragmentShader <<
" qt_anisotropyStrength = qt_customAnisotropyStrength;\n";
1760 fragmentShader <<
" float qt_anisotropyCos = cos(qt_customAnisotropyRotation);\n";
1761 fragmentShader <<
" float qt_anisotropySin = sin(qt_customAnisotropyRotation);\n";
1763 fragmentShader <<
" qt_anisotropyStrength = qt_material_anisotropy.x;\n";
1764 fragmentShader <<
" float qt_anisotropyCos = qt_material_anisotropy.y;\n";
1765 fragmentShader <<
" float qt_anisotropySin = qt_material_anisotropy.z;\n";
1768 if (samplerState.hasImage(QSSGRenderableImage::Type::Anisotropy)) {
1769 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Anisotropy, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1770 fragmentShader <<
" vec3 qt_anisotropySample = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Anisotropy) <<
", "
1771 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Anisotropy) <<
").rgb;\n";
1772 fragmentShader <<
" qt_anisotropyDirection = qt_anisotropySample.rg * 2.0 - vec2(1.0);\n";
1773 fragmentShader <<
" qt_anisotropyStrength *= qt_anisotropySample.b;\n";
1776 fragmentShader <<
" qt_anisotropyDirection = vec2(qt_anisotropyCos * qt_anisotropyDirection.x - qt_anisotropySin * qt_anisotropyDirection.y,\n"
1777 <<
" qt_anisotropySin * qt_anisotropyDirection.x + qt_anisotropyCos * qt_anisotropyDirection.y);\n";
1778 fragmentShader <<
" qt_anisotropicT = qt_anisotropyDirection.x * qt_tangent + qt_anisotropyDirection.y * qt_binormal;\n";
1780 fragmentShader <<
" qt_anisotropicT -= dot(qt_world_normal, qt_anisotropicT) * qt_world_normal;\n";
1782 fragmentShader <<
" qt_anisotropicT = dot(qt_anisotropicT, qt_anisotropicT) > 1e-8 ? normalize(qt_anisotropicT)\n"
1783 <<
" : qt_orthonormalTangent(qt_world_normal);\n";
1784 fragmentShader <<
" qt_anisotropicB = normalize(cross(qt_world_normal, qt_anisotropicT));\n";
1786 fragmentShader <<
" qt_anisotropyAlphaB = clamp(qt_roughnessAmount * qt_roughnessAmount, 0.001, 1.0);\n";
1787 fragmentShader <<
" qt_anisotropyAlphaT = mix(qt_anisotropyAlphaB, 1.0, qt_anisotropyStrength * qt_anisotropyStrength);\n";
1791 fragmentShader <<
" float qt_fresnelPower = qt_customFresnelPower;\n";
1793 fragmentShader <<
" float qt_fresnelPower = qt_material_properties2.x;\n";
1796 fragmentShader <<
" vec3 qt_principledMaterialFresnelValue = qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1798 if (hasCustomFrag) {
1799 fragmentShader <<
" float qt_fresnelScale = qt_customFresnelScale;\n";
1800 fragmentShader <<
" float qt_fresnelBias = qt_customFresnelBias;\n";
1802 fragmentShader <<
" float qt_fresnelScale = qt_material_properties5.x;\n";
1803 fragmentShader <<
" float qt_fresnelBias = qt_material_properties5.y;\n";
1805 fragmentShader <<
" qt_principledMaterialFresnelValue = clamp(vec3(qt_fresnelBias) + "
1806 <<
"qt_fresnelScale * qt_principledMaterialFresnelValue, 0.0, 1.0);\n";
1808 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnelValue;\n";
1812 fragmentShader <<
" qt_specularTint = mix(vec3(1.0), qt_specularTint, 1.0 - qt_metalnessAmount);\n";
1815 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1820 fragmentShader.addUniform(
"qt_lightAndShadowCounts",
"vec4");
1821 fragmentShader.addFunction(
"processPunctualLighting");
1822 fragmentShader <<
" qt_processPunctualLighting(global_diffuse_light.rgb,\n"
1823 <<
" global_specular_light.rgb,\n"
1824 <<
" qt_diffuseColor.rgb,\n"
1825 <<
" qt_varWorldPos,\n"
1826 <<
" qt_world_normal.xyz,\n"
1827 <<
" qt_view_vector,\n"
1828 <<
"#if QSSG_ENABLE_SPECULAR\n"
1829 <<
" qt_specularAmount,\n"
1830 <<
" qt_specularTint,\n"
1831 <<
"#endif // QSSG_ENABLE_SPECULAR\n"
1832 <<
" qt_roughnessAmount,\n"
1833 <<
" qt_metalnessAmount,\n"
1834 <<
"#if QSSG_CUSTOM_MATERIAL_DIRECTIONAL_LIGHT_PROCESSOR || QSSG_CUSTOM_MATERIAL_POINT_LIGHT_PROCESSOR || QSSG_CUSTOM_MATERIAL_SPOT_LIGHT_PROCESSOR || QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1835 <<
" qt_customBaseColor,\n"
1836 <<
"#endif // QSSG_CUSTOM_MATERIAL_*\n"
1837 <<
"#if QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1838 <<
" qt_customSpecularAmount,\n"
1839 <<
"#endif // QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1840 <<
"#if QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1841 <<
" qt_customShared,\n"
1842 <<
"#endif // QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1843 <<
"#if QSSG_ENABLE_CLEARCOAT\n"
1844 <<
" qt_global_clearcoat,\n"
1845 <<
" qt_clearcoatNormal,\n"
1846 <<
" qt_clearcoatRoughness,\n"
1847 <<
" qt_clearcoatF0,\n"
1848 <<
" qt_clearcoatF90,\n"
1849 <<
"#endif // QSSG_ENABLE_CLEARCOAT\n"
1850 <<
"#if QSSG_ENABLE_SHEEN\n"
1851 <<
" qt_global_sheen,\n"
1852 <<
" qt_sheenColor,\n"
1853 <<
" qt_sheenRoughness,\n"
1854 <<
"#endif // QSSG_ENABLE_SHEEN\n"
1855 <<
"#if QSSG_ENABLE_ANISOTROPY\n"
1856 <<
" qt_anisotropicT,\n"
1857 <<
" qt_anisotropicB,\n"
1858 <<
" qt_anisotropyAlphaT,\n"
1859 <<
" qt_anisotropyAlphaB,\n"
1860 <<
"#endif // QSSG_ENABLE_ANISOTROPY\n"
1861 <<
"#if QSSG_ENABLE_TRANSMISSION\n"
1862 <<
" qt_global_transmission,\n"
1863 <<
" qt_thicknessFactor,\n"
1865 <<
" qt_transmissionFactor,\n"
1866 <<
" qt_attenuationColor,\n"
1867 <<
" qt_attenuationDistance,\n"
1868 <<
"#endif // QSSG_ENABLE_TRANSMISSION\n"
1876 fragmentShader <<
" global_diffuse_light = vec4(global_diffuse_light.rgb * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.a);\n";
1879 vertexShader.generateWorldNormal(inKey);
1880 fragmentShader.addInclude(
"sampleReflectionProbe.glsllib");
1884 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1886 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1891 fragmentShader <<
" vec3 qt_anisotropyIblNormal = qt_anisotropicBentNormal(qt_world_normal, "
1892 <<
"qt_view_vector, qt_anisotropicB, qt_anisotropyStrength, qt_roughnessAmount);\n";
1895 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyAnisotropicReflectionProbe("
1896 <<
"qt_reflectionMap, qt_world_normal, qt_anisotropyIblNormal, qt_view_vector, "
1897 <<
"qt_specularAmount, qt_roughnessAmount).rgb;\n";
1899 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, "
1900 <<
"qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1902 fragmentShader <<
" global_specular_light += qt_specularAmount * qt_specularTint * qt_sampleGlossyReflection(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1907 fragmentShader <<
" qt_global_clearcoat += qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1909 fragmentShader <<
" qt_global_sheen += qt_sampleGlossySheenReflectionProbe(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_sheenColor, qt_sheenRoughness).rgb;\n";
1912 vertexShader.generateWorldNormal(inKey);
1913 fragmentShader.addInclude(
"sampleProbe.glsllib");
1914 if (hasCustomIblProbe) {
1916 fragmentShader <<
" vec3 qt_iblDiffuse = vec3(0.0);\n";
1917 fragmentShader <<
" vec3 qt_iblSpecular = vec3(0.0);\n";
1919 fragmentShader <<
" vec3 qt_iblClearcoat = vec3(0.0);\n";
1921 fragmentShader <<
" vec3 qt_iblSheen = vec3(0.0);\n";
1922 fragmentShader <<
" qt_iblProbeProcessor(qt_iblDiffuse, qt_iblSpecular, qt_customBaseColor, qt_aoFactor, qt_specularFactor, qt_roughnessAmount, qt_world_normal, qt_view_vector";
1924 fragmentShader <<
", qt_lightProbeOrientation";
1926 fragmentShader <<
", mat3(1.0)";
1928 fragmentShader <<
", qt_customShared);\n";
1930 fragmentShader <<
");\n";
1934 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1936 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1941 fragmentShader <<
" vec3 qt_anisotropyIblNormal = qt_anisotropicBentNormal(qt_world_normal, "
1942 <<
"qt_view_vector, qt_anisotropicB, qt_anisotropyStrength, qt_roughnessAmount);\n";
1945 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyAnisotropic("
1946 <<
"qt_world_normal, qt_anisotropyIblNormal, qt_view_vector, "
1947 <<
"qt_specularAmount, qt_roughnessAmount).rgb;\n";
1949 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyPrincipled("
1950 <<
"qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1952 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularAmount * qt_specularTint * qt_sampleGlossy(qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1957 fragmentShader <<
" vec3 qt_iblClearcoat = qt_sampleGlossyPrincipled(qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1960 fragmentShader <<
" vec3 qt_iblSheen = qt_sampleGlossySheen(qt_world_normal, qt_view_vector, qt_sheenColor, qt_sheenRoughness).rgb;\n";
1963 fragmentShader <<
" global_diffuse_light.rgb += qt_iblDiffuse * qt_aoFactor;\n";
1965 fragmentShader <<
" global_specular_light += qt_iblSpecular * qt_aoFactor;\n";
1967 fragmentShader <<
" qt_global_clearcoat += qt_iblClearcoat * qt_aoFactor;\n";
1969 fragmentShader <<
" qt_global_sheen += qt_iblSheen * qt_aoFactor;\n";
1970 }
else if (hasCustomIblProbe) {
1972 fragmentShader.addUniform(
"qt_lightProbe",
"samplerCube");
1973 fragmentShader.addUniform(
"qt_lightProbeProperties",
"vec4");
1978 fragmentShader <<
" qt_global_transmission += qt_transmissionFactor * qt_getIBLVolumeRefraction(qt_world_normal, qt_view_vector, qt_roughnessAmount, "
1979 "qt_diffuseColor.rgb, qt_specularAmount, qt_varWorldPos, qt_iOR, qt_thicknessFactor, qt_attenuationColor, qt_attenuationDistance"
1980 <<
"\n#if QSSG_ENABLE_DISPERSION\n"
1981 <<
" , qt_dispersion\n"
1982 <<
"#endif // QSSG_ENABLE_DISPERSION\n"
1988 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular) || samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1989 addLocalVariable(fragmentShader,
"qt_texture_color",
"vec4");
1991 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular)) {
1992 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Specular, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1993 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Specular) <<
", "
1994 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Specular) <<
");\n";
1995 fragmentShader.addInclude(
"tonemapping.glsllib");
1996 fragmentShader <<
" global_specular_light += qt_sRGBToLinear(qt_texture_color.rgb) * qt_specularTint;\n";
1997 fragmentShader <<
" global_diffuse_light.a *= qt_texture_color.a;\n";
2000 if (samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
2001 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Emissive, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
2002 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Emissive) <<
", "
2003 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Emissive) <<
");\n";
2004 fragmentShader.addInclude(
"tonemapping.glsllib");
2005 if (keyProps.m_emissiveSingleChannelEnabled.getValue(inKey)) {
2006 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::EmissiveChannel];
2007 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(vec3(qt_texture_color" <<
2008 channelStr(channelProps, inKey) <<
"));\n";
2010 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(qt_texture_color.rgb);\n";
2016 fragmentShader <<
" global_diffuse_light.rgb = mix(global_diffuse_light.rgb, qt_global_transmission, qt_transmissionFactor);\n";
2019 fragmentShader <<
" global_diffuse_light.rgb *= 1.0 - qt_metalnessAmount;\n";
2022 if (passRequirmentState
.hasFog) {
2023 fragmentShader.addInclude(
"fog.glsllib");
2024 fragmentShader <<
" calculateFog(qt_global_emission, global_specular_light, global_diffuse_light.rgb);\n";
2027 fragmentShader <<
" vec4 qt_color_sum = vec4(global_diffuse_light.rgb + global_specular_light + qt_global_emission, global_diffuse_light.a);\n";
2031 fragmentShader.addInclude(
"sheen.glsllib");
2032 fragmentShader <<
" float qt_sheenScaling = qt_sheenAlbedoScaling(qt_sheenColor, clamp(dot(qt_world_normal, qt_view_vector), 0.0, 1.0), qt_sheenRoughness);\n";
2033 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * qt_sheenScaling + qt_global_sheen;\n";
2037 fragmentShader.addInclude(
"bsdf.glsllib");
2039 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_customClearcoatFresnelPower;\n";
2041 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_material_clearcoat_fresnel_power;\n";
2042 fragmentShader <<
" vec3 qt_clearcoatFresnel = qt_schlick3(qt_clearcoatF0, qt_clearcoatF90, clamp(dot(qt_clearcoatNormal, qt_view_vector), 0.0, 1.0), qt_clearcoatFresnelPower);\n";
2044 if (hasCustomFrag) {
2045 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_customClearcoatFresnelScale;\n";
2046 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_customClearcoatFresnelBias;\n";
2048 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_material_properties5.z;\n";
2049 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_material_properties5.w;\n";
2051 fragmentShader <<
" qt_clearcoatFresnel = clamp(vec3(qt_clearcoatFresnelBias) + qt_clearcoatFresnelScale * qt_clearcoatFresnel, 0.0, 1.0);\n";
2053 fragmentShader <<
" qt_global_clearcoat = qt_global_clearcoat * qt_clearcoatAmount;\n";
2054 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * (1.0 - qt_clearcoatAmount * qt_clearcoatFresnel) + qt_global_clearcoat;\n";
2057 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_customPostProcessor"))) {
2059 fragmentShader <<
" qt_customPostProcessor(qt_color_sum, global_diffuse_light, global_specular_light, qt_global_emission, qt_texCoord0, qt_texCoord1";
2061 fragmentShader <<
", qt_customShared);\n";
2063 fragmentShader <<
");\n";
2075 fragmentShader.append(
" vec4 qt_color_sum = vec4(qt_diffuseColor.rgb, qt_diffuseColor.a * qt_objectOpacity);");
2077 if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
2078 fragmentShader.addInclude(
"oitweightedblended.glsllib");
2079 fragmentShader.addInclude(
"tonemapping.glsllib");
2080 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
2081 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
2082 fragmentShader.append(
" float z = abs(gl_FragCoord.z);");
2083 fragmentShader.append(
" qt_color_sum.rgb = qt_tonemap(qt_color_sum.rgb) * qt_color_sum.a;");
2084 fragmentShader.append(
" fragOutput = qt_color_sum * qt_transparencyWeight(z, qt_color_sum.a, qt_cameraProperties.y);");
2085 fragmentShader.append(
" revealageOutput = vec4(qt_color_sum.a);");
2086 }
else if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::LinkedList) {
2087 fragmentShader.addInclude(
"tonemapping.glsllib");
2088 fragmentShader.addUniform(
"qt_listNodeCount",
"uint");
2089 fragmentShader.addUniform(
"qt_ABufImageWidth",
"uint");
2090 fragmentShader.addUniform(
"qt_viewSize",
"ivec2");
2092 fragmentShader.addDefinition(
"QSSG_MULTISAMPLE",
"1");
2093#ifdef QSSG_OIT_USE_BUFFERS
2094 QSSGShaderResourceMergeContext::setAdditionalBufferAmount(3);
2095 fragmentShader.addUniform(
"qt_samples",
"uint");
2096 fragmentShader.addInclude(
"oitlinkedlist_buf.glsllib");
2098 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex, qt_samples);");
2100 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0, qt_samples);");
2102 fragmentShader.addInclude(
"oitlinkedlist.glsllib");
2104 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex);");
2106 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0);");
2110 fragmentShader.addInclude(
"tonemapping.glsllib");
2111 fragmentShader.append(
" fragOutput = vec4(qt_tonemap(qt_color_sum));");
2115 fragmentShader <<
" vec4 fragOutput = vec4(0.0);\n";
2118 Q_ASSERT(viewCount == 1);
2119 fragmentShader <<
" // directional shadow pass\n"
2120 <<
" float qt_shadowDepth = (qt_varDepth + qt_shadowDepthAdjust.x) * qt_shadowDepthAdjust.y;\n"
2121 <<
" fragOutput = vec4(qt_shadowDepth);\n";
2124 Q_ASSERT(viewCount == 1);
2125 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
2126 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
2127 fragmentShader <<
" // omnidirectional shadow pass\n"
2128 <<
" vec3 qt_shadowCamPos = vec3(qt_cameraPosition.x, qt_cameraPosition.y, qt_cameraPosition.z);\n"
2129 <<
" float qt_shadowDist = length(qt_varShadowWorldPos - qt_shadowCamPos);\n"
2130 <<
" qt_shadowDist = (qt_shadowDist - qt_cameraProperties.x) / (qt_cameraProperties.y - qt_cameraProperties.x);\n"
2131 <<
" fragOutput = vec4(qt_shadowDist, qt_shadowDist, qt_shadowDist, 1.0);\n";
2135 fragmentShader.append(
" fragOutput = vec4(qt_world_normal, qt_roughnessAmount);\n");
2138 fragmentShader.append(
" vec3 debugOutput = vec3(0.0);\n");
2139 switch (passRequirmentState.debugMode) {
2140 case QSSGRenderLayer::MaterialDebugMode::BaseColor:
2141 fragmentShader.addInclude(
"tonemapping.glsllib");
2142 fragmentShader.append(
" debugOutput += qt_tonemap(qt_diffuseColor.rgb);\n");
2144 case QSSGRenderLayer::MaterialDebugMode::Roughness:
2145 fragmentShader.append(
" debugOutput += vec3(qt_roughnessAmount);\n");
2147 case QSSGRenderLayer::MaterialDebugMode::Metalness:
2148 fragmentShader.append(
" debugOutput += vec3(qt_metalnessAmount);\n");
2150 case QSSGRenderLayer::MaterialDebugMode::Diffuse:
2151 fragmentShader.addInclude(
"tonemapping.glsllib");
2152 fragmentShader.append(
" debugOutput += qt_tonemap(global_diffuse_light.rgb);\n");
2154 case QSSGRenderLayer::MaterialDebugMode::Specular:
2155 fragmentShader.addInclude(
"tonemapping.glsllib");
2156 fragmentShader.append(
" debugOutput += qt_tonemap(global_specular_light);\n");
2158 case QSSGRenderLayer::MaterialDebugMode::ShadowOcclusion:
2161 fragmentShader.addFunction(
"debugShadowOcclusion");
2162 vertexShader.generateWorldPosition(inKey);
2163 fragmentShader.append(
" debugOutput += vec3(qt_debugShadowOcclusion());\n");
2165 case QSSGRenderLayer::MaterialDebugMode::Emission:
2166 fragmentShader.addInclude(
"tonemapping.glsllib");
2167 fragmentShader.append(
" debugOutput += qt_tonemap(qt_global_emission);\n");
2169 case QSSGRenderLayer::MaterialDebugMode::AmbientOcclusion:
2170 fragmentShader.append(
" debugOutput += vec3(qt_aoFactor);\n");
2172 case QSSGRenderLayer::MaterialDebugMode::Normal:
2173 fragmentShader.append(
" debugOutput += qt_world_normal * 0.5 + 0.5;\n");
2175 case QSSGRenderLayer::MaterialDebugMode::Tangent:
2176 fragmentShader.append(
" debugOutput += qt_tangent * 0.5 + 0.5;\n");
2178 case QSSGRenderLayer::MaterialDebugMode::Binormal:
2179 fragmentShader.append(
" debugOutput += qt_binormal * 0.5 + 0.5;\n");
2181 case QSSGRenderLayer::MaterialDebugMode::F0:
2183 fragmentShader.append(
" debugOutput += qt_f0;");
2185 case QSSGRenderLayer::MaterialDebugMode::None:
2189 fragmentShader.append(
" fragOutput = vec4(debugOutput, 1.0);\n");
2192 if (shaderAugmentation.hasUserAugmentation())
2193 fragmentShader <<
" " << shaderAugmentation.body <<
";\n";
2277void QSSGMaterialShaderGenerator::setRhiMaterialProperties(
const QSSGRenderContextInterface &renderContext,
2278 QSSGRhiShaderPipeline &shaders,
2280 QSSGRhiGraphicsPipelineState *inPipelineState,
2281 const QSSGRenderGraphObject &inMaterial,
2282 const QSSGShaderDefaultMaterialKey &inKey,
2283 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
2284 const QSSGRenderCameraList &inCameras,
2285 const QSSGRenderMvpArray &inModelViewProjections,
2286 const QMatrix3x3 &inNormalMatrix,
2287 const QMatrix4x4 &inGlobalTransform,
2288 const QMatrix4x4 &clipSpaceCorrMatrix,
2289 const QMatrix4x4 &localInstanceTransform,
2290 const QMatrix4x4 &globalInstanceTransform,
2291 const QSSGDataView<
float> &inMorphWeights,
2292 QSSGRenderableImage *inFirstImage,
2294 const QSSGLayerRenderData &inRenderProperties,
2295 const QSSGShaderLightListView &inLights,
2296 const QSSGShaderReflectionProbe &reflectionProbe,
2297 bool receivesShadows,
2298 bool receivesReflections,
2299 const QVector2D *shadowDepthAdjust,
2300 QRhiTexture *lightmapTexture)
2302 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
2303 QSSGRhiShaderPipeline::CommonUniformIndices &cui = shaders.commonUniformIndices;
2305 materialAdapter->setCustomPropertyUniforms(ubufData, shaders, renderContext);
2307 const QVector2D camProperties(inCameras[0]->clipPlanes);
2308 shaders.setUniform(ubufData,
"qt_cameraProperties", &camProperties, 2 *
sizeof(
float), &cui.cameraPropertiesIdx);
2310 const int viewCount = inCameras.count();
2313 QMatrix4x4 camGlobalTransforms[2] { QMatrix4x4{Qt::Uninitialized}, QMatrix4x4{Qt::Uninitialized} };
2314 if (viewCount < 2) {
2315 camGlobalTransforms[0] = inRenderProperties.getGlobalTransform(*inCameras[0]);
2317 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2318 camGlobalTransforms[viewIndex] = inRenderProperties.getGlobalTransform(*inCameras[viewIndex]);
2321 if (viewCount < 2) {
2322 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2323 const QVector3D camGlobalPos = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2324 shaders.setUniform(ubufData,
"qt_cameraPosition", &camGlobalPos, 3 *
sizeof(
float), &cui.cameraPositionIdx);
2325 const QVector3D camDirection = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2326 ? inRenderProperties.renderedCameraData.value()[0].direction
2327 : QVector3D{ 0.0f, 0.0f, -1.0f };
2328 shaders.setUniform(ubufData,
"qt_cameraDirection", &camDirection, 3 *
sizeof(
float), &cui.cameraDirectionIdx);
2330 QVarLengthArray<QVector3D, 2> camGlobalPos(viewCount);
2331 QVarLengthArray<QVector3D> camDirection(viewCount);
2332 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2333 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[viewIndex];
2334 camGlobalPos[viewIndex] = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2335 camDirection[viewIndex] = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2336 ? inRenderProperties.renderedCameraData.value()[viewIndex].direction
2337 : QVector3D{ 0.0f, 0.0f, -1.0f };
2339 shaders.setUniformArray(ubufData,
"qt_cameraPosition", camGlobalPos.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraPositionIdx);
2340 shaders.setUniformArray(ubufData,
"qt_cameraDirection", camDirection.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraDirectionIdx);
2343 const auto globalRenderData = QSSGLayerRenderData::globalRenderProperties(renderContext);
2346 bool usesProjectionMatrix =
false;
2347 bool usesInvProjectionMatrix =
false;
2348 bool usesViewProjectionMatrix =
false;
2349 bool usesModelViewProjectionMatrix =
false;
2350 bool usesNormalMatrix =
false;
2351 bool usesParentMatrix =
false;
2353 if (inMaterial.type == QSSGRenderGraphObject::Type::CustomMaterial) {
2354 const auto *customMaterial =
static_cast<
const QSSGRenderCustomMaterial *>(&inMaterial);
2355 usesProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
2356 usesInvProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
2358 usesViewProjectionMatrix =
true;
2361 const bool usesInstancing = inProperties.m_usesInstancing.getValue(inKey);
2362 if (usesInstancing) {
2364 usesViewProjectionMatrix =
true;
2365 usesParentMatrix =
true;
2367 usesModelViewProjectionMatrix =
true;
2368 usesNormalMatrix =
true;
2371 if (materialAdapter->isTransmissionEnabled())
2372 usesViewProjectionMatrix =
true;
2375 if (usesProjectionMatrix || usesInvProjectionMatrix) {
2376 if (viewCount < 2) {
2377 const QMatrix4x4 projection = clipSpaceCorrMatrix * inCameras[0]->projection;
2378 if (usesProjectionMatrix)
2379 shaders.setUniform(ubufData,
"qt_projectionMatrix", projection.constData(), 16 *
sizeof(
float), &cui.projectionMatrixIdx);
2380 if (usesInvProjectionMatrix)
2381 shaders.setUniform(ubufData,
"qt_inverseProjectionMatrix", projection.inverted().constData(), 16 *
sizeof (
float), &cui.inverseProjectionMatrixIdx);
2383 QVarLengthArray<QMatrix4x4, 2> projections(viewCount);
2384 QVarLengthArray<QMatrix4x4, 2> invertedProjections(viewCount);
2385 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2386 projections[viewIndex] = clipSpaceCorrMatrix * inCameras[viewIndex]->projection;
2387 if (usesInvProjectionMatrix)
2388 invertedProjections[viewIndex] = projections[viewIndex].inverted();
2390 if (usesProjectionMatrix)
2391 shaders.setUniformArray(ubufData,
"qt_projectionMatrix", projections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.projectionMatrixIdx);
2392 if (usesInvProjectionMatrix)
2393 shaders.setUniformArray(ubufData,
"qt_inverseProjectionMatrix", invertedProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.inverseProjectionMatrixIdx);
2397 if (viewCount < 2) {
2398 const QMatrix4x4 viewMatrix = camGlobalTransforms[0].inverted();
2399 shaders.setUniform(ubufData,
"qt_viewMatrix", viewMatrix.constData(), 16 *
sizeof(
float), &cui.viewMatrixIdx);
2401 QVarLengthArray<QMatrix4x4, 2> viewMatrices(viewCount);
2402 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2403 viewMatrices[viewIndex] = camGlobalTransforms[viewIndex].inverted();
2404 shaders.setUniformArray(ubufData,
"qt_viewMatrix", viewMatrices.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewMatrixIdx);
2407 if (usesViewProjectionMatrix) {
2408 if (viewCount < 2) {
2409 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2410 QMatrix4x4 viewProj(Qt::Uninitialized);
2411 inCameras[0]->calculateViewProjectionMatrix(camGlobalTransform, viewProj);
2412 viewProj = clipSpaceCorrMatrix * viewProj;
2413 shaders.setUniform(ubufData,
"qt_viewProjectionMatrix", viewProj.constData(), 16 *
sizeof(
float), &cui.viewProjectionMatrixIdx);
2415 QVarLengthArray<QMatrix4x4, 2> viewProjections(viewCount);
2416 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2417 const auto &camGlobalTransform = camGlobalTransforms[viewIndex];
2418 inCameras[viewIndex]->calculateViewProjectionMatrix(camGlobalTransform, viewProjections[viewIndex]);
2419 viewProjections[viewIndex] = clipSpaceCorrMatrix * viewProjections[viewIndex];
2421 shaders.setUniformArray(ubufData,
"qt_viewProjectionMatrix", viewProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewProjectionMatrixIdx);
2427 shaders.setUniform(ubufData,
"qt_modelMatrix", localInstanceTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2429 shaders.setUniform(ubufData,
"qt_modelMatrix", inGlobalTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2431 if (usesModelViewProjectionMatrix) {
2432 if (viewCount < 2) {
2433 QMatrix4x4 mvp { clipSpaceCorrMatrix };
2434 mvp *= inModelViewProjections[0];
2435 shaders.setUniform(ubufData,
"qt_modelViewProjection", mvp.constData(), 16 *
sizeof(
float), &cui.modelViewProjectionIdx);
2437 QVarLengthArray<QMatrix4x4, 2> mvps(viewCount);
2438 for (
int viewIndex = 0; viewIndex < viewCount; ++viewIndex)
2439 mvps[viewIndex] = clipSpaceCorrMatrix * inModelViewProjections[viewIndex];
2440 shaders.setUniformArray(ubufData,
"qt_modelViewProjection", mvps.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.modelViewProjectionIdx);
2443 if (usesNormalMatrix)
2444 shaders.setUniform(ubufData,
"qt_normalMatrix", inNormalMatrix.constData(), 12 *
sizeof(
float), &cui.normalMatrixIdx,
2445 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2446 if (usesParentMatrix)
2447 shaders.setUniform(ubufData,
"qt_parentMatrix", globalInstanceTransform.constData(), 16 *
sizeof(
float));
2450 const qsizetype morphSize = inProperties.m_targetCount.getValue(inKey);
2451 if (morphSize > 0) {
2452 if (inMorphWeights.mSize >= morphSize) {
2453 shaders.setUniformArray(ubufData,
"qt_morphWeights", inMorphWeights.mData, morphSize,
2454 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2456 const QList<
float> zeroWeights(morphSize - inMorphWeights.mSize, 0.0f);
2457 QList<
float> newWeights(inMorphWeights.mData, inMorphWeights.mData + inMorphWeights.mSize);
2458 newWeights.append(zeroWeights);
2459 shaders.setUniformArray(ubufData,
"qt_morphWeights", newWeights.constData(), morphSize,
2460 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2464 QVector3D theLightAmbientTotal;
2465 quint32 lightCount = 0;
2466 quint32 directionalLightCount = 0;
2467 quint32 shadowCount = 0;
2468 quint32 directionalShadowCount = 0;
2469 QSSGShaderLightsUniformData &lightsUniformData(shaders.lightsUniformData());
2470 QSSGShaderDirectionalLightsUniformData &directionalLightsUniformData(shaders.directionalLightsUniformData());
2472 for (quint32 lightIdx = 0, lightEnd = inLights.size();
2473 lightIdx < lightEnd && lightIdx < QSSG_MAX_NUM_LIGHTS; ++lightIdx)
2475 QSSGRenderLight *theLight(inLights[lightIdx].light);
2478 const bool lightShadows = inLights[lightIdx].shadows;
2479 const float brightness = theLight->m_brightness;
2480 quint32 lightmapState = 0;
2481 if (theLight->m_bakingEnabled) {
2482 if (theLight->m_fullyBaked) {
2491 const QVector3D diffuseColor(theLight->m_diffuseColor.x() * brightness,
2492 theLight->m_diffuseColor.y() * brightness,
2493 theLight->m_diffuseColor.z() * brightness);
2494 const QVector3D specularColor(theLight->m_specularColor.x() * brightness,
2495 theLight->m_specularColor.y() * brightness,
2496 theLight->m_specularColor.z() * brightness);
2497 const QVector3D direction(inLights[lightIdx].direction);
2500 if (theLight->type == QSSGRenderGraphObject::Type::DirectionalLight) {
2502 QSSGShaderDirectionalLightData &lightData(directionalLightsUniformData.directionalLightData[directionalLightCount]);
2503 lightData.direction[0] = direction.x();
2504 lightData.direction[1] = direction.y();
2505 lightData.direction[2] = direction.z();
2506 lightData.diffuseColor[0] = diffuseColor.x();
2507 lightData.diffuseColor[1] = diffuseColor.y();
2508 lightData.diffuseColor[2] = diffuseColor.z();
2509 lightData.specularColor[0] = specularColor.x();
2510 lightData.specularColor[1] = specularColor.y();
2511 lightData.specularColor[2] = specularColor.z();
2512 lightData.lightmapState = lightmapState;
2513 if (lightShadows && receivesShadows) {
2514 lightData.enableShadows = 1.0f;
2515 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2518 const quint32 layerCount = pEntry->m_csmNumSplits + 1;
2520 for (quint32 i = 0; i < layerCount; ++i)
2521 memcpy(lightData.matrices[i], pEntry->m_fixedScaleBiasMatrix[i].constData(), 16 *
sizeof(
float));
2523 lightData.shadowBias = theLight->m_shadowBias;
2525 const bool noCascades = !(pEntry->m_csmActive[0] || pEntry->m_csmActive[1] || pEntry->m_csmActive[2] || pEntry->m_csmActive[3]);
2526 if (theLight->type == QSSGRenderLight::Type::DirectionalLight && noCascades)
2527 lightData.enableShadows = 0.0f;
2528 lightData.shadowFactor = theLight->m_shadowFactor;
2529 lightData.shadowMapFar = theLight->m_shadowMapFar;
2530 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2531 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2533 for (quint32 i = 0; i < layerCount; ++i) {
2534 const auto &atlasInfo = pEntry->m_atlasInfo[i];
2535 lightData.atlasLocations[i][0] = atlasInfo.uOffset;
2536 lightData.atlasLocations[i][1] = atlasInfo.vOffset;
2537 lightData.atlasLocations[i][2] = atlasInfo.uvScale;
2538 lightData.atlasLocations[i][3] = atlasInfo.layerIndex;
2541 lightData.csmNumSplits = pEntry->m_csmNumSplits;
2542 memcpy(lightData.csmSplits, pEntry->m_csmSplits, 4 *
sizeof(
float));
2543 memcpy(lightData.csmActive, pEntry->m_csmActive, 4 *
sizeof(
float));
2544 lightData.csmBlendRatio = theLight->m_csmBlendRatio;
2545 for (quint32 i = 0; i < layerCount; ++i)
2546 memcpy(lightData.dimensionsInverted[i], &pEntry->m_dimensionsInverted[i], 4 *
sizeof(
float));
2548 directionalShadowCount++;
2550 lightData.enableShadows = 0.0f;
2552 directionalLightCount++;
2555 QSSGShaderLightData &lightData(lightsUniformData.lightData[lightCount]);
2556 const auto gt = inRenderProperties.getGlobalTransform(*theLight);
2557 const QVector3D globalPos = QSSGRenderNode::getGlobalPos(gt);
2558 lightData.position[0] = globalPos.x();
2559 lightData.position[1] = globalPos.y();
2560 lightData.position[2] = globalPos.z();
2561 lightData.constantAttenuation = QSSGUtils::aux::translateConstantAttenuation(theLight->m_constantFade);
2562 lightData.linearAttenuation = QSSGUtils::aux::translateLinearAttenuation(theLight->m_linearFade);
2563 lightData.quadraticAttenuation = QSSGUtils::aux::translateQuadraticAttenuation(theLight->m_quadraticFade);
2564 lightData.coneAngle = 360.0f;
2565 lightData.direction[0] = direction.x();
2566 lightData.direction[1] = direction.y();
2567 lightData.direction[2] = direction.z();
2568 lightData.diffuseColor[0] = diffuseColor.x();
2569 lightData.diffuseColor[1] = diffuseColor.y();
2570 lightData.diffuseColor[2] = diffuseColor.z();
2571 lightData.specularColor[0] = specularColor.x();
2572 lightData.specularColor[1] = specularColor.y();
2573 lightData.specularColor[2] = specularColor.z();
2574 lightData.lightmapState = lightmapState;
2575 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2579 const float coneAngle = theLight->m_coneAngle;
2580 const float innerConeAngle = (theLight->m_innerConeAngle > coneAngle) ? coneAngle : theLight->m_innerConeAngle;
2581 lightData.coneAngle = qCos(qDegreesToRadians(coneAngle));
2582 lightData.innerConeAngle = qCos(qDegreesToRadians(innerConeAngle));
2585 if (lightShadows && receivesShadows) {
2586 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2588 lightData.enableShadows = 1.0f;
2589 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2590 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2591 lightData.shadowFactor = theLight->m_shadowFactor;
2592 lightData.shadowBias = theLight->m_shadowBias;
2593 lightData.shadowClipNear = 1.0f;
2594 lightData.shadowMapFar = pEntry->m_shadowMapFar;
2595 lightData.shadowTextureSize = pEntry->m_atlasInfo[0].uvScale;
2597 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2599 static const QMatrix4x4 bias = {
2603 0.0, 0.0, 0.0, 1.0 };
2604 const QMatrix4x4 m = bias * pEntry->m_lightViewProjection[0];
2605 memcpy(lightData.shadowMatrix, m.constData(), 16 *
sizeof(
float));
2606 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2607 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2608 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2611 Q_ASSERT(theLight->type == QSSGRenderLight::Type::PointLight);
2612 memcpy(lightData.shadowMatrix, pEntry->m_lightView.constData(), 16 *
sizeof(
float));
2613 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2614 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2615 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2616 lightData.shadowAtlasUV1[0] = pEntry->m_atlasInfo[1].uOffset;
2617 lightData.shadowAtlasUV1[1] = pEntry->m_atlasInfo[1].vOffset;
2618 lightData.shadowAtlasLayer1 = pEntry->m_atlasInfo[1].layerIndex;
2623 lightData.enableShadows = 0.0f;
2629 theLightAmbientTotal += theLight->m_ambientColor;
2633 if (shadowCount > 0 || directionalShadowCount > 0) {
2634 shaders.setShadowMapAtlasTexture(inRenderProperties.getShadowMapManager()->shadowMapAtlasTexture());
2635 shaders.setShadowMapBlueNoiseTexture(inRenderProperties.getShadowMapManager()->shadowMapBlueNoiseTexture());
2637 shaders.setShadowMapAtlasTexture(
nullptr);
2638 shaders.setShadowMapBlueNoiseTexture(
nullptr);
2641 const QSSGRhiRenderableTexture *depthTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::DepthTexture);
2642 const QSSGRhiRenderableTexture *normalTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::NormalTexture);
2643 const QSSGRhiRenderableTexture *ssaoTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AoTexture);
2644 const QSSGRhiRenderableTexture *screenTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ScreenTexture);
2645 const QSSGRhiRenderableTexture *motionVectorTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::MotionVectorTexture);
2647 shaders.setDepthTexture(depthTexture->texture);
2648 shaders.setNormalTexture(normalTexture->texture);
2649 shaders.setSsaoTexture(ssaoTexture->texture);
2650 shaders.setScreenTexture(screenTexture->texture);
2651 shaders.setLightmapTexture(lightmapTexture);
2652 shaders.setMotionVectorTexture(motionVectorTexture->texture);
2654#ifdef QSSG_OIT_USE_BUFFERS
2655 shaders.setOITImages((QRhiTexture*)inRenderProperties.getOitRenderContextConst().aBuffer,
2656 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().auxBuffer,
2657 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().counterBuffer);
2658 if (inRenderProperties.getOitRenderContextConst().aBuffer) {
2660 const QSSGRhiRenderableTexture *abuf = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ABufferImage);
2661 const QSSGRhiRenderableTexture *aux = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AuxiliaryImage);
2662 const QSSGRhiRenderableTexture *counter = inRenderProperties.getRenderResult(QSSGRenderResult::Key::CounterImage);
2663 shaders.setOITImages(abuf->texture, aux->texture, counter->texture);
2664 if (abuf->texture) {
2666 int abufWidth = RenderHelpers::rhiCalculateABufferSize(inRenderProperties.layer.oitNodeCount);
2667 int listNodeCount = abufWidth * abufWidth;
2668 shaders.setUniform(ubufData,
"qt_ABufImageWidth", &abufWidth,
sizeof(
int), &cui.abufImageWidth);
2669 shaders.setUniform(ubufData,
"qt_listNodeCount", &listNodeCount,
sizeof(
int), &cui.listNodeCount);
2670 int viewSize[2] = {inRenderProperties.layerPrepResult.textureDimensions().width(), inRenderProperties.layerPrepResult.textureDimensions().height()};
2671 shaders.setUniform(ubufData,
"qt_viewSize", viewSize,
sizeof(
int) * 2, &cui.viewSize);
2672 int samples = inPipelineState->samples;
2673 shaders.setUniform(ubufData,
"qt_samples", &samples,
sizeof(
int), &cui.samples);
2676 QSSGRenderImageTexture resolvedLayerIbl;
2677 QSSGRenderTextureCoordOp hTile = QSSGRenderTextureCoordOp::ClampToEdge;
2678 QSSGRenderTextureCoordOp vTile = QSSGRenderTextureCoordOp::ClampToEdge;
2679 const QSSGRenderLayer &layer = QSSGLayerRenderData::getCurrent(*renderContext.renderer())->layer;
2680 if (layer.lightProbe) {
2681 resolvedLayerIbl = renderContext.bufferManager()->loadRenderImage(layer.lightProbe, QSSGBufferManager::MipModeBsdf);
2682 hTile = layer.lightProbe->m_horizontalTilingMode;
2683 vTile = layer.lightProbe->m_verticalTilingMode;
2684 }
else if (layer.skyMaterial && layer.skyMaterial->enableIBL) {
2685 resolvedLayerIbl = inRenderProperties.skyMaterialTexture;
2688 const auto &lightProbeData = layer.lightProbeSettings;
2691 QSSGRenderImage *materialIblProbe = materialAdapter->iblProbe();
2693 QSSGRenderImageTexture lightProbeTexture;
2694 if (materialIblProbe) {
2695 lightProbeTexture = renderContext.bufferManager()->loadRenderImage(materialIblProbe, QSSGBufferManager::MipModeBsdf);
2696 hTile = materialIblProbe->m_horizontalTilingMode;
2697 vTile = materialIblProbe->m_verticalTilingMode;
2698 }
else if (resolvedLayerIbl.m_texture) {
2699 lightProbeTexture = resolvedLayerIbl;
2702 if (lightProbeTexture.m_texture) {
2703 const int maxMipLevel = lightProbeTexture.m_mipmapCount - 1;
2705 if (!materialIblProbe && !lightProbeData.probeOrientation.isIdentity()) {
2706 shaders.setUniform(ubufData,
"qt_lightProbeOrientation",
2707 lightProbeData.probeOrientation.constData(),
2708 12 *
sizeof(
float), &cui.lightProbeOrientationIdx,
2709 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2712 const float props[4] = { 0.0f,
float(maxMipLevel), lightProbeData.probeHorizon, lightProbeData.probeExposure };
2713 shaders.setUniform(ubufData,
"qt_lightProbeProperties", props, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2715 shaders.setLightProbeTexture(lightProbeTexture.m_texture, hTile, vTile);
2718 const float emptyProps[4] = { 0.0f, 0.0f, -1.0f, 0.0f };
2719 shaders.setUniform(ubufData,
"qt_lightProbeProperties", emptyProps, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2721 shaders.setLightProbeTexture(
nullptr);
2724 if (receivesReflections && reflectionProbe.enabled) {
2725 shaders.setUniform(ubufData,
"qt_reflectionProbeCubeMapCenter", &reflectionProbe.probeCubeMapCenter, 3 *
sizeof(
float), &cui.reflectionProbeCubeMapCenter);
2726 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMin", &reflectionProbe.probeBoxMin, 3 *
sizeof(
float), &cui.reflectionProbeBoxMin);
2727 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMax", &reflectionProbe.probeBoxMax, 3 *
sizeof(
float), &cui.reflectionProbeBoxMax);
2728 shaders.setUniform(ubufData,
"qt_reflectionProbeCorrection", &reflectionProbe.parallaxCorrection,
sizeof(
int), &cui.reflectionProbeCorrection);
2731 const QVector3D emissiveColor = materialAdapter->emissiveColor();
2732 shaders.setUniform(ubufData,
"qt_material_emissive_color", &emissiveColor, 3 *
sizeof(
float), &cui.material_emissiveColorIdx);
2734 const auto qMix = [](
float x,
float y,
float a) {
2735 return (x * (1.0f - a) + (y * a));
2738 const auto qMix3 = [&qMix](
const QVector3D &x,
const QVector3D &y,
float a) {
2739 return QVector3D{qMix(x.x(), y.x(), a), qMix(x.y(), y.y(), a), qMix(x.z(), y.z(), a)};
2742 const QVector4D color = materialAdapter->color();
2743 const QVector3D materialSpecularTint = materialAdapter->specularTint();
2744 const QVector3D specularTint = materialAdapter->isPrincipled() ? qMix3(QVector3D(1.0f, 1.0f, 1.0f), color.toVector3D(), materialSpecularTint.x())
2745 : materialSpecularTint;
2746 shaders.setUniform(ubufData,
"qt_material_base_color", &color, 4 *
sizeof(
float), &cui.material_baseColorIdx);
2748 const float ior = materialAdapter->ior();
2749 QVector4D specularColor(specularTint, ior);
2750 shaders.setUniform(ubufData,
"qt_material_specular", &specularColor, 4 *
sizeof(
float), &cui.material_specularIdx);
2752 const bool hasLighting = materialAdapter->hasLighting();
2753 shaders.setLightsEnabled(hasLighting);
2755 const float lightAndShadowCounts[4] = {
2757 float(directionalLightCount),
2759 float(directionalShadowCount)
2761 shaders.setUniform(ubufData,
"qt_lightAndShadowCounts", &lightAndShadowCounts, 4 *
sizeof(
float), &cui.lightAndShadowCountsIdx);
2763 const size_t lightDataSize = lightCount *
sizeof(QSSGShaderLightData);
2764 const size_t directionalLightDataSize = directionalLightCount *
sizeof(QSSGShaderDirectionalLightData);
2766 memcpy(ubufData + shaders.ub0LightDataOffset(), &lightsUniformData, lightDataSize);
2767 memcpy(ubufData + shaders.ub0DirectionalLightDataOffset(), &directionalLightsUniformData, directionalLightDataSize);
2770 shaders.setUniform(ubufData,
"qt_light_ambient_total", &theLightAmbientTotal, 3 *
sizeof(
float), &cui.light_ambient_totalIdx);
2772 const float materialProperties[4] = {
2773 materialAdapter->specularAmount(),
2774 materialAdapter->specularRoughness(),
2775 materialAdapter->metalnessAmount(),
2778 shaders.setUniform(ubufData,
"qt_material_properties", materialProperties, 4 *
sizeof(
float), &cui.material_propertiesIdx);
2780 const float materialProperties2[4] = {
2781 materialAdapter->fresnelPower(),
2782 materialAdapter->bumpAmount(),
2783 materialAdapter->translucentFallOff(),
2784 materialAdapter->diffuseLightWrap()
2786 shaders.setUniform(ubufData,
"qt_material_properties2", materialProperties2, 4 *
sizeof(
float), &cui.material_properties2Idx);
2788 const float materialProperties3[4] = {
2789 materialAdapter->occlusionAmount(),
2790 materialAdapter->alphaCutOff(),
2791 materialAdapter->clearcoatAmount(),
2792 materialAdapter->clearcoatRoughnessAmount()
2794 shaders.setUniform(ubufData,
"qt_material_properties3", materialProperties3, 4 *
sizeof(
float), &cui.material_properties3Idx);
2796 const float materialProperties4[4] = {
2797 materialAdapter->heightAmount(),
2798 materialAdapter->minHeightSamples(),
2799 materialAdapter->maxHeightSamples(),
2800 materialAdapter->transmissionFactor()
2802 shaders.setUniform(ubufData,
"qt_material_properties4", materialProperties4, 4 *
sizeof(
float), &cui.material_properties4Idx);
2804 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
2805 if (!hasCustomFrag) {
2806 if (inProperties.m_fresnelScaleBiasEnabled.getValue(inKey) || inProperties.m_clearcoatFresnelScaleBiasEnabled.getValue(inKey)) {
2807 const float materialProperties5[4] = {
2808 materialAdapter->fresnelScale(),
2809 materialAdapter->fresnelBias(),
2810 materialAdapter->clearcoatFresnelScale(),
2811 materialAdapter->clearcoatFresnelBias()
2813 shaders.setUniform(ubufData,
"qt_material_properties5", materialProperties5, 4 *
sizeof(
float), &cui.material_properties5Idx);
2816 const float material_clearcoat_normal_strength = materialAdapter->clearcoatNormalStrength();
2817 shaders.setUniform(ubufData,
"qt_material_clearcoat_normal_strength", &material_clearcoat_normal_strength,
sizeof(
float), &cui.clearcoatNormalStrengthIdx);
2819 if (materialAdapter->isSheenEnabled()) {
2820 const QVector3D sheenColor = materialAdapter->sheenColor();
2821 shaders.setUniform(ubufData,
"qt_material_sheen_color", &sheenColor, 3 *
sizeof(
float), &cui.sheenColorIdx);
2822 const float sheenRoughness = materialAdapter->sheenRoughness();
2823 shaders.setUniform(ubufData,
"qt_material_sheen_roughness", &sheenRoughness,
sizeof(
float), &cui.sheenRoughnessIdx);
2826 if (materialAdapter->isAnisotropyEnabled()) {
2827 const float rotation = materialAdapter->anisotropyRotation();
2828 const QVector3D anisotropy(materialAdapter->anisotropyStrength(), std::cos(rotation), std::sin(rotation));
2829 shaders.setUniform(ubufData,
"qt_material_anisotropy", &anisotropy, 3 *
sizeof(
float), &cui.anisotropyIdx);
2832 if (materialAdapter->isIridescenceEnabled()) {
2833 const QVector4D iridescence(materialAdapter->iridescenceFactor(),
2834 materialAdapter->iridescenceIndexOfRefraction(),
2835 materialAdapter->iridescenceThicknessMinimum(),
2836 materialAdapter->iridescenceThicknessMaximum());
2837 shaders.setUniform(ubufData,
"qt_material_iridescence", &iridescence, 4 *
sizeof(
float), &cui.iridescenceIdx);
2840 const float material_clearcoat_fresnel_power = materialAdapter->clearcoatFresnelPower();
2841 shaders.setUniform(ubufData,
"qt_material_clearcoat_fresnel_power", &material_clearcoat_fresnel_power,
sizeof(
float), &cui.clearcoatFresnelPowerIdx);
2843 if (materialAdapter->isTransmissionEnabled()) {
2844 const QVector4D attenuationProperties(materialAdapter->attenuationColor(), materialAdapter->attenuationDistance());
2845 shaders.setUniform(ubufData,
"qt_material_attenuation", &attenuationProperties, 4 *
sizeof(
float), &cui.material_attenuationIdx);
2847 const float thickness = materialAdapter->thicknessFactor();
2848 shaders.setUniform(ubufData,
"qt_material_thickness", &thickness,
sizeof(
float), &cui.thicknessFactorIdx);
2850 if (materialAdapter->isDispersionEnabled()) {
2851 const float dispersion = materialAdapter->dispersion();
2852 shaders.setUniform(ubufData,
"qt_material_dispersion", &dispersion,
sizeof(
float), &cui.dispersionIdx);
2857 const float rhiProperties[4] = {
2858 globalRenderData.isYUpInFramebuffer ? 1.0f : -1.0f,
2859 globalRenderData.isYUpInNDC ? 1.0f : -1.0f,
2860 globalRenderData.isClipDepthZeroToOne ? 0.0f : -1.0f,
2863 shaders.setUniform(ubufData,
"qt_rhi_properties", rhiProperties, 4 *
sizeof(
float), &cui.rhiPropertiesIdx);
2865 qsizetype imageIdx = 0;
2866 for (QSSGRenderableImage *theImage = inFirstImage; theImage; theImage = theImage->m_nextImage, ++imageIdx) {
2868 const auto &names = imageStringTable[
int(theImage->m_mapType)];
2869 if (imageIdx == cui.imageIndices.size())
2870 cui.imageIndices.append(QSSGRhiShaderPipeline::CommonUniformIndices::ImageIndices());
2871 auto &indices = cui.imageIndices[imageIdx];
2873 const QMatrix4x4 &textureTransform = theImage->m_imageNode.m_textureTransform;
2876 const float *dataPtr(textureTransform.constData());
2880 const float offsets[3] = { dataPtr[12], dataPtr[13], 0.0f };
2881 shaders.setUniform(ubufData, names.imageOffsets, offsets,
sizeof(offsets), &indices.imageOffsetsUniformIndex);
2883 const float rotations[4] = { dataPtr[0], dataPtr[4], dataPtr[1], dataPtr[5] };
2884 shaders.setUniform(ubufData, names.imageRotations, rotations,
sizeof(rotations), &indices.imageRotationsUniformIndex);
2887 if (shadowDepthAdjust)
2888 shaders.setUniform(ubufData,
"qt_shadowDepthAdjust", shadowDepthAdjust, 2 *
sizeof(
float), &cui.shadowDepthAdjustIdx);
2890 const bool usesPointsTopology = inProperties.m_usesPointsTopology.getValue(inKey);
2891 if (usesPointsTopology) {
2892 const float pointSize = materialAdapter->pointSize();
2893 shaders.setUniform(ubufData,
"qt_materialPointSize", &pointSize,
sizeof(
float), &cui.pointSizeIdx);
2900 if (inRenderProperties.layer.fog.enabled) {
2901 const float fogColor[4] = {
2902 inRenderProperties.layer.fog.color.x(),
2903 inRenderProperties.layer.fog.color.y(),
2904 inRenderProperties.layer.fog.color.z(),
2905 inRenderProperties.layer.fog.density
2907 shaders.setUniform(ubufData,
"qt_fogColor", fogColor, 4 *
sizeof(
float), &cui.fogColorIdx);
2908 const float fogDepthProperties[4] = {
2909 inRenderProperties.layer.fog.depthBegin,
2910 inRenderProperties.layer.fog.depthEnd,
2911 inRenderProperties.layer.fog.depthCurve,
2912 inRenderProperties.layer.fog.depthEnabled ? 1.0f : 0.0f
2914 shaders.setUniform(ubufData,
"qt_fogDepthProperties", fogDepthProperties, 4 *
sizeof(
float), &cui.fogDepthPropertiesIdx);
2915 const float fogHeightProperties[4] = {
2916 inRenderProperties.layer.fog.heightMin,
2917 inRenderProperties.layer.fog.heightMax,
2918 inRenderProperties.layer.fog.heightCurve,
2919 inRenderProperties.layer.fog.heightEnabled ? 1.0f : 0.0f
2921 shaders.setUniform(ubufData,
"qt_fogHeightProperties", fogHeightProperties, 4 *
sizeof(
float), &cui.fogHeightPropertiesIdx);
2922 const float fogTransmitProperties[4] = {
2923 inRenderProperties.layer.fog.transmitCurve,
2926 inRenderProperties.layer.fog.transmitEnabled ? 1.0f : 0.0f
2928 shaders.setUniform(ubufData,
"qt_fogTransmitProperties", fogTransmitProperties, 4 *
sizeof(
float), &cui.fogTransmitPropertiesIdx);
2931 inPipelineState->lineWidth = materialAdapter->lineWidth();