813 QSSGMaterialVertexPipeline &vertexShader,
814 const QSSGShaderDefaultMaterialKey &inKey,
815 const QSSGShaderDefaultMaterialKeyProperties &keyProps,
816 const QSSGShaderFeatures &featureSet,
817 const QSSGRenderGraphObject &inMaterial,
818 const QSSGUserShaderAugmentation &shaderAugmentation,
819 QSSGShaderLibraryManager &shaderLibraryManager)
821 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
822 auto hasCustomFunction = [&shaderLibraryManager, materialAdapter](
const QByteArray &funcName) {
823 return materialAdapter->hasCustomShaderFunction(QSSGShaderCache::ShaderType::Fragment,
825 shaderLibraryManager);
828 auto channelStr = [](
const QSSGShaderKeyTextureChannel &chProp,
const QSSGShaderDefaultMaterialKey &inKey) -> QByteArray {
830 switch (chProp.getTextureChannel(inKey)) {
831 case QSSGShaderKeyTextureChannel::R:
834 case QSSGShaderKeyTextureChannel::G:
837 case QSSGShaderKeyTextureChannel::B:
840 case QSSGShaderKeyTextureChannel::A:
847 auto maskVariableByVertexColorChannel = [&fragmentShader, keyProps, inKey](
const QByteArray &maskVariable,
const QSSGRenderDefaultMaterial::VertexColorMask &maskEnum ){
848 if (keyProps.m_vertexColorsMaskEnabled.getValue(inKey)) {
849 if ( keyProps.m_vertexColorRedMask.getValue(inKey) & maskEnum )
850 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.r;\n";
851 else if ( keyProps.m_vertexColorGreenMask.getValue(inKey) & maskEnum )
852 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.g;\n";
853 else if ( keyProps.m_vertexColorBlueMask.getValue(inKey) & maskEnum )
854 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.b;\n";
855 else if ( keyProps.m_vertexColorAlphaMask.getValue(inKey) & maskEnum )
856 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.a;\n";
860 generateFragmentDefines(fragmentShader, inKey, keyProps, materialAdapter, shaderLibraryManager, shaderAugmentation);
865 const PassRequirmentsState passRequirmentState(inKey, keyProps, featureSet, samplerState, shaderAugmentation);
867 const bool hasCustomVert = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Vertex);
869 const int viewCount = featureSet.isSet(QSSGShaderFeatures::Feature::DisableMultiView)
870 ? 1 : keyProps.m_viewCount.getValue(inKey);
873 if (passRequirmentState.numMorphTargets > 0 || hasCustomVert) {
874 vertexShader.addDefinition(QByteArrayLiteral(
"QT_MORPH_MAX_COUNT"),
875 QByteArray::number(passRequirmentState.numMorphTargets));
877 if ((offset = keyProps.m_targetPositionOffset.getValue(inKey)) < UINT8_MAX) {
878 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_POSITION_OFFSET"),
879 QByteArray::number(offset));
881 if ((offset = keyProps.m_targetNormalOffset.getValue(inKey)) < UINT8_MAX) {
882 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_NORMAL_OFFSET"),
883 QByteArray::number(offset));
885 if ((offset = keyProps.m_targetTangentOffset.getValue(inKey)) < UINT8_MAX) {
886 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TANGENT_OFFSET"),
887 QByteArray::number(offset));
889 if ((offset = keyProps.m_targetBinormalOffset.getValue(inKey)) < UINT8_MAX) {
890 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_BINORMAL_OFFSET"),
891 QByteArray::number(offset));
893 if ((offset = keyProps.m_targetTexCoord0Offset.getValue(inKey)) < UINT8_MAX) {
894 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX0_OFFSET"),
895 QByteArray::number(offset));
897 if ((offset = keyProps.m_targetTexCoord1Offset.getValue(inKey)) < UINT8_MAX) {
898 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX1_OFFSET"),
899 QByteArray::number(offset));
901 if ((offset = keyProps.m_targetColorOffset.getValue(inKey)) < UINT8_MAX) {
902 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_COLOR_OFFSET"),
903 QByteArray::number(offset));
908 if (shaderAugmentation.hasUserAugmentation())
909 fragmentShader << shaderAugmentation.preamble;
912 for (
const auto &u : shaderAugmentation.propertyUniforms)
913 fragmentShader.addUniform(u.name, u.typeName);
916 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
917 const bool usesSharedVar = materialAdapter->usesSharedVariables();
919 vertexShader.beginFragmentGeneration(shaderLibraryManager, passRequirmentState.oitMethod);
922 vertexShader.generateDepth();
923 fragmentShader.addUniform(
"qt_shadowDepthAdjust",
"vec2");
928 vertexShader.generateShadowWorldPosition(inKey);
931 if (hasCustomFrag && materialAdapter->isUnshaded()) {
945 fragmentShader.addUniform(
"qt_material_emissive_color",
"vec3");
947 fragmentShader.addUniform(
"qt_material_base_color",
"vec4");
948 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
949 fragmentShader.addUniform(
"qt_material_properties2",
"vec4");
950 fragmentShader.addUniform(
"qt_material_properties3",
"vec4");
952 fragmentShader.addUniform(
"qt_material_properties4",
"vec4");
953 if (!hasCustomFrag) {
955 fragmentShader.addUniform(
"qt_material_attenuation",
"vec4");
956 fragmentShader.addUniform(
"qt_material_thickness",
"float");
959 fragmentShader.addUniform(
"qt_material_properties5",
"vec4");
960 fragmentShader.addUniform(
"qt_material_clearcoat_normal_strength",
"float");
961 fragmentShader.addUniform(
"qt_material_clearcoat_fresnel_power",
"float");
965 vertexShader.generateVertexColor(inKey);
967 fragmentShader.append(
" vec4 qt_vertColorMask = vec4(1.0);");
968 fragmentShader.append(
" vec4 qt_vertColor = vec4(1.0);");
972 vertexShader.generateViewVector(inKey);
973 if (keyProps.m_usesProjectionMatrix.getValue(inKey)) {
975 fragmentShader.addUniformArray(
"qt_projectionMatrix",
"mat4", viewCount);
977 fragmentShader.addUniform(
"qt_projectionMatrix",
"mat4");
979 if (keyProps.m_usesInverseProjectionMatrix.getValue(inKey)) {
981 fragmentShader.addUniformArray(
"qt_inverseProjectionMatrix",
"mat4", viewCount);
983 fragmentShader.addUniform(
"qt_inverseProjectionMatrix",
"mat4");
985 vertexShader.generateWorldNormal(inKey);
986 vertexShader.generateWorldPosition(inKey);
989 bool genTangent =
false;
990 bool genBinormal =
false;
991 vertexShader.generateVarTangentAndBinormal(inKey, genTangent, genBinormal);
994 QSSGRenderableImage::Type id = QSSGRenderableImage::Type::Unknown;
999 id = samplerState.hasImage(QSSGRenderableImage::Type::Bump) ? QSSGRenderableImage::Type::Bump : QSSGRenderableImage::Type::Normal;
1000 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1002 id = QSSGRenderableImage::Type::ClearcoatNormal;
1005 if (id > QSSGRenderableImage::Type::Unknown) {
1006 samplerState.generateImageUVAndSampler(id, vertexShader, fragmentShader, inKey,
true);
1007 fragmentShader <<
" vec2 dUVdx = dFdx(" << samplerState.fragCoordsName(id) <<
");\n"
1008 <<
" vec2 dUVdy = dFdy(" << samplerState.fragCoordsName(id) <<
");\n";
1009 fragmentShader <<
" qt_tangent = (dUVdy.y * dFdx(qt_varWorldPos) - dUVdx.y * dFdy(qt_varWorldPos)) / (dUVdx.x * dUVdy.y - dUVdx.y * dUVdy.x);\n"
1010 <<
" qt_tangent = qt_tangent - dot(qt_world_normal, qt_tangent) * qt_world_normal;\n"
1011 <<
" qt_tangent = normalize(qt_tangent);\n";
1015 fragmentShader <<
" qt_binormal = cross(qt_world_normal, qt_tangent);\n";
1019 fragmentShader.append(
"#if QSHADER_HLSL && QSHADER_VIEW_COUNT >= 2");
1020 fragmentShader.append(
" const float qt_facing = 1.0;");
1021 fragmentShader.append(
"#else");
1022 fragmentShader.append(
" const float qt_facing = gl_FrontFacing ? 1.0 : -1.0;");
1023 fragmentShader.append(
"#endif");
1024 fragmentShader.append(
" qt_world_normal *= qt_facing;\n");
1026 fragmentShader.append(
" qt_tangent *= qt_facing;");
1027 fragmentShader.append(
" qt_binormal *= qt_facing;");
1032 if (hasCustomFrag) {
1038 fragmentShader <<
" float qt_customOcclusionAmount = 1.0;\n";
1039 fragmentShader <<
" float qt_customIOR = 1.5;\n";
1040 fragmentShader <<
" float qt_customSpecularAmount = 0.5;\n";
1041 fragmentShader <<
" float qt_customSpecularRoughness = 0.0;\n";
1042 fragmentShader <<
" float qt_customMetalnessAmount = 0.0;\n";
1043 fragmentShader <<
" float qt_customFresnelPower = 5.0;\n";
1044 fragmentShader <<
" vec4 qt_customBaseColor = vec4(1.0);\n";
1045 fragmentShader <<
" vec3 qt_customEmissiveColor = vec3(0.0);\n";
1047 fragmentShader <<
" float qt_customClearcoatAmount = 0.0;\n";
1048 fragmentShader <<
" float qt_customClearcoatFresnelPower = 5.0;\n";
1049 fragmentShader <<
" float qt_customClearcoatRoughness = 0.0;\n";
1050 fragmentShader <<
" vec3 qt_customClearcoatNormal = qt_world_normal;\n";
1052 fragmentShader <<
" float qt_customClearcoatFresnelScale = 1.0;\n";
1053 fragmentShader <<
" float qt_customClearcoatFresnelBias = 0.0;\n";
1057 fragmentShader <<
" float qt_customFresnelScale = 1.0;\n";
1058 fragmentShader <<
" float qt_customFresnelBias = 0.0;\n";
1062 fragmentShader <<
" float qt_customTransmissionFactor = 0.0;\n";
1063 fragmentShader <<
" float qt_customThicknessFactor = 0.0;\n";
1064 fragmentShader <<
" vec3 qt_customAttenuationColor = vec3(1.0);\n";
1065 fragmentShader <<
" float qt_customAttenuationDistance = 0.0;\n";
1068 fragmentShader <<
" QT_SHARED_VARS qt_customShared;\n";
1071 vertexShader.generateUVCoords(0, inKey);
1072 vertexShader.generateUVCoords(1, inKey);
1074 fragmentShader <<
" qt_customMain(qt_customBaseColor,\n"
1075 <<
" qt_customEmissiveColor,\n"
1076 <<
" qt_customMetalnessAmount,\n"
1077 <<
" qt_customSpecularRoughness,\n"
1078 <<
" qt_customSpecularAmount,\n"
1079 <<
" qt_customFresnelPower,\n"
1080 <<
" qt_world_normal,\n"
1082 <<
" qt_binormal,\n"
1083 <<
" qt_texCoord0,\n"
1084 <<
" qt_texCoord1,\n"
1085 <<
" qt_view_vector,\n"
1086 <<
" qt_customIOR,\n"
1087 <<
" qt_customOcclusionAmount";
1089 fragmentShader <<
",\n qt_customClearcoatAmount,\n"
1090 <<
" qt_customClearcoatFresnelPower,\n"
1091 <<
" qt_customClearcoatRoughness,\n"
1092 <<
" qt_customClearcoatNormal";
1094 fragmentShader <<
",\n qt_customClearcoatFresnelScale,\n"
1095 <<
" qt_customClearcoatFresnelBias";
1099 fragmentShader <<
",\n qt_customFresnelScale,\n"
1100 <<
" qt_customFresnelBias";
1103 fragmentShader <<
",\n qt_customTransmissionFactor,\n"
1104 <<
" qt_customThicknessFactor,\n"
1105 <<
" qt_customAttenuationColor,\n"
1106 <<
" qt_customAttenuationDistance";
1109 fragmentShader <<
"\n, qt_customShared);\n";
1111 fragmentShader <<
");\n";
1113 fragmentShader <<
" vec4 qt_diffuseColor = qt_customBaseColor * qt_vertColor;\n";
1114 fragmentShader <<
" vec3 qt_global_emission = qt_customEmissiveColor;\n";
1115 fragmentShader <<
" float qt_iOR = qt_customIOR;\n";
1117 fragmentShader <<
" vec4 qt_diffuseColor = qt_material_base_color * qt_vertColor;\n";
1118 fragmentShader <<
" vec3 qt_global_emission = qt_material_emissive_color;\n";
1120 fragmentShader <<
" float qt_iOR = qt_material_specular.w;\n";
1123 const bool hasCustomIblProbe = hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_iblProbeProcessor"));
1130 vertexShader.generateLightmapUVCoords(inKey);
1131 fragmentShader.addFunction(
"lightmap");
1140 fragmentShader.addInclude(
"parallaxMapping.glsllib");
1141 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Height, vertexShader, fragmentShader, inKey,
true);
1142 fragmentShader <<
" float qt_heightAmount = qt_material_properties4.x;\n";
1143 maskVariableByVertexColorChannel(
"qt_heightAmount", QSSGRenderDefaultMaterial::HeightAmountMask );
1144 fragmentShader <<
" qt_texCoord0 = qt_parallaxMapping(" << samplerState.fragCoordsName(QSSGRenderableImage::Type::Height) <<
",\n"
1145 <<
" " << samplerState.samplerName(QSSGRenderableImage::Type::Height) <<
",\n"
1147 <<
" qt_binormal,\n"
1148 <<
" qt_world_normal,\n"
1149 <<
" qt_varWorldPos, \n"
1150 <<
"#if QSHADER_VIEW_COUNT >= 2\n"
1151 <<
" qt_cameraPosition[qt_viewIndex],\n"
1153 <<
" qt_cameraPosition,\n"
1155 <<
" qt_heightAmount,\n"
1156 <<
" qt_material_properties4.y,\n"
1157 <<
" qt_material_properties4.z);\n";
1162 addLocalVariable(fragmentShader,
"qt_clearcoatNormal",
"vec3");
1167 if (hasCustomFrag) {
1168 fragmentShader <<
" qt_clearcoatNormal = qt_customClearcoatNormal;\n";
1170 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1171 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatNormal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1172 fragmentShader.addFunction(
"sampleNormalTexture");
1173 fragmentShader <<
" float qt_clearcoat_normal_strength = qt_material_clearcoat_normal_strength;\n";
1174 maskVariableByVertexColorChannel(
"qt_clearcoat_normal_strength", QSSGRenderDefaultMaterial::ClearcoatNormalStrengthMask );
1175 fragmentShader <<
" qt_clearcoatNormal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatNormal)
1176 <<
", qt_clearcoat_normal_strength, "
1177 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatNormal)
1178 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1182 fragmentShader <<
" qt_clearcoatNormal = qt_world_normal;\n";
1189 if (samplerState.hasImage(QSSGRenderableImage::Type::Bump)) {
1190 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Bump, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1191 fragmentShader.append(
" float qt_bumpAmount = qt_material_properties2.y;\n");
1192 maskVariableByVertexColorChannel(
"qt_bumpAmount", QSSGRenderDefaultMaterial::NormalStrengthMask );
1193 fragmentShader.addInclude(
"defaultMaterialBumpNoLod.glsllib");
1194 fragmentShader <<
" qt_world_normal = qt_defaultMaterialBumpNoLod("
1195 << samplerState.samplerName(QSSGRenderableImage::Type::Bump)
1196 <<
", qt_bumpAmount, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Bump)
1197 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1198 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Normal)) {
1199 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Normal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1200 fragmentShader.append(
" float qt_normalStrength = qt_material_properties2.y;\n");
1201 maskVariableByVertexColorChannel(
"qt_normalStrength", QSSGRenderDefaultMaterial::NormalStrengthMask );
1202 fragmentShader.addFunction(
"sampleNormalTexture");
1203 fragmentShader <<
" qt_world_normal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::Normal)
1204 <<
", qt_normalStrength, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Normal)
1205 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1213 fragmentShader.append(
" vec3 tmp_light_color;");
1217 fragmentShader.append(
" vec3 qt_specularBase;");
1218 fragmentShader.addUniform(
"qt_material_specular",
"vec4");
1220 fragmentShader.append(
" vec3 qt_specularTint = vec3(1.0);");
1222 fragmentShader.append(
" vec3 qt_specularTint = qt_material_specular.rgb;");
1226 if ((samplerState.hasImage(QSSGRenderableImage::Type::BaseColor) || samplerState.hasImage(QSSGRenderableImage::Type::Diffuse)) && passRequirmentState
.needsBaseColor) {
1229 QSSGRenderableImage::Type baseImageType = QSSGRenderableImage::Type::Unknown;
1230 if (samplerState.hasImage(QSSGRenderableImage::Type::BaseColor))
1231 baseImageType = QSSGRenderableImage::Type::BaseColor;
1232 else if (samplerState.hasImage(QSSGRenderableImage::Type::Diffuse))
1233 baseImageType = QSSGRenderableImage::Type::Diffuse;
1236 samplerState.generateImageUVAndSampler(baseImageType, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1238 if (keyProps.m_baseColorSingleChannelEnabled.getValue(inKey)) {
1239 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::BaseColorChannel];
1240 fragmentShader <<
" vec4 qt_base_texture_color = vec4(vec3(texture2D(" << samplerState.samplerName(baseImageType)
1241 <<
", " << samplerState.fragCoordsName(baseImageType) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1243 fragmentShader <<
" vec4 qt_base_texture_color = texture2D(" << samplerState.samplerName(baseImageType)
1244 <<
", " << samplerState.fragCoordsName(baseImageType) <<
");\n";
1247 if (keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isPreMultipliedAlpha(inKey))
1248 fragmentShader <<
" qt_base_texture_color.rgb /= qt_base_texture_color.a;\n";
1250 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isLinear(inKey)) {
1252 fragmentShader.addInclude(
"tonemapping.glsllib");
1253 fragmentShader <<
" qt_base_texture_color = qt_sRGBToLinear(qt_base_texture_color);\n";
1256 fragmentShader <<
" qt_diffuseColor *= qt_base_texture_color;\n";
1260 if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Mask) {
1264 fragmentShader <<
" if (qt_diffuseColor.a < qt_material_properties3.y) {\n"
1265 <<
" qt_diffuseColor = vec4(0.0);\n"
1268 <<
" qt_diffuseColor.a = 1.0;\n"
1270 }
else if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Opaque) {
1271 fragmentShader <<
" qt_diffuseColor.a = 1.0;\n";
1275 if (samplerState.hasImage(QSSGRenderableImage::Type::Opacity)) {
1276 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Opacity, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1277 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OpacityChannel];
1278 fragmentShader <<
" float qt_opacity_map_value = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Opacity)
1279 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Opacity) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1280 if (keyProps.m_invertOpacityMapValue.getValue(inKey))
1281 fragmentShader <<
" qt_opacity_map_value = 1.0 - qt_opacity_map_value;\n";
1282 fragmentShader <<
" qt_objectOpacity *= qt_opacity_map_value;\n";
1287 addLocalVariable(fragmentShader,
"qt_aoFactor",
"float");
1290 fragmentShader.addInclude(
"ssao.glsllib");
1291 fragmentShader.append(
" qt_aoFactor = qt_screenSpaceAmbientOcclusionFactor();");
1293 fragmentShader.append(
" qt_aoFactor = 1.0;");
1297 fragmentShader <<
" qt_aoFactor *= qt_customOcclusionAmount;\n";
1303 fragmentShader <<
" float qt_roughnessAmount = qt_customSpecularRoughness;\n";
1305 fragmentShader <<
" float qt_roughnessAmount = qt_material_properties.y;\n";
1307 maskVariableByVertexColorChannel(
"qt_roughnessAmount", QSSGRenderDefaultMaterial::RoughnessMask );
1309 if (samplerState.hasImage(QSSGRenderableImage::Type::Roughness)) {
1310 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Roughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1311 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::RoughnessChannel];
1312 fragmentShader <<
" qt_roughnessAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Roughness) <<
", "
1313 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Roughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1318 fragmentShader <<
" qt_roughnessAmount = clamp(1.0 - qt_roughnessAmount, 0.0, 1.0);\n";
1324 fragmentShader <<
" float qt_metalnessAmount = qt_customMetalnessAmount;\n";
1326 fragmentShader <<
" float qt_metalnessAmount = qt_material_properties.z;\n";
1328 fragmentShader <<
" float qt_metalnessAmount = 0.0;\n";
1330 maskVariableByVertexColorChannel(
"qt_metalnessAmount", QSSGRenderDefaultMaterial::MetalnessMask );
1332 if (passRequirmentState
.hasSpecularLight && samplerState.hasImage(QSSGRenderableImage::Type::Metalness)) {
1333 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::MetalnessChannel];
1334 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Metalness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1335 fragmentShader <<
" float qt_sampledMetalness = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Metalness) <<
", "
1336 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Metalness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1337 fragmentShader <<
" qt_metalnessAmount = clamp(qt_metalnessAmount * qt_sampledMetalness, 0.0, 1.0);\n";
1343 fragmentShader <<
" if ((qt_diffuseColor.a * qt_objectOpacity) < 1.0)\n";
1344 fragmentShader <<
" discard;\n";
1350 vertexShader.generateViewVector(inKey);
1351 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1354 fragmentShader <<
" qt_specularBase = vec3(1.0);\n";
1356 fragmentShader <<
" qt_specularBase = qt_diffuseColor.rgb;\n";
1358 fragmentShader <<
" float qt_specularFactor = qt_customSpecularAmount;\n";
1360 fragmentShader <<
" float qt_specularFactor = qt_material_properties.x;\n";
1362 maskVariableByVertexColorChannel(
"qt_specularFactor", QSSGRenderDefaultMaterial::SpecularAmountMask );
1365 fragmentShader.addUniform(
"qt_light_ambient_total",
"vec3");
1367 fragmentShader.append(
" vec4 global_diffuse_light = vec4(0.0);");
1370 fragmentShader <<
" global_diffuse_light.rgb = qt_lightmap_color(qt_texCoordLightmap) * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb;\n";
1372 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_ambientLightProcessor"))) {
1374 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");
1376 fragmentShader <<
", qt_customShared);\n";
1378 fragmentShader <<
");\n";
1380 fragmentShader.append(
" global_diffuse_light = vec4(qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, 0.0);");
1384 fragmentShader.append(
" vec3 global_specular_light = vec3(0.0);");
1388 if (samplerState.hasImage(QSSGRenderableImage::Type::SpecularAmountMap)) {
1389 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SpecularAmountMap, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1391 if (keyProps.m_specularSingleChannelEnabled.getValue(inKey)) {
1392 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SpecularAmountChannel];
1393 fragmentShader <<
" vec4 qt_specular_amount_map = vec4(vec3(texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1394 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1396 fragmentShader <<
" vec4 qt_specular_amount_map = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1397 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
");\n";
1399 fragmentShader <<
" qt_specularBase *= qt_sRGBToLinear(qt_specular_amount_map).rgb;\n";
1404 fragmentShader <<
" qt_specularTint *= qt_specularBase;\n";
1405 fragmentShader <<
" vec3 qt_specularAmount = vec3(1.0);\n";
1407 fragmentShader <<
" vec3 qt_specularAmount = qt_specularBase * vec3(qt_metalnessAmount + qt_specularFactor * (1.0 - qt_metalnessAmount));\n";
1411 if (samplerState.hasImage(QSSGRenderableImage::Type::Translucency)) {
1412 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Translucency, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1413 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TranslucencyChannel];
1414 fragmentShader <<
" float qt_translucent_depth_range = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Translucency)
1415 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Translucency) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1416 fragmentShader <<
" float qt_translucent_thickness = qt_translucent_depth_range * qt_translucent_depth_range;\n";
1417 fragmentShader <<
" float qt_translucent_thickness_exp = exp(qt_translucent_thickness * qt_material_properties2.z);\n";
1421 if (samplerState.hasImage(QSSGRenderableImage::Type::Occlusion)) {
1422 addLocalVariable(fragmentShader,
"qt_ao",
"float");
1423 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Occlusion, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1424 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OcclusionChannel];
1425 fragmentShader <<
" qt_ao = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Occlusion) <<
", "
1426 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Occlusion) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1427 fragmentShader <<
" qt_aoFactor *= qt_ao * qt_material_properties3.x;\n";
1428 maskVariableByVertexColorChannel(
"qt_aoFactor", QSSGRenderDefaultMaterial::OcclusionAmountMask );
1432 addLocalVariable(fragmentShader,
"qt_clearcoatAmount",
"float");
1433 addLocalVariable(fragmentShader,
"qt_clearcoatRoughness",
"float");
1434 addLocalVariable(fragmentShader,
"qt_clearcoatF0",
"vec3");
1435 addLocalVariable(fragmentShader,
"qt_clearcoatF90",
"vec3");
1436 addLocalVariable(fragmentShader,
"qt_global_clearcoat",
"vec3");
1439 fragmentShader <<
" qt_clearcoatAmount = qt_customClearcoatAmount;\n";
1441 fragmentShader <<
" qt_clearcoatAmount = qt_material_properties3.z;\n";
1442 maskVariableByVertexColorChannel(
"qt_clearcoatAmount", QSSGRenderDefaultMaterial::ClearcoatAmountMask );
1444 fragmentShader <<
" qt_clearcoatRoughness = qt_customClearcoatRoughness;\n";
1446 fragmentShader <<
" qt_clearcoatRoughness = qt_material_properties3.w;\n";
1447 maskVariableByVertexColorChannel(
"qt_clearcoatRoughness", QSSGRenderDefaultMaterial::ClearcoatRoughnessAmountMask );
1448 fragmentShader <<
" qt_clearcoatF0 = vec3(((1.0-qt_iOR) * (1.0-qt_iOR)) / ((1.0+qt_iOR) * (1.0+qt_iOR)));\n";
1449 fragmentShader <<
" qt_clearcoatF90 = vec3(1.0);\n";
1450 fragmentShader <<
" qt_global_clearcoat = vec3(0.0);\n";
1452 if (samplerState.hasImage(QSSGRenderableImage::Type::Clearcoat)) {
1453 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Clearcoat, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1454 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatChannel];
1455 fragmentShader <<
" qt_clearcoatAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Clearcoat) <<
", "
1456 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Clearcoat) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1459 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatRoughness)) {
1460 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatRoughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1461 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessChannel];
1462 fragmentShader <<
" qt_clearcoatRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
", "
1463 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1464 fragmentShader <<
" qt_clearcoatRoughness = clamp(qt_clearcoatRoughness, 0.0, 1.0);\n";
1469 fragmentShader.addInclude(
"transmission.glsllib");
1470 addLocalVariable(fragmentShader,
"qt_transmissionFactor",
"float");
1471 addLocalVariable(fragmentShader,
"qt_global_transmission",
"vec3");
1473 addLocalVariable(fragmentShader,
"qt_thicknessFactor",
"float");
1474 addLocalVariable(fragmentShader,
"qt_attenuationColor",
"vec3");
1475 addLocalVariable(fragmentShader,
"qt_attenuationDistance",
"float");
1476 fragmentShader <<
" qt_global_transmission = vec3(0.0);\n";
1478 if (hasCustomFrag) {
1479 fragmentShader <<
" qt_transmissionFactor = qt_customTransmissionFactor;\n";
1480 fragmentShader <<
" qt_thicknessFactor = qt_customThicknessFactor;\n";
1481 fragmentShader <<
" qt_attenuationColor = qt_customAttenuationColor;\n";
1482 fragmentShader <<
" qt_attenuationDistance = qt_customAttenuationDistance;\n";
1484 fragmentShader <<
" qt_transmissionFactor = qt_material_properties4.w;\n";
1485 maskVariableByVertexColorChannel(
"qt_transmissionFactor", QSSGRenderDefaultMaterial::TransmissionFactorMask );
1487 if (samplerState.hasImage(QSSGRenderableImage::Type::Transmission)) {
1488 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Transmission, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1489 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TransmissionChannel];
1490 fragmentShader <<
" qt_transmissionFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Transmission) <<
", "
1491 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Transmission) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1494 fragmentShader <<
" qt_thicknessFactor = qt_material_thickness;\n";
1495 maskVariableByVertexColorChannel(
"qt_thicknessFactor", QSSGRenderDefaultMaterial::ThicknessFactorMask );
1496 fragmentShader <<
" qt_attenuationColor = qt_material_attenuation.xyz;\n";
1497 fragmentShader <<
" qt_attenuationDistance = qt_material_attenuation.w;\n";
1499 if (samplerState.hasImage(QSSGRenderableImage::Type::Thickness)) {
1500 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Thickness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1501 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ThicknessChannel];
1502 fragmentShader <<
" qt_thicknessFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Thickness) <<
", "
1503 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Thickness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1508 fragmentShader <<
" vec3 qt_f0 = vec3(1.0);\n";
1509 fragmentShader <<
" vec3 qt_f90 = vec3(1.0);\n";
1513 fragmentShader.addInclude(
"principledMaterialFresnel.glsllib");
1515 fragmentShader <<
" qt_f0 = qt_F0_ior(qt_iOR, qt_metalnessAmount, qt_diffuseColor.rgb);\n";
1517 fragmentShader <<
" const float qt_reflectance = max(max(qt_specularTint.r, qt_specularTint.g), qt_specularTint.b);\n";
1518 fragmentShader <<
" qt_f0 = qt_specularTint;\n";
1519 fragmentShader <<
" qt_specularTint = vec3(1.0);\n";
1520 fragmentShader <<
" qt_f90 = vec3(clamp(qt_reflectance * 50.0, 0.0, 1.0));\n";
1521 fragmentShader <<
" qt_diffuseColor.rgb *= (1 - qt_reflectance);\n";
1525 fragmentShader.append(
" vec3 vNormalWsDdx = dFdx(qt_world_normal.xyz);\n");
1526 fragmentShader.append(
" vec3 vNormalWsDdy = dFdy(qt_world_normal.xyz);\n");
1527 fragmentShader.append(
" float flGeometricRoughnessFactor = pow(clamp(max(dot(vNormalWsDdx, vNormalWsDdx), dot(vNormalWsDdy, vNormalWsDdy)), 0.0, 1.0), 0.333);\n");
1528 fragmentShader.append(
" qt_roughnessAmount = max(flGeometricRoughnessFactor, qt_roughnessAmount);\n");
1532 fragmentShader <<
" float qt_fresnelPower = qt_customFresnelPower;\n";
1534 fragmentShader <<
" float qt_fresnelPower = qt_material_properties2.x;\n";
1537 fragmentShader <<
" vec3 qt_principledMaterialFresnelValue = qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1539 if (hasCustomFrag) {
1540 fragmentShader <<
" float qt_fresnelScale = qt_customFresnelScale;\n";
1541 fragmentShader <<
" float qt_fresnelBias = qt_customFresnelBias;\n";
1543 fragmentShader <<
" float qt_fresnelScale = qt_material_properties5.x;\n";
1544 fragmentShader <<
" float qt_fresnelBias = qt_material_properties5.y;\n";
1546 fragmentShader <<
" qt_principledMaterialFresnelValue = clamp(vec3(qt_fresnelBias) + "
1547 <<
"qt_fresnelScale * qt_principledMaterialFresnelValue, 0.0, 1.0);\n";
1549 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnelValue;\n";
1553 fragmentShader <<
" qt_specularTint = mix(vec3(1.0), qt_specularTint, 1.0 - qt_metalnessAmount);\n";
1556 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1561 fragmentShader.addUniform(
"qt_lightAndShadowCounts",
"vec4");
1562 fragmentShader.addFunction(
"processPunctualLighting");
1563 fragmentShader <<
" qt_processPunctualLighting(global_diffuse_light.rgb,\n"
1564 <<
" global_specular_light.rgb,\n"
1565 <<
" qt_diffuseColor.rgb,\n"
1566 <<
" qt_varWorldPos,\n"
1567 <<
" qt_world_normal.xyz,\n"
1568 <<
" qt_view_vector,\n"
1569 <<
"#if QSSG_ENABLE_SPECULAR\n"
1570 <<
" qt_specularAmount,\n"
1571 <<
" qt_specularTint,\n"
1572 <<
"#endif // QSSG_ENABLE_SPECULAR\n"
1573 <<
" qt_roughnessAmount,\n"
1574 <<
" qt_metalnessAmount,\n"
1575 <<
"#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"
1576 <<
" qt_customBaseColor,\n"
1577 <<
"#endif // QSSG_CUSTOM_MATERIAL_*\n"
1578 <<
"#if QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1579 <<
" qt_customSpecularAmount,\n"
1580 <<
"#endif // QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1581 <<
"#if QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1582 <<
" qt_customShared,\n"
1583 <<
"#endif // QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1584 <<
"#if QSSG_ENABLE_CLEARCOAT\n"
1585 <<
" qt_global_clearcoat,\n"
1586 <<
" qt_clearcoatNormal,\n"
1587 <<
" qt_clearcoatRoughness,\n"
1588 <<
" qt_clearcoatF0,\n"
1589 <<
" qt_clearcoatF90,\n"
1590 <<
"#endif // QSSG_ENABLE_CLEARCOAT\n"
1591 <<
"#if QSSG_ENABLE_TRANSMISSION\n"
1592 <<
" qt_global_transmission,\n"
1593 <<
" qt_thicknessFactor,\n"
1595 <<
" qt_transmissionFactor,\n"
1596 <<
" qt_attenuationColor,\n"
1597 <<
" qt_attenuationDistance,\n"
1598 <<
"#endif // QSSG_ENABLE_TRANSMISSION\n"
1606 fragmentShader <<
" global_diffuse_light = vec4(global_diffuse_light.rgb * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.a);\n";
1609 vertexShader.generateWorldNormal(inKey);
1610 fragmentShader.addInclude(
"sampleReflectionProbe.glsllib");
1614 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1616 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1621 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1623 fragmentShader <<
" global_specular_light += qt_specularAmount * qt_specularTint * qt_sampleGlossyReflection(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1628 fragmentShader <<
" qt_global_clearcoat += qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1631 vertexShader.generateWorldNormal(inKey);
1632 fragmentShader.addInclude(
"sampleProbe.glsllib");
1633 if (hasCustomIblProbe) {
1635 fragmentShader <<
" vec3 qt_iblDiffuse = vec3(0.0);\n";
1636 fragmentShader <<
" vec3 qt_iblSpecular = vec3(0.0);\n";
1637 fragmentShader <<
" qt_iblProbeProcessor(qt_iblDiffuse, qt_iblSpecular, qt_customBaseColor, qt_aoFactor, qt_specularFactor, qt_roughnessAmount, qt_world_normal, qt_view_vector";
1639 fragmentShader <<
", qt_lightProbeOrientation";
1641 fragmentShader <<
", mat3(1.0)";
1643 fragmentShader <<
", qt_customShared);\n";
1645 fragmentShader <<
");\n";
1649 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1651 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1656 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyPrincipled(qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1658 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularAmount * qt_specularTint * qt_sampleGlossy(qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1663 fragmentShader <<
" vec3 qt_iblClearcoat = qt_sampleGlossyPrincipled(qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1666 fragmentShader <<
" global_diffuse_light.rgb += qt_iblDiffuse * qt_aoFactor;\n";
1668 fragmentShader <<
" global_specular_light += qt_iblSpecular * qt_aoFactor;\n";
1670 fragmentShader <<
" qt_global_clearcoat += qt_iblClearcoat * qt_aoFactor;\n";
1671 }
else if (hasCustomIblProbe) {
1673 fragmentShader.addUniform(
"qt_lightProbe",
"samplerCube");
1674 fragmentShader.addUniform(
"qt_lightProbeProperties",
"vec4");
1679 fragmentShader <<
" qt_global_transmission += qt_transmissionFactor * qt_getIBLVolumeRefraction(qt_world_normal, qt_view_vector, qt_roughnessAmount, "
1680 "qt_diffuseColor.rgb, qt_specularAmount, qt_varWorldPos, qt_iOR, qt_thicknessFactor, qt_attenuationColor, qt_attenuationDistance);\n";
1685 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular) || samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1686 addLocalVariable(fragmentShader,
"qt_texture_color",
"vec4");
1688 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular)) {
1689 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Specular, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1690 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Specular) <<
", "
1691 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Specular) <<
");\n";
1692 fragmentShader.addInclude(
"tonemapping.glsllib");
1693 fragmentShader <<
" global_specular_light += qt_sRGBToLinear(qt_texture_color.rgb) * qt_specularTint;\n";
1694 fragmentShader <<
" global_diffuse_light.a *= qt_texture_color.a;\n";
1697 if (samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1698 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Emissive, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1699 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Emissive) <<
", "
1700 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Emissive) <<
");\n";
1701 fragmentShader.addInclude(
"tonemapping.glsllib");
1702 if (keyProps.m_emissiveSingleChannelEnabled.getValue(inKey)) {
1703 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::EmissiveChannel];
1704 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(vec3(qt_texture_color" <<
1705 channelStr(channelProps, inKey) <<
"));\n";
1707 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(qt_texture_color.rgb);\n";
1713 fragmentShader <<
" global_diffuse_light.rgb = mix(global_diffuse_light.rgb, qt_global_transmission, qt_transmissionFactor);\n";
1716 fragmentShader <<
" global_diffuse_light.rgb *= 1.0 - qt_metalnessAmount;\n";
1719 if (passRequirmentState
.hasFog) {
1720 fragmentShader.addInclude(
"fog.glsllib");
1721 fragmentShader <<
" calculateFog(qt_global_emission, global_specular_light, global_diffuse_light.rgb);\n";
1724 fragmentShader <<
" vec4 qt_color_sum = vec4(global_diffuse_light.rgb + global_specular_light + qt_global_emission, global_diffuse_light.a);\n";
1727 fragmentShader.addInclude(
"bsdf.glsllib");
1729 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_customClearcoatFresnelPower;\n";
1731 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_material_clearcoat_fresnel_power;\n";
1732 fragmentShader <<
" vec3 qt_clearcoatFresnel = qt_schlick3(qt_clearcoatF0, qt_clearcoatF90, clamp(dot(qt_clearcoatNormal, qt_view_vector), 0.0, 1.0), qt_clearcoatFresnelPower);\n";
1734 if (hasCustomFrag) {
1735 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_customClearcoatFresnelScale;\n";
1736 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_customClearcoatFresnelBias;\n";
1738 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_material_properties5.z;\n";
1739 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_material_properties5.w;\n";
1741 fragmentShader <<
" qt_clearcoatFresnel = clamp(vec3(qt_clearcoatFresnelBias) + qt_clearcoatFresnelScale * qt_clearcoatFresnel, 0.0, 1.0);\n";
1743 fragmentShader <<
" qt_global_clearcoat = qt_global_clearcoat * qt_clearcoatAmount;\n";
1744 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * (1.0 - qt_clearcoatAmount * qt_clearcoatFresnel) + qt_global_clearcoat;\n";
1747 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_customPostProcessor"))) {
1749 fragmentShader <<
" qt_customPostProcessor(qt_color_sum, global_diffuse_light, global_specular_light, qt_global_emission, qt_texCoord0, qt_texCoord1";
1751 fragmentShader <<
", qt_customShared);\n";
1753 fragmentShader <<
");\n";
1765 fragmentShader.append(
" vec4 qt_color_sum = vec4(qt_diffuseColor.rgb, qt_diffuseColor.a * qt_objectOpacity);");
1767 if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
1768 fragmentShader.addInclude(
"oitweightedblended.glsllib");
1769 fragmentShader.addInclude(
"tonemapping.glsllib");
1770 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1771 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1772 fragmentShader.append(
" float z = abs(gl_FragCoord.z);");
1773 fragmentShader.append(
" qt_color_sum.rgb = qt_tonemap(qt_color_sum.rgb) * qt_color_sum.a;");
1774 fragmentShader.append(
" fragOutput = qt_color_sum * qt_transparencyWeight(z, qt_color_sum.a, qt_cameraProperties.y);");
1775 fragmentShader.append(
" revealageOutput = vec4(qt_color_sum.a);");
1776 }
else if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::LinkedList) {
1777 fragmentShader.addInclude(
"tonemapping.glsllib");
1778 fragmentShader.addUniform(
"qt_listNodeCount",
"uint");
1779 fragmentShader.addUniform(
"qt_ABufImageWidth",
"uint");
1780 fragmentShader.addUniform(
"qt_viewSize",
"ivec2");
1782 fragmentShader.addDefinition(
"QSSG_MULTISAMPLE",
"1");
1783#ifdef QSSG_OIT_USE_BUFFERS
1784 QSSGShaderResourceMergeContext::setAdditionalBufferAmount(3);
1785 fragmentShader.addUniform(
"qt_samples",
"uint");
1786 fragmentShader.addInclude(
"oitlinkedlist_buf.glsllib");
1788 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex, qt_samples);");
1790 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0, qt_samples);");
1792 fragmentShader.addInclude(
"oitlinkedlist.glsllib");
1794 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex);");
1796 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0);");
1800 fragmentShader.addInclude(
"tonemapping.glsllib");
1801 fragmentShader.append(
" fragOutput = vec4(qt_tonemap(qt_color_sum));");
1805 fragmentShader <<
" vec4 fragOutput = vec4(0.0);\n";
1808 Q_ASSERT(viewCount == 1);
1809 fragmentShader <<
" // directional shadow pass\n"
1810 <<
" float qt_shadowDepth = (qt_varDepth + qt_shadowDepthAdjust.x) * qt_shadowDepthAdjust.y;\n"
1811 <<
" fragOutput = vec4(qt_shadowDepth);\n";
1814 Q_ASSERT(viewCount == 1);
1815 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1816 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1817 fragmentShader <<
" // omnidirectional shadow pass\n"
1818 <<
" vec3 qt_shadowCamPos = vec3(qt_cameraPosition.x, qt_cameraPosition.y, qt_cameraPosition.z);\n"
1819 <<
" float qt_shadowDist = length(qt_varShadowWorldPos - qt_shadowCamPos);\n"
1820 <<
" qt_shadowDist = (qt_shadowDist - qt_cameraProperties.x) / (qt_cameraProperties.y - qt_cameraProperties.x);\n"
1821 <<
" fragOutput = vec4(qt_shadowDist, qt_shadowDist, qt_shadowDist, 1.0);\n";
1825 fragmentShader.append(
" fragOutput = vec4(qt_world_normal, qt_roughnessAmount);\n");
1828 fragmentShader.append(
" vec3 debugOutput = vec3(0.0);\n");
1829 switch (passRequirmentState.debugMode) {
1830 case QSSGRenderLayer::MaterialDebugMode::BaseColor:
1831 fragmentShader.addInclude(
"tonemapping.glsllib");
1832 fragmentShader.append(
" debugOutput += qt_tonemap(qt_diffuseColor.rgb);\n");
1834 case QSSGRenderLayer::MaterialDebugMode::Roughness:
1835 fragmentShader.append(
" debugOutput += vec3(qt_roughnessAmount);\n");
1837 case QSSGRenderLayer::MaterialDebugMode::Metalness:
1838 fragmentShader.append(
" debugOutput += vec3(qt_metalnessAmount);\n");
1840 case QSSGRenderLayer::MaterialDebugMode::Diffuse:
1841 fragmentShader.addInclude(
"tonemapping.glsllib");
1842 fragmentShader.append(
" debugOutput += qt_tonemap(global_diffuse_light.rgb);\n");
1844 case QSSGRenderLayer::MaterialDebugMode::Specular:
1845 fragmentShader.addInclude(
"tonemapping.glsllib");
1846 fragmentShader.append(
" debugOutput += qt_tonemap(global_specular_light);\n");
1848 case QSSGRenderLayer::MaterialDebugMode::ShadowOcclusion:
1851 fragmentShader.addFunction(
"debugShadowOcclusion");
1852 vertexShader.generateWorldPosition(inKey);
1853 fragmentShader.append(
" debugOutput += vec3(qt_debugShadowOcclusion());\n");
1855 case QSSGRenderLayer::MaterialDebugMode::Emission:
1856 fragmentShader.addInclude(
"tonemapping.glsllib");
1857 fragmentShader.append(
" debugOutput += qt_tonemap(qt_global_emission);\n");
1859 case QSSGRenderLayer::MaterialDebugMode::AmbientOcclusion:
1860 fragmentShader.append(
" debugOutput += vec3(qt_aoFactor);\n");
1862 case QSSGRenderLayer::MaterialDebugMode::Normal:
1863 fragmentShader.append(
" debugOutput += qt_world_normal * 0.5 + 0.5;\n");
1865 case QSSGRenderLayer::MaterialDebugMode::Tangent:
1866 fragmentShader.append(
" debugOutput += qt_tangent * 0.5 + 0.5;\n");
1868 case QSSGRenderLayer::MaterialDebugMode::Binormal:
1869 fragmentShader.append(
" debugOutput += qt_binormal * 0.5 + 0.5;\n");
1871 case QSSGRenderLayer::MaterialDebugMode::F0:
1873 fragmentShader.append(
" debugOutput += qt_f0;");
1875 case QSSGRenderLayer::MaterialDebugMode::None:
1879 fragmentShader.append(
" fragOutput = vec4(debugOutput, 1.0);\n");
1882 if (shaderAugmentation.hasUserAugmentation())
1883 fragmentShader <<
" " << shaderAugmentation.body <<
";\n";
1961void QSSGMaterialShaderGenerator::setRhiMaterialProperties(
const QSSGRenderContextInterface &renderContext,
1962 QSSGRhiShaderPipeline &shaders,
1964 QSSGRhiGraphicsPipelineState *inPipelineState,
1965 const QSSGRenderGraphObject &inMaterial,
1966 const QSSGShaderDefaultMaterialKey &inKey,
1967 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
1968 const QSSGRenderCameraList &inCameras,
1969 const QSSGRenderMvpArray &inModelViewProjections,
1970 const QMatrix3x3 &inNormalMatrix,
1971 const QMatrix4x4 &inGlobalTransform,
1972 const QMatrix4x4 &clipSpaceCorrMatrix,
1973 const QMatrix4x4 &localInstanceTransform,
1974 const QMatrix4x4 &globalInstanceTransform,
1975 const QSSGDataView<
float> &inMorphWeights,
1976 QSSGRenderableImage *inFirstImage,
1978 const QSSGLayerRenderData &inRenderProperties,
1979 const QSSGShaderLightListView &inLights,
1980 const QSSGShaderReflectionProbe &reflectionProbe,
1981 bool receivesShadows,
1982 bool receivesReflections,
1983 const QVector2D *shadowDepthAdjust,
1984 QRhiTexture *lightmapTexture)
1986 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
1987 QSSGRhiShaderPipeline::CommonUniformIndices &cui = shaders.commonUniformIndices;
1989 materialAdapter->setCustomPropertyUniforms(ubufData, shaders, renderContext);
1991 const QVector2D camProperties(inCameras[0]->clipPlanes);
1992 shaders.setUniform(ubufData,
"qt_cameraProperties", &camProperties, 2 *
sizeof(
float), &cui.cameraPropertiesIdx);
1994 const int viewCount = inCameras.count();
1997 QMatrix4x4 camGlobalTransforms[2] { QMatrix4x4{Qt::Uninitialized}, QMatrix4x4{Qt::Uninitialized} };
1998 if (viewCount < 2) {
1999 camGlobalTransforms[0] = inRenderProperties.getGlobalTransform(*inCameras[0]);
2001 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2002 camGlobalTransforms[viewIndex] = inRenderProperties.getGlobalTransform(*inCameras[viewIndex]);
2005 if (viewCount < 2) {
2006 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2007 const QVector3D camGlobalPos = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2008 shaders.setUniform(ubufData,
"qt_cameraPosition", &camGlobalPos, 3 *
sizeof(
float), &cui.cameraPositionIdx);
2009 const QVector3D camDirection = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2010 ? inRenderProperties.renderedCameraData.value()[0].direction
2011 : QVector3D{ 0.0f, 0.0f, -1.0f };
2012 shaders.setUniform(ubufData,
"qt_cameraDirection", &camDirection, 3 *
sizeof(
float), &cui.cameraDirectionIdx);
2014 QVarLengthArray<QVector3D, 2> camGlobalPos(viewCount);
2015 QVarLengthArray<QVector3D> camDirection(viewCount);
2016 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2017 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[viewIndex];
2018 camGlobalPos[viewIndex] = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2019 camDirection[viewIndex] = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2020 ? inRenderProperties.renderedCameraData.value()[viewIndex].direction
2021 : QVector3D{ 0.0f, 0.0f, -1.0f };
2023 shaders.setUniformArray(ubufData,
"qt_cameraPosition", camGlobalPos.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraPositionIdx);
2024 shaders.setUniformArray(ubufData,
"qt_cameraDirection", camDirection.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraDirectionIdx);
2027 const auto globalRenderData = QSSGLayerRenderData::globalRenderProperties(renderContext);
2030 bool usesProjectionMatrix =
false;
2031 bool usesInvProjectionMatrix =
false;
2032 bool usesViewProjectionMatrix =
false;
2033 bool usesModelViewProjectionMatrix =
false;
2034 bool usesNormalMatrix =
false;
2035 bool usesParentMatrix =
false;
2037 if (inMaterial.type == QSSGRenderGraphObject::Type::CustomMaterial) {
2038 const auto *customMaterial =
static_cast<
const QSSGRenderCustomMaterial *>(&inMaterial);
2039 usesProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
2040 usesInvProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
2042 usesViewProjectionMatrix =
true;
2045 const bool usesInstancing = inProperties.m_usesInstancing.getValue(inKey);
2046 if (usesInstancing) {
2048 usesViewProjectionMatrix =
true;
2049 usesParentMatrix =
true;
2051 usesModelViewProjectionMatrix =
true;
2052 usesNormalMatrix =
true;
2055 if (materialAdapter->isTransmissionEnabled())
2056 usesViewProjectionMatrix =
true;
2059 if (usesProjectionMatrix || usesInvProjectionMatrix) {
2060 if (viewCount < 2) {
2061 const QMatrix4x4 projection = clipSpaceCorrMatrix * inCameras[0]->projection;
2062 if (usesProjectionMatrix)
2063 shaders.setUniform(ubufData,
"qt_projectionMatrix", projection.constData(), 16 *
sizeof(
float), &cui.projectionMatrixIdx);
2064 if (usesInvProjectionMatrix)
2065 shaders.setUniform(ubufData,
"qt_inverseProjectionMatrix", projection.inverted().constData(), 16 *
sizeof (
float), &cui.inverseProjectionMatrixIdx);
2067 QVarLengthArray<QMatrix4x4, 2> projections(viewCount);
2068 QVarLengthArray<QMatrix4x4, 2> invertedProjections(viewCount);
2069 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2070 projections[viewIndex] = clipSpaceCorrMatrix * inCameras[viewIndex]->projection;
2071 if (usesInvProjectionMatrix)
2072 invertedProjections[viewIndex] = projections[viewIndex].inverted();
2074 if (usesProjectionMatrix)
2075 shaders.setUniformArray(ubufData,
"qt_projectionMatrix", projections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.projectionMatrixIdx);
2076 if (usesInvProjectionMatrix)
2077 shaders.setUniformArray(ubufData,
"qt_inverseProjectionMatrix", invertedProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.inverseProjectionMatrixIdx);
2081 if (viewCount < 2) {
2082 const QMatrix4x4 viewMatrix = camGlobalTransforms[0].inverted();
2083 shaders.setUniform(ubufData,
"qt_viewMatrix", viewMatrix.constData(), 16 *
sizeof(
float), &cui.viewMatrixIdx);
2085 QVarLengthArray<QMatrix4x4, 2> viewMatrices(viewCount);
2086 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2087 viewMatrices[viewIndex] = camGlobalTransforms[viewIndex].inverted();
2088 shaders.setUniformArray(ubufData,
"qt_viewMatrix", viewMatrices.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewMatrixIdx);
2091 if (usesViewProjectionMatrix) {
2092 if (viewCount < 2) {
2093 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2094 QMatrix4x4 viewProj(Qt::Uninitialized);
2095 inCameras[0]->calculateViewProjectionMatrix(camGlobalTransform, viewProj);
2096 viewProj = clipSpaceCorrMatrix * viewProj;
2097 shaders.setUniform(ubufData,
"qt_viewProjectionMatrix", viewProj.constData(), 16 *
sizeof(
float), &cui.viewProjectionMatrixIdx);
2099 QVarLengthArray<QMatrix4x4, 2> viewProjections(viewCount);
2100 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2101 const auto &camGlobalTransform = camGlobalTransforms[viewIndex];
2102 inCameras[viewIndex]->calculateViewProjectionMatrix(camGlobalTransform, viewProjections[viewIndex]);
2103 viewProjections[viewIndex] = clipSpaceCorrMatrix * viewProjections[viewIndex];
2105 shaders.setUniformArray(ubufData,
"qt_viewProjectionMatrix", viewProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewProjectionMatrixIdx);
2111 shaders.setUniform(ubufData,
"qt_modelMatrix", localInstanceTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2113 shaders.setUniform(ubufData,
"qt_modelMatrix", inGlobalTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2115 if (usesModelViewProjectionMatrix) {
2116 if (viewCount < 2) {
2117 QMatrix4x4 mvp { clipSpaceCorrMatrix };
2118 mvp *= inModelViewProjections[0];
2119 shaders.setUniform(ubufData,
"qt_modelViewProjection", mvp.constData(), 16 *
sizeof(
float), &cui.modelViewProjectionIdx);
2121 QVarLengthArray<QMatrix4x4, 2> mvps(viewCount);
2122 for (
int viewIndex = 0; viewIndex < viewCount; ++viewIndex)
2123 mvps[viewIndex] = clipSpaceCorrMatrix * inModelViewProjections[viewIndex];
2124 shaders.setUniformArray(ubufData,
"qt_modelViewProjection", mvps.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.modelViewProjectionIdx);
2127 if (usesNormalMatrix)
2128 shaders.setUniform(ubufData,
"qt_normalMatrix", inNormalMatrix.constData(), 12 *
sizeof(
float), &cui.normalMatrixIdx,
2129 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2130 if (usesParentMatrix)
2131 shaders.setUniform(ubufData,
"qt_parentMatrix", globalInstanceTransform.constData(), 16 *
sizeof(
float));
2134 const qsizetype morphSize = inProperties.m_targetCount.getValue(inKey);
2135 if (morphSize > 0) {
2136 if (inMorphWeights.mSize >= morphSize) {
2137 shaders.setUniformArray(ubufData,
"qt_morphWeights", inMorphWeights.mData, morphSize,
2138 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2140 const QList<
float> zeroWeights(morphSize - inMorphWeights.mSize, 0.0f);
2141 QList<
float> newWeights(inMorphWeights.mData, inMorphWeights.mData + inMorphWeights.mSize);
2142 newWeights.append(zeroWeights);
2143 shaders.setUniformArray(ubufData,
"qt_morphWeights", newWeights.constData(), morphSize,
2144 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2148 QVector3D theLightAmbientTotal;
2149 quint32 lightCount = 0;
2150 quint32 directionalLightCount = 0;
2151 quint32 shadowCount = 0;
2152 quint32 directionalShadowCount = 0;
2153 QSSGShaderLightsUniformData &lightsUniformData(shaders.lightsUniformData());
2154 QSSGShaderDirectionalLightsUniformData &directionalLightsUniformData(shaders.directionalLightsUniformData());
2156 for (quint32 lightIdx = 0, lightEnd = inLights.size();
2157 lightIdx < lightEnd && lightIdx < QSSG_MAX_NUM_LIGHTS; ++lightIdx)
2159 QSSGRenderLight *theLight(inLights[lightIdx].light);
2162 const bool lightShadows = inLights[lightIdx].shadows;
2163 const float brightness = theLight->m_brightness;
2164 quint32 lightmapState = 0;
2165 if (theLight->m_bakingEnabled) {
2166 if (theLight->m_fullyBaked) {
2175 const QVector3D diffuseColor(theLight->m_diffuseColor.x() * brightness,
2176 theLight->m_diffuseColor.y() * brightness,
2177 theLight->m_diffuseColor.z() * brightness);
2178 const QVector3D specularColor(theLight->m_specularColor.x() * brightness,
2179 theLight->m_specularColor.y() * brightness,
2180 theLight->m_specularColor.z() * brightness);
2181 const QVector3D direction(inLights[lightIdx].direction);
2184 if (theLight->type == QSSGRenderGraphObject::Type::DirectionalLight) {
2186 QSSGShaderDirectionalLightData &lightData(directionalLightsUniformData.directionalLightData[directionalLightCount]);
2187 lightData.direction[0] = direction.x();
2188 lightData.direction[1] = direction.y();
2189 lightData.direction[2] = direction.z();
2190 lightData.diffuseColor[0] = diffuseColor.x();
2191 lightData.diffuseColor[1] = diffuseColor.y();
2192 lightData.diffuseColor[2] = diffuseColor.z();
2193 lightData.specularColor[0] = specularColor.x();
2194 lightData.specularColor[1] = specularColor.y();
2195 lightData.specularColor[2] = specularColor.z();
2196 lightData.lightmapState = lightmapState;
2197 if (lightShadows && receivesShadows) {
2198 lightData.enableShadows = 1.0f;
2199 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2202 const quint32 layerCount = pEntry->m_csmNumSplits + 1;
2204 for (quint32 i = 0; i < layerCount; ++i)
2205 memcpy(lightData.matrices[i], pEntry->m_fixedScaleBiasMatrix[i].constData(), 16 *
sizeof(
float));
2207 lightData.shadowBias = theLight->m_shadowBias;
2209 const bool noCascades = !(pEntry->m_csmActive[0] || pEntry->m_csmActive[1] || pEntry->m_csmActive[2] || pEntry->m_csmActive[3]);
2210 if (theLight->type == QSSGRenderLight::Type::DirectionalLight && noCascades)
2211 lightData.enableShadows = 0.0f;
2212 lightData.shadowFactor = theLight->m_shadowFactor;
2213 lightData.shadowMapFar = theLight->m_shadowMapFar;
2214 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2215 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2217 for (quint32 i = 0; i < layerCount; ++i) {
2218 const auto &atlasInfo = pEntry->m_atlasInfo[i];
2219 lightData.atlasLocations[i][0] = atlasInfo.uOffset;
2220 lightData.atlasLocations[i][1] = atlasInfo.vOffset;
2221 lightData.atlasLocations[i][2] = atlasInfo.uvScale;
2222 lightData.atlasLocations[i][3] = atlasInfo.layerIndex;
2225 lightData.csmNumSplits = pEntry->m_csmNumSplits;
2226 memcpy(lightData.csmSplits, pEntry->m_csmSplits, 4 *
sizeof(
float));
2227 memcpy(lightData.csmActive, pEntry->m_csmActive, 4 *
sizeof(
float));
2228 lightData.csmBlendRatio = theLight->m_csmBlendRatio;
2229 for (quint32 i = 0; i < layerCount; ++i)
2230 memcpy(lightData.dimensionsInverted[i], &pEntry->m_dimensionsInverted[i], 4 *
sizeof(
float));
2232 directionalShadowCount++;
2234 lightData.enableShadows = 0.0f;
2236 directionalLightCount++;
2239 QSSGShaderLightData &lightData(lightsUniformData.lightData[lightCount]);
2240 const auto gt = inRenderProperties.getGlobalTransform(*theLight);
2241 const QVector3D globalPos = QSSGRenderNode::getGlobalPos(gt);
2242 lightData.position[0] = globalPos.x();
2243 lightData.position[1] = globalPos.y();
2244 lightData.position[2] = globalPos.z();
2245 lightData.constantAttenuation = QSSGUtils::aux::translateConstantAttenuation(theLight->m_constantFade);
2246 lightData.linearAttenuation = QSSGUtils::aux::translateLinearAttenuation(theLight->m_linearFade);
2247 lightData.quadraticAttenuation = QSSGUtils::aux::translateQuadraticAttenuation(theLight->m_quadraticFade);
2248 lightData.coneAngle = 360.0f;
2249 lightData.direction[0] = direction.x();
2250 lightData.direction[1] = direction.y();
2251 lightData.direction[2] = direction.z();
2252 lightData.diffuseColor[0] = diffuseColor.x();
2253 lightData.diffuseColor[1] = diffuseColor.y();
2254 lightData.diffuseColor[2] = diffuseColor.z();
2255 lightData.specularColor[0] = specularColor.x();
2256 lightData.specularColor[1] = specularColor.y();
2257 lightData.specularColor[2] = specularColor.z();
2258 lightData.lightmapState = lightmapState;
2259 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2263 const float coneAngle = theLight->m_coneAngle;
2264 const float innerConeAngle = (theLight->m_innerConeAngle > coneAngle) ? coneAngle : theLight->m_innerConeAngle;
2265 lightData.coneAngle = qCos(qDegreesToRadians(coneAngle));
2266 lightData.innerConeAngle = qCos(qDegreesToRadians(innerConeAngle));
2269 if (lightShadows && receivesShadows) {
2270 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2272 lightData.enableShadows = 1.0f;
2273 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2274 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2275 lightData.shadowFactor = theLight->m_shadowFactor;
2276 lightData.shadowBias = theLight->m_shadowBias;
2277 lightData.shadowClipNear = 1.0f;
2278 lightData.shadowMapFar = pEntry->m_shadowMapFar;
2279 lightData.shadowTextureSize = pEntry->m_atlasInfo[0].uvScale;
2281 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2283 static const QMatrix4x4 bias = {
2287 0.0, 0.0, 0.0, 1.0 };
2288 const QMatrix4x4 m = bias * pEntry->m_lightViewProjection[0];
2289 memcpy(lightData.shadowMatrix, m.constData(), 16 *
sizeof(
float));
2290 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2291 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2292 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2295 Q_ASSERT(theLight->type == QSSGRenderLight::Type::PointLight);
2296 memcpy(lightData.shadowMatrix, pEntry->m_lightView.constData(), 16 *
sizeof(
float));
2297 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2298 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2299 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2300 lightData.shadowAtlasUV1[0] = pEntry->m_atlasInfo[1].uOffset;
2301 lightData.shadowAtlasUV1[1] = pEntry->m_atlasInfo[1].vOffset;
2302 lightData.shadowAtlasLayer1 = pEntry->m_atlasInfo[1].layerIndex;
2307 lightData.enableShadows = 0.0f;
2313 theLightAmbientTotal += theLight->m_ambientColor;
2317 if (shadowCount > 0 || directionalShadowCount > 0) {
2318 shaders.setShadowMapAtlasTexture(inRenderProperties.getShadowMapManager()->shadowMapAtlasTexture());
2319 shaders.setShadowMapBlueNoiseTexture(inRenderProperties.getShadowMapManager()->shadowMapBlueNoiseTexture());
2321 shaders.setShadowMapAtlasTexture(
nullptr);
2322 shaders.setShadowMapBlueNoiseTexture(
nullptr);
2325 const QSSGRhiRenderableTexture *depthTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::DepthTexture);
2326 const QSSGRhiRenderableTexture *normalTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::NormalTexture);
2327 const QSSGRhiRenderableTexture *ssaoTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AoTexture);
2328 const QSSGRhiRenderableTexture *screenTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ScreenTexture);
2329 const QSSGRhiRenderableTexture *motionVectorTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::MotionVectorTexture);
2331 shaders.setDepthTexture(depthTexture->texture);
2332 shaders.setNormalTexture(normalTexture->texture);
2333 shaders.setSsaoTexture(ssaoTexture->texture);
2334 shaders.setScreenTexture(screenTexture->texture);
2335 shaders.setLightmapTexture(lightmapTexture);
2336 shaders.setMotionVectorTexture(motionVectorTexture->texture);
2338#ifdef QSSG_OIT_USE_BUFFERS
2339 shaders.setOITImages((QRhiTexture*)inRenderProperties.getOitRenderContextConst().aBuffer,
2340 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().auxBuffer,
2341 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().counterBuffer);
2342 if (inRenderProperties.getOitRenderContextConst().aBuffer) {
2344 const QSSGRhiRenderableTexture *abuf = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ABufferImage);
2345 const QSSGRhiRenderableTexture *aux = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AuxiliaryImage);
2346 const QSSGRhiRenderableTexture *counter = inRenderProperties.getRenderResult(QSSGRenderResult::Key::CounterImage);
2347 shaders.setOITImages(abuf->texture, aux->texture, counter->texture);
2348 if (abuf->texture) {
2350 int abufWidth = RenderHelpers::rhiCalculateABufferSize(inRenderProperties.layer.oitNodeCount);
2351 int listNodeCount = abufWidth * abufWidth;
2352 shaders.setUniform(ubufData,
"qt_ABufImageWidth", &abufWidth,
sizeof(
int), &cui.abufImageWidth);
2353 shaders.setUniform(ubufData,
"qt_listNodeCount", &listNodeCount,
sizeof(
int), &cui.listNodeCount);
2354 int viewSize[2] = {inRenderProperties.layerPrepResult.textureDimensions().width(), inRenderProperties.layerPrepResult.textureDimensions().height()};
2355 shaders.setUniform(ubufData,
"qt_viewSize", viewSize,
sizeof(
int) * 2, &cui.viewSize);
2356 int samples = inPipelineState->samples;
2357 shaders.setUniform(ubufData,
"qt_samples", &samples,
sizeof(
int), &cui.samples);
2360 const QSSGRenderLayer &layer = QSSGLayerRenderData::getCurrent(*renderContext.renderer())->layer;
2361 QSSGRenderImage *theLightProbe = layer.lightProbe;
2362 const auto &lightProbeData = layer.lightProbeSettings;
2365 QSSGRenderImage *materialIblProbe = materialAdapter->iblProbe();
2366 if (materialIblProbe)
2367 theLightProbe = materialIblProbe;
2368 QSSGRenderImageTexture lightProbeTexture;
2370 lightProbeTexture = renderContext.bufferManager()->loadRenderImage(theLightProbe, QSSGBufferManager::MipModeBsdf);
2371 if (theLightProbe && lightProbeTexture.m_texture) {
2372 QSSGRenderTextureCoordOp theHorzLightProbeTilingMode = theLightProbe->m_horizontalTilingMode;
2373 QSSGRenderTextureCoordOp theVertLightProbeTilingMode = theLightProbe->m_verticalTilingMode;
2374 const int maxMipLevel = lightProbeTexture.m_mipmapCount - 1;
2376 if (!materialIblProbe && !lightProbeData.probeOrientation.isIdentity()) {
2377 shaders.setUniform(ubufData,
"qt_lightProbeOrientation",
2378 lightProbeData.probeOrientation.constData(),
2379 12 *
sizeof(
float), &cui.lightProbeOrientationIdx,
2380 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2383 const float props[4] = { 0.0f,
float(maxMipLevel), lightProbeData.probeHorizon, lightProbeData.probeExposure };
2384 shaders.setUniform(ubufData,
"qt_lightProbeProperties", props, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2386 shaders.setLightProbeTexture(lightProbeTexture.m_texture, theHorzLightProbeTilingMode, theVertLightProbeTilingMode);
2389 const float emptyProps[4] = { 0.0f, 0.0f, -1.0f, 0.0f };
2390 shaders.setUniform(ubufData,
"qt_lightProbeProperties", emptyProps, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2392 shaders.setLightProbeTexture(
nullptr);
2395 if (receivesReflections && reflectionProbe.enabled) {
2396 shaders.setUniform(ubufData,
"qt_reflectionProbeCubeMapCenter", &reflectionProbe.probeCubeMapCenter, 3 *
sizeof(
float), &cui.reflectionProbeCubeMapCenter);
2397 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMin", &reflectionProbe.probeBoxMin, 3 *
sizeof(
float), &cui.reflectionProbeBoxMin);
2398 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMax", &reflectionProbe.probeBoxMax, 3 *
sizeof(
float), &cui.reflectionProbeBoxMax);
2399 shaders.setUniform(ubufData,
"qt_reflectionProbeCorrection", &reflectionProbe.parallaxCorrection,
sizeof(
int), &cui.reflectionProbeCorrection);
2402 const QVector3D emissiveColor = materialAdapter->emissiveColor();
2403 shaders.setUniform(ubufData,
"qt_material_emissive_color", &emissiveColor, 3 *
sizeof(
float), &cui.material_emissiveColorIdx);
2405 const auto qMix = [](
float x,
float y,
float a) {
2406 return (x * (1.0f - a) + (y * a));
2409 const auto qMix3 = [&qMix](
const QVector3D &x,
const QVector3D &y,
float a) {
2410 return QVector3D{qMix(x.x(), y.x(), a), qMix(x.y(), y.y(), a), qMix(x.z(), y.z(), a)};
2413 const QVector4D color = materialAdapter->color();
2414 const QVector3D materialSpecularTint = materialAdapter->specularTint();
2415 const QVector3D specularTint = materialAdapter->isPrincipled() ? qMix3(QVector3D(1.0f, 1.0f, 1.0f), color.toVector3D(), materialSpecularTint.x())
2416 : materialSpecularTint;
2417 shaders.setUniform(ubufData,
"qt_material_base_color", &color, 4 *
sizeof(
float), &cui.material_baseColorIdx);
2419 const float ior = materialAdapter->ior();
2420 QVector4D specularColor(specularTint, ior);
2421 shaders.setUniform(ubufData,
"qt_material_specular", &specularColor, 4 *
sizeof(
float), &cui.material_specularIdx);
2423 const bool hasLighting = materialAdapter->hasLighting();
2424 shaders.setLightsEnabled(hasLighting);
2426 const float lightAndShadowCounts[4] = {
2428 float(directionalLightCount),
2430 float(directionalShadowCount)
2432 shaders.setUniform(ubufData,
"qt_lightAndShadowCounts", &lightAndShadowCounts, 4 *
sizeof(
float), &cui.lightAndShadowCountsIdx);
2434 const size_t lightDataSize = lightCount *
sizeof(QSSGShaderLightData);
2435 const size_t directionalLightDataSize = directionalLightCount *
sizeof(QSSGShaderDirectionalLightData);
2437 memcpy(ubufData + shaders.ub0LightDataOffset(), &lightsUniformData, lightDataSize);
2438 memcpy(ubufData + shaders.ub0DirectionalLightDataOffset(), &directionalLightsUniformData, directionalLightDataSize);
2441 shaders.setUniform(ubufData,
"qt_light_ambient_total", &theLightAmbientTotal, 3 *
sizeof(
float), &cui.light_ambient_totalIdx);
2443 const float materialProperties[4] = {
2444 materialAdapter->specularAmount(),
2445 materialAdapter->specularRoughness(),
2446 materialAdapter->metalnessAmount(),
2449 shaders.setUniform(ubufData,
"qt_material_properties", materialProperties, 4 *
sizeof(
float), &cui.material_propertiesIdx);
2451 const float materialProperties2[4] = {
2452 materialAdapter->fresnelPower(),
2453 materialAdapter->bumpAmount(),
2454 materialAdapter->translucentFallOff(),
2455 materialAdapter->diffuseLightWrap()
2457 shaders.setUniform(ubufData,
"qt_material_properties2", materialProperties2, 4 *
sizeof(
float), &cui.material_properties2Idx);
2459 const float materialProperties3[4] = {
2460 materialAdapter->occlusionAmount(),
2461 materialAdapter->alphaCutOff(),
2462 materialAdapter->clearcoatAmount(),
2463 materialAdapter->clearcoatRoughnessAmount()
2465 shaders.setUniform(ubufData,
"qt_material_properties3", materialProperties3, 4 *
sizeof(
float), &cui.material_properties3Idx);
2467 const float materialProperties4[4] = {
2468 materialAdapter->heightAmount(),
2469 materialAdapter->minHeightSamples(),
2470 materialAdapter->maxHeightSamples(),
2471 materialAdapter->transmissionFactor()
2473 shaders.setUniform(ubufData,
"qt_material_properties4", materialProperties4, 4 *
sizeof(
float), &cui.material_properties4Idx);
2475 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
2476 if (!hasCustomFrag) {
2477 if (inProperties.m_fresnelScaleBiasEnabled.getValue(inKey) || inProperties.m_clearcoatFresnelScaleBiasEnabled.getValue(inKey)) {
2478 const float materialProperties5[4] = {
2479 materialAdapter->fresnelScale(),
2480 materialAdapter->fresnelBias(),
2481 materialAdapter->clearcoatFresnelScale(),
2482 materialAdapter->clearcoatFresnelBias()
2484 shaders.setUniform(ubufData,
"qt_material_properties5", materialProperties5, 4 *
sizeof(
float), &cui.material_properties5Idx);
2487 const float material_clearcoat_normal_strength = materialAdapter->clearcoatNormalStrength();
2488 shaders.setUniform(ubufData,
"qt_material_clearcoat_normal_strength", &material_clearcoat_normal_strength,
sizeof(
float), &cui.clearcoatNormalStrengthIdx);
2490 const float material_clearcoat_fresnel_power = materialAdapter->clearcoatFresnelPower();
2491 shaders.setUniform(ubufData,
"qt_material_clearcoat_fresnel_power", &material_clearcoat_fresnel_power,
sizeof(
float), &cui.clearcoatFresnelPowerIdx);
2493 if (materialAdapter->isTransmissionEnabled()) {
2494 const QVector4D attenuationProperties(materialAdapter->attenuationColor(), materialAdapter->attenuationDistance());
2495 shaders.setUniform(ubufData,
"qt_material_attenuation", &attenuationProperties, 4 *
sizeof(
float), &cui.material_attenuationIdx);
2497 const float thickness = materialAdapter->thicknessFactor();
2498 shaders.setUniform(ubufData,
"qt_material_thickness", &thickness,
sizeof(
float), &cui.thicknessFactorIdx);
2502 const float rhiProperties[4] = {
2503 globalRenderData.isYUpInFramebuffer ? 1.0f : -1.0f,
2504 globalRenderData.isYUpInNDC ? 1.0f : -1.0f,
2505 globalRenderData.isClipDepthZeroToOne ? 0.0f : -1.0f,
2508 shaders.setUniform(ubufData,
"qt_rhi_properties", rhiProperties, 4 *
sizeof(
float), &cui.rhiPropertiesIdx);
2510 qsizetype imageIdx = 0;
2511 for (QSSGRenderableImage *theImage = inFirstImage; theImage; theImage = theImage->m_nextImage, ++imageIdx) {
2513 const auto &names = imageStringTable[
int(theImage->m_mapType)];
2514 if (imageIdx == cui.imageIndices.size())
2515 cui.imageIndices.append(QSSGRhiShaderPipeline::CommonUniformIndices::ImageIndices());
2516 auto &indices = cui.imageIndices[imageIdx];
2518 const QMatrix4x4 &textureTransform = theImage->m_imageNode.m_textureTransform;
2521 const float *dataPtr(textureTransform.constData());
2525 const float offsets[3] = { dataPtr[12], dataPtr[13], 0.0f };
2526 shaders.setUniform(ubufData, names.imageOffsets, offsets,
sizeof(offsets), &indices.imageOffsetsUniformIndex);
2528 const float rotations[4] = { dataPtr[0], dataPtr[4], dataPtr[1], dataPtr[5] };
2529 shaders.setUniform(ubufData, names.imageRotations, rotations,
sizeof(rotations), &indices.imageRotationsUniformIndex);
2532 if (shadowDepthAdjust)
2533 shaders.setUniform(ubufData,
"qt_shadowDepthAdjust", shadowDepthAdjust, 2 *
sizeof(
float), &cui.shadowDepthAdjustIdx);
2535 const bool usesPointsTopology = inProperties.m_usesPointsTopology.getValue(inKey);
2536 if (usesPointsTopology) {
2537 const float pointSize = materialAdapter->pointSize();
2538 shaders.setUniform(ubufData,
"qt_materialPointSize", &pointSize,
sizeof(
float), &cui.pointSizeIdx);
2545 if (inRenderProperties.layer.fog.enabled) {
2546 const float fogColor[4] = {
2547 inRenderProperties.layer.fog.color.x(),
2548 inRenderProperties.layer.fog.color.y(),
2549 inRenderProperties.layer.fog.color.z(),
2550 inRenderProperties.layer.fog.density
2552 shaders.setUniform(ubufData,
"qt_fogColor", fogColor, 4 *
sizeof(
float), &cui.fogColorIdx);
2553 const float fogDepthProperties[4] = {
2554 inRenderProperties.layer.fog.depthBegin,
2555 inRenderProperties.layer.fog.depthEnd,
2556 inRenderProperties.layer.fog.depthCurve,
2557 inRenderProperties.layer.fog.depthEnabled ? 1.0f : 0.0f
2559 shaders.setUniform(ubufData,
"qt_fogDepthProperties", fogDepthProperties, 4 *
sizeof(
float), &cui.fogDepthPropertiesIdx);
2560 const float fogHeightProperties[4] = {
2561 inRenderProperties.layer.fog.heightMin,
2562 inRenderProperties.layer.fog.heightMax,
2563 inRenderProperties.layer.fog.heightCurve,
2564 inRenderProperties.layer.fog.heightEnabled ? 1.0f : 0.0f
2566 shaders.setUniform(ubufData,
"qt_fogHeightProperties", fogHeightProperties, 4 *
sizeof(
float), &cui.fogHeightPropertiesIdx);
2567 const float fogTransmitProperties[4] = {
2568 inRenderProperties.layer.fog.transmitCurve,
2571 inRenderProperties.layer.fog.transmitEnabled ? 1.0f : 0.0f
2573 shaders.setUniform(ubufData,
"qt_fogTransmitProperties", fogTransmitProperties, 4 *
sizeof(
float), &cui.fogTransmitPropertiesIdx);
2576 inPipelineState->lineWidth = materialAdapter->lineWidth();