810 QSSGMaterialVertexPipeline &vertexShader,
811 const QSSGShaderDefaultMaterialKey &inKey,
812 const QSSGShaderDefaultMaterialKeyProperties &keyProps,
813 const QSSGShaderFeatures &featureSet,
814 const QSSGRenderGraphObject &inMaterial,
815 const QSSGUserShaderAugmentation &shaderAugmentation,
816 QSSGShaderLibraryManager &shaderLibraryManager)
818 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
819 auto hasCustomFunction = [&shaderLibraryManager, materialAdapter](
const QByteArray &funcName) {
820 return materialAdapter->hasCustomShaderFunction(QSSGShaderCache::ShaderType::Fragment,
822 shaderLibraryManager);
825 auto channelStr = [](
const QSSGShaderKeyTextureChannel &chProp,
const QSSGShaderDefaultMaterialKey &inKey) -> QByteArray {
827 switch (chProp.getTextureChannel(inKey)) {
828 case QSSGShaderKeyTextureChannel::R:
831 case QSSGShaderKeyTextureChannel::G:
834 case QSSGShaderKeyTextureChannel::B:
837 case QSSGShaderKeyTextureChannel::A:
844 auto maskVariableByVertexColorChannel = [&fragmentShader, keyProps, inKey](
const QByteArray &maskVariable,
const QSSGRenderDefaultMaterial::VertexColorMask &maskEnum ){
845 if (keyProps.m_vertexColorsMaskEnabled.getValue(inKey)) {
846 if ( keyProps.m_vertexColorRedMask.getValue(inKey) & maskEnum )
847 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.r;\n";
848 else if ( keyProps.m_vertexColorGreenMask.getValue(inKey) & maskEnum )
849 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.g;\n";
850 else if ( keyProps.m_vertexColorBlueMask.getValue(inKey) & maskEnum )
851 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.b;\n";
852 else if ( keyProps.m_vertexColorAlphaMask.getValue(inKey) & maskEnum )
853 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.a;\n";
857 generateFragmentDefines(fragmentShader, inKey, keyProps, materialAdapter, shaderLibraryManager, shaderAugmentation);
862 const PassRequirmentsState passRequirmentState(inKey, keyProps, featureSet, samplerState, shaderAugmentation);
864 const bool hasCustomVert = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Vertex);
866 const int viewCount = featureSet.isSet(QSSGShaderFeatures::Feature::DisableMultiView)
867 ? 1 : keyProps.m_viewCount.getValue(inKey);
870 if (passRequirmentState.numMorphTargets > 0 || hasCustomVert) {
871 vertexShader.addDefinition(QByteArrayLiteral(
"QT_MORPH_MAX_COUNT"),
872 QByteArray::number(passRequirmentState.numMorphTargets));
874 if ((offset = keyProps.m_targetPositionOffset.getValue(inKey)) < UINT8_MAX) {
875 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_POSITION_OFFSET"),
876 QByteArray::number(offset));
878 if ((offset = keyProps.m_targetNormalOffset.getValue(inKey)) < UINT8_MAX) {
879 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_NORMAL_OFFSET"),
880 QByteArray::number(offset));
882 if ((offset = keyProps.m_targetTangentOffset.getValue(inKey)) < UINT8_MAX) {
883 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TANGENT_OFFSET"),
884 QByteArray::number(offset));
886 if ((offset = keyProps.m_targetBinormalOffset.getValue(inKey)) < UINT8_MAX) {
887 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_BINORMAL_OFFSET"),
888 QByteArray::number(offset));
890 if ((offset = keyProps.m_targetTexCoord0Offset.getValue(inKey)) < UINT8_MAX) {
891 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX0_OFFSET"),
892 QByteArray::number(offset));
894 if ((offset = keyProps.m_targetTexCoord1Offset.getValue(inKey)) < UINT8_MAX) {
895 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX1_OFFSET"),
896 QByteArray::number(offset));
898 if ((offset = keyProps.m_targetColorOffset.getValue(inKey)) < UINT8_MAX) {
899 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_COLOR_OFFSET"),
900 QByteArray::number(offset));
905 if (shaderAugmentation.hasUserAugmentation())
906 fragmentShader << shaderAugmentation.preamble;
909 for (
const auto &u : shaderAugmentation.propertyUniforms)
910 fragmentShader.addUniform(u.name, u.typeName);
913 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
914 const bool usesSharedVar = materialAdapter->usesSharedVariables();
916 vertexShader.beginFragmentGeneration(shaderLibraryManager, passRequirmentState.oitMethod);
919 vertexShader.generateDepth();
920 fragmentShader.addUniform(
"qt_shadowDepthAdjust",
"vec2");
925 vertexShader.generateShadowWorldPosition(inKey);
928 if (hasCustomFrag && materialAdapter->isUnshaded()) {
942 fragmentShader.addUniform(
"qt_material_emissive_color",
"vec3");
944 fragmentShader.addUniform(
"qt_material_base_color",
"vec4");
945 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
946 fragmentShader.addUniform(
"qt_material_properties2",
"vec4");
947 fragmentShader.addUniform(
"qt_material_properties3",
"vec4");
949 fragmentShader.addUniform(
"qt_material_properties4",
"vec4");
950 if (!hasCustomFrag) {
952 fragmentShader.addUniform(
"qt_material_attenuation",
"vec4");
953 fragmentShader.addUniform(
"qt_material_thickness",
"float");
956 fragmentShader.addUniform(
"qt_material_properties5",
"vec4");
957 fragmentShader.addUniform(
"qt_material_clearcoat_normal_strength",
"float");
958 fragmentShader.addUniform(
"qt_material_clearcoat_fresnel_power",
"float");
962 vertexShader.generateVertexColor(inKey);
964 fragmentShader.append(
" vec4 qt_vertColorMask = vec4(1.0);");
965 fragmentShader.append(
" vec4 qt_vertColor = vec4(1.0);");
969 vertexShader.generateViewVector(inKey);
970 if (keyProps.m_usesProjectionMatrix.getValue(inKey)) {
972 fragmentShader.addUniformArray(
"qt_projectionMatrix",
"mat4", viewCount);
974 fragmentShader.addUniform(
"qt_projectionMatrix",
"mat4");
976 if (keyProps.m_usesInverseProjectionMatrix.getValue(inKey)) {
978 fragmentShader.addUniformArray(
"qt_inverseProjectionMatrix",
"mat4", viewCount);
980 fragmentShader.addUniform(
"qt_inverseProjectionMatrix",
"mat4");
982 vertexShader.generateWorldNormal(inKey);
983 vertexShader.generateWorldPosition(inKey);
986 bool genTangent =
false;
987 bool genBinormal =
false;
988 vertexShader.generateVarTangentAndBinormal(inKey, genTangent, genBinormal);
991 QSSGRenderableImage::Type id = QSSGRenderableImage::Type::Unknown;
996 id = samplerState.hasImage(QSSGRenderableImage::Type::Bump) ? QSSGRenderableImage::Type::Bump : QSSGRenderableImage::Type::Normal;
997 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
999 id = QSSGRenderableImage::Type::ClearcoatNormal;
1002 if (id > QSSGRenderableImage::Type::Unknown) {
1003 samplerState.generateImageUVAndSampler(id, vertexShader, fragmentShader, inKey,
true);
1004 fragmentShader <<
" vec2 dUVdx = dFdx(" << samplerState.fragCoordsName(id) <<
");\n"
1005 <<
" vec2 dUVdy = dFdy(" << samplerState.fragCoordsName(id) <<
");\n";
1006 fragmentShader <<
" qt_tangent = (dUVdy.y * dFdx(qt_varWorldPos) - dUVdx.y * dFdy(qt_varWorldPos)) / (dUVdx.x * dUVdy.y - dUVdx.y * dUVdy.x);\n"
1007 <<
" qt_tangent = qt_tangent - dot(qt_world_normal, qt_tangent) * qt_world_normal;\n"
1008 <<
" qt_tangent = normalize(qt_tangent);\n";
1012 fragmentShader <<
" qt_binormal = cross(qt_world_normal, qt_tangent);\n";
1016 fragmentShader.append(
"#if QSHADER_HLSL && QSHADER_VIEW_COUNT >= 2");
1017 fragmentShader.append(
" const float qt_facing = 1.0;");
1018 fragmentShader.append(
"#else");
1019 fragmentShader.append(
" const float qt_facing = gl_FrontFacing ? 1.0 : -1.0;");
1020 fragmentShader.append(
"#endif");
1021 fragmentShader.append(
" qt_world_normal *= qt_facing;\n");
1023 fragmentShader.append(
" qt_tangent *= qt_facing;");
1024 fragmentShader.append(
" qt_binormal *= qt_facing;");
1029 if (hasCustomFrag) {
1035 fragmentShader <<
" float qt_customOcclusionAmount = 1.0;\n";
1036 fragmentShader <<
" float qt_customIOR = 1.5;\n";
1037 fragmentShader <<
" float qt_customSpecularAmount = 0.5;\n";
1038 fragmentShader <<
" float qt_customSpecularRoughness = 0.0;\n";
1039 fragmentShader <<
" float qt_customMetalnessAmount = 0.0;\n";
1040 fragmentShader <<
" float qt_customFresnelPower = 5.0;\n";
1041 fragmentShader <<
" vec4 qt_customBaseColor = vec4(1.0);\n";
1042 fragmentShader <<
" vec3 qt_customEmissiveColor = vec3(0.0);\n";
1044 fragmentShader <<
" float qt_customClearcoatAmount = 0.0;\n";
1045 fragmentShader <<
" float qt_customClearcoatFresnelPower = 5.0;\n";
1046 fragmentShader <<
" float qt_customClearcoatRoughness = 0.0;\n";
1047 fragmentShader <<
" vec3 qt_customClearcoatNormal = qt_world_normal;\n";
1049 fragmentShader <<
" float qt_customClearcoatFresnelScale = 1.0;\n";
1050 fragmentShader <<
" float qt_customClearcoatFresnelBias = 0.0;\n";
1054 fragmentShader <<
" float qt_customFresnelScale = 1.0;\n";
1055 fragmentShader <<
" float qt_customFresnelBias = 0.0;\n";
1059 fragmentShader <<
" float qt_customTransmissionFactor = 0.0;\n";
1060 fragmentShader <<
" float qt_customThicknessFactor = 0.0;\n";
1061 fragmentShader <<
" vec3 qt_customAttenuationColor = vec3(1.0);\n";
1062 fragmentShader <<
" float qt_customAttenuationDistance = 0.0;\n";
1065 fragmentShader <<
" QT_SHARED_VARS qt_customShared;\n";
1068 vertexShader.generateUVCoords(0, inKey);
1069 vertexShader.generateUVCoords(1, inKey);
1071 fragmentShader <<
" qt_customMain(qt_customBaseColor,\n"
1072 <<
" qt_customEmissiveColor,\n"
1073 <<
" qt_customMetalnessAmount,\n"
1074 <<
" qt_customSpecularRoughness,\n"
1075 <<
" qt_customSpecularAmount,\n"
1076 <<
" qt_customFresnelPower,\n"
1077 <<
" qt_world_normal,\n"
1079 <<
" qt_binormal,\n"
1080 <<
" qt_texCoord0,\n"
1081 <<
" qt_texCoord1,\n"
1082 <<
" qt_view_vector,\n"
1083 <<
" qt_customIOR,\n"
1084 <<
" qt_customOcclusionAmount";
1086 fragmentShader <<
",\n qt_customClearcoatAmount,\n"
1087 <<
" qt_customClearcoatFresnelPower,\n"
1088 <<
" qt_customClearcoatRoughness,\n"
1089 <<
" qt_customClearcoatNormal";
1091 fragmentShader <<
",\n qt_customClearcoatFresnelScale,\n"
1092 <<
" qt_customClearcoatFresnelBias";
1096 fragmentShader <<
",\n qt_customFresnelScale,\n"
1097 <<
" qt_customFresnelBias";
1100 fragmentShader <<
",\n qt_customTransmissionFactor,\n"
1101 <<
" qt_customThicknessFactor,\n"
1102 <<
" qt_customAttenuationColor,\n"
1103 <<
" qt_customAttenuationDistance";
1106 fragmentShader <<
"\n, qt_customShared);\n";
1108 fragmentShader <<
");\n";
1110 fragmentShader <<
" vec4 qt_diffuseColor = qt_customBaseColor * qt_vertColor;\n";
1111 fragmentShader <<
" vec3 qt_global_emission = qt_customEmissiveColor;\n";
1112 fragmentShader <<
" float qt_iOR = qt_customIOR;\n";
1114 fragmentShader <<
" vec4 qt_diffuseColor = qt_material_base_color * qt_vertColor;\n";
1115 fragmentShader <<
" vec3 qt_global_emission = qt_material_emissive_color;\n";
1117 fragmentShader <<
" float qt_iOR = qt_material_specular.w;\n";
1120 const bool hasCustomIblProbe = hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_iblProbeProcessor"));
1127 vertexShader.generateLightmapUVCoords(inKey);
1128 fragmentShader.addFunction(
"lightmap");
1137 fragmentShader.addInclude(
"parallaxMapping.glsllib");
1138 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Height, vertexShader, fragmentShader, inKey,
true);
1139 fragmentShader <<
" float qt_heightAmount = qt_material_properties4.x;\n";
1140 maskVariableByVertexColorChannel(
"qt_heightAmount", QSSGRenderDefaultMaterial::HeightAmountMask );
1141 fragmentShader <<
" qt_texCoord0 = qt_parallaxMapping(" << samplerState.fragCoordsName(QSSGRenderableImage::Type::Height) <<
",\n"
1142 <<
" " << samplerState.samplerName(QSSGRenderableImage::Type::Height) <<
",\n"
1144 <<
" qt_binormal,\n"
1145 <<
" qt_world_normal,\n"
1146 <<
" qt_varWorldPos, \n"
1147 <<
"#if QSHADER_VIEW_COUNT >= 2\n"
1148 <<
" qt_cameraPosition[qt_viewIndex],\n"
1150 <<
" qt_cameraPosition,\n"
1152 <<
" qt_heightAmount,\n"
1153 <<
" qt_material_properties4.y,\n"
1154 <<
" qt_material_properties4.z);\n";
1159 addLocalVariable(fragmentShader,
"qt_clearcoatNormal",
"vec3");
1164 if (hasCustomFrag) {
1165 fragmentShader <<
" qt_clearcoatNormal = qt_customClearcoatNormal;\n";
1167 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1168 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatNormal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1169 fragmentShader.addFunction(
"sampleNormalTexture");
1170 fragmentShader <<
" float qt_clearcoat_normal_strength = qt_material_clearcoat_normal_strength;\n";
1171 maskVariableByVertexColorChannel(
"qt_clearcoat_normal_strength", QSSGRenderDefaultMaterial::ClearcoatNormalStrengthMask );
1172 fragmentShader <<
" qt_clearcoatNormal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatNormal)
1173 <<
", qt_clearcoat_normal_strength, "
1174 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatNormal)
1175 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1179 fragmentShader <<
" qt_clearcoatNormal = qt_world_normal;\n";
1186 if (samplerState.hasImage(QSSGRenderableImage::Type::Bump)) {
1187 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Bump, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1188 fragmentShader.append(
" float qt_bumpAmount = qt_material_properties2.y;\n");
1189 maskVariableByVertexColorChannel(
"qt_bumpAmount", QSSGRenderDefaultMaterial::NormalStrengthMask );
1190 fragmentShader.addInclude(
"defaultMaterialBumpNoLod.glsllib");
1191 fragmentShader <<
" qt_world_normal = qt_defaultMaterialBumpNoLod("
1192 << samplerState.samplerName(QSSGRenderableImage::Type::Bump)
1193 <<
", qt_bumpAmount, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Bump)
1194 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1195 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Normal)) {
1196 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Normal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1197 fragmentShader.append(
" float qt_normalStrength = qt_material_properties2.y;\n");
1198 maskVariableByVertexColorChannel(
"qt_normalStrength", QSSGRenderDefaultMaterial::NormalStrengthMask );
1199 fragmentShader.addFunction(
"sampleNormalTexture");
1200 fragmentShader <<
" qt_world_normal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::Normal)
1201 <<
", qt_normalStrength, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Normal)
1202 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1210 fragmentShader.append(
" vec3 tmp_light_color;");
1214 fragmentShader.append(
" vec3 qt_specularBase;");
1215 fragmentShader.addUniform(
"qt_material_specular",
"vec4");
1217 fragmentShader.append(
" vec3 qt_specularTint = vec3(1.0);");
1219 fragmentShader.append(
" vec3 qt_specularTint = qt_material_specular.rgb;");
1223 if ((samplerState.hasImage(QSSGRenderableImage::Type::BaseColor) || samplerState.hasImage(QSSGRenderableImage::Type::Diffuse)) && passRequirmentState
.needsBaseColor) {
1226 QSSGRenderableImage::Type baseImageType = QSSGRenderableImage::Type::Unknown;
1227 if (samplerState.hasImage(QSSGRenderableImage::Type::BaseColor))
1228 baseImageType = QSSGRenderableImage::Type::BaseColor;
1229 else if (samplerState.hasImage(QSSGRenderableImage::Type::Diffuse))
1230 baseImageType = QSSGRenderableImage::Type::Diffuse;
1233 samplerState.generateImageUVAndSampler(baseImageType, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1235 if (keyProps.m_baseColorSingleChannelEnabled.getValue(inKey)) {
1236 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::BaseColorChannel];
1237 fragmentShader <<
" vec4 qt_base_texture_color = vec4(vec3(texture2D(" << samplerState.samplerName(baseImageType)
1238 <<
", " << samplerState.fragCoordsName(baseImageType) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1240 fragmentShader <<
" vec4 qt_base_texture_color = texture2D(" << samplerState.samplerName(baseImageType)
1241 <<
", " << samplerState.fragCoordsName(baseImageType) <<
");\n";
1244 if (keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isPreMultipliedAlpha(inKey))
1245 fragmentShader <<
" qt_base_texture_color.rgb /= qt_base_texture_color.a;\n";
1247 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isLinear(inKey)) {
1249 fragmentShader.addInclude(
"tonemapping.glsllib");
1250 fragmentShader <<
" qt_base_texture_color = qt_sRGBToLinear(qt_base_texture_color);\n";
1253 fragmentShader <<
" qt_diffuseColor *= qt_base_texture_color;\n";
1257 if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Mask) {
1261 fragmentShader <<
" if (qt_diffuseColor.a < qt_material_properties3.y) {\n"
1262 <<
" qt_diffuseColor = vec4(0.0);\n"
1265 <<
" qt_diffuseColor.a = 1.0;\n"
1267 }
else if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Opaque) {
1268 fragmentShader <<
" qt_diffuseColor.a = 1.0;\n";
1272 if (samplerState.hasImage(QSSGRenderableImage::Type::Opacity)) {
1273 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Opacity, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1274 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OpacityChannel];
1275 fragmentShader <<
" float qt_opacity_map_value = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Opacity)
1276 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Opacity) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1277 if (keyProps.m_invertOpacityMapValue.getValue(inKey))
1278 fragmentShader <<
" qt_opacity_map_value = 1.0 - qt_opacity_map_value;\n";
1279 fragmentShader <<
" qt_objectOpacity *= qt_opacity_map_value;\n";
1284 addLocalVariable(fragmentShader,
"qt_aoFactor",
"float");
1287 fragmentShader.addInclude(
"ssao.glsllib");
1288 fragmentShader.append(
" qt_aoFactor = qt_screenSpaceAmbientOcclusionFactor();");
1290 fragmentShader.append(
" qt_aoFactor = 1.0;");
1294 fragmentShader <<
" qt_aoFactor *= qt_customOcclusionAmount;\n";
1300 fragmentShader <<
" float qt_roughnessAmount = qt_customSpecularRoughness;\n";
1302 fragmentShader <<
" float qt_roughnessAmount = qt_material_properties.y;\n";
1304 maskVariableByVertexColorChannel(
"qt_roughnessAmount", QSSGRenderDefaultMaterial::RoughnessMask );
1306 if (samplerState.hasImage(QSSGRenderableImage::Type::Roughness)) {
1307 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Roughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1308 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::RoughnessChannel];
1309 fragmentShader <<
" qt_roughnessAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Roughness) <<
", "
1310 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Roughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1315 fragmentShader <<
" qt_roughnessAmount = clamp(1.0 - qt_roughnessAmount, 0.0, 1.0);\n";
1321 fragmentShader <<
" float qt_metalnessAmount = qt_customMetalnessAmount;\n";
1323 fragmentShader <<
" float qt_metalnessAmount = qt_material_properties.z;\n";
1325 fragmentShader <<
" float qt_metalnessAmount = 0.0;\n";
1327 maskVariableByVertexColorChannel(
"qt_metalnessAmount", QSSGRenderDefaultMaterial::MetalnessMask );
1329 if (passRequirmentState
.hasSpecularLight && samplerState.hasImage(QSSGRenderableImage::Type::Metalness)) {
1330 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::MetalnessChannel];
1331 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Metalness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1332 fragmentShader <<
" float qt_sampledMetalness = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Metalness) <<
", "
1333 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Metalness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1334 fragmentShader <<
" qt_metalnessAmount = clamp(qt_metalnessAmount * qt_sampledMetalness, 0.0, 1.0);\n";
1340 fragmentShader <<
" if ((qt_diffuseColor.a * qt_objectOpacity) < 1.0)\n";
1341 fragmentShader <<
" discard;\n";
1347 vertexShader.generateViewVector(inKey);
1348 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1351 fragmentShader <<
" qt_specularBase = vec3(1.0);\n";
1353 fragmentShader <<
" qt_specularBase = qt_diffuseColor.rgb;\n";
1355 fragmentShader <<
" float qt_specularFactor = qt_customSpecularAmount;\n";
1357 fragmentShader <<
" float qt_specularFactor = qt_material_properties.x;\n";
1359 maskVariableByVertexColorChannel(
"qt_specularFactor", QSSGRenderDefaultMaterial::SpecularAmountMask );
1362 fragmentShader.addUniform(
"qt_light_ambient_total",
"vec3");
1364 fragmentShader.append(
" vec4 global_diffuse_light = vec4(0.0);");
1367 fragmentShader <<
" global_diffuse_light.rgb = qt_lightmap_color(qt_texCoordLightmap) * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb;\n";
1369 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_ambientLightProcessor"))) {
1371 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");
1373 fragmentShader <<
", qt_customShared);\n";
1375 fragmentShader <<
");\n";
1377 fragmentShader.append(
" global_diffuse_light = vec4(qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, 0.0);");
1381 fragmentShader.append(
" vec3 global_specular_light = vec3(0.0);");
1385 if (samplerState.hasImage(QSSGRenderableImage::Type::SpecularAmountMap)) {
1386 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SpecularAmountMap, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1388 if (keyProps.m_specularSingleChannelEnabled.getValue(inKey)) {
1389 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SpecularAmountChannel];
1390 fragmentShader <<
" vec4 qt_specular_amount_map = vec4(vec3(texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1391 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1393 fragmentShader <<
" vec4 qt_specular_amount_map = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1394 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
");\n";
1396 fragmentShader <<
" qt_specularBase *= qt_sRGBToLinear(qt_specular_amount_map).rgb;\n";
1401 fragmentShader <<
" qt_specularTint *= qt_specularBase;\n";
1402 fragmentShader <<
" vec3 qt_specularAmount = vec3(1.0);\n";
1404 fragmentShader <<
" vec3 qt_specularAmount = qt_specularBase * vec3(qt_metalnessAmount + qt_specularFactor * (1.0 - qt_metalnessAmount));\n";
1408 if (samplerState.hasImage(QSSGRenderableImage::Type::Translucency)) {
1409 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Translucency, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1410 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TranslucencyChannel];
1411 fragmentShader <<
" float qt_translucent_depth_range = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Translucency)
1412 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Translucency) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1413 fragmentShader <<
" float qt_translucent_thickness = qt_translucent_depth_range * qt_translucent_depth_range;\n";
1414 fragmentShader <<
" float qt_translucent_thickness_exp = exp(qt_translucent_thickness * qt_material_properties2.z);\n";
1418 if (samplerState.hasImage(QSSGRenderableImage::Type::Occlusion)) {
1419 addLocalVariable(fragmentShader,
"qt_ao",
"float");
1420 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Occlusion, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1421 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OcclusionChannel];
1422 fragmentShader <<
" qt_ao = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Occlusion) <<
", "
1423 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Occlusion) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1424 fragmentShader <<
" qt_aoFactor *= qt_ao * qt_material_properties3.x;\n";
1425 maskVariableByVertexColorChannel(
"qt_aoFactor", QSSGRenderDefaultMaterial::OcclusionAmountMask );
1429 addLocalVariable(fragmentShader,
"qt_clearcoatAmount",
"float");
1430 addLocalVariable(fragmentShader,
"qt_clearcoatRoughness",
"float");
1431 addLocalVariable(fragmentShader,
"qt_clearcoatF0",
"vec3");
1432 addLocalVariable(fragmentShader,
"qt_clearcoatF90",
"vec3");
1433 addLocalVariable(fragmentShader,
"qt_global_clearcoat",
"vec3");
1436 fragmentShader <<
" qt_clearcoatAmount = qt_customClearcoatAmount;\n";
1438 fragmentShader <<
" qt_clearcoatAmount = qt_material_properties3.z;\n";
1439 maskVariableByVertexColorChannel(
"qt_clearcoatAmount", QSSGRenderDefaultMaterial::ClearcoatAmountMask );
1441 fragmentShader <<
" qt_clearcoatRoughness = qt_customClearcoatRoughness;\n";
1443 fragmentShader <<
" qt_clearcoatRoughness = qt_material_properties3.w;\n";
1444 maskVariableByVertexColorChannel(
"qt_clearcoatRoughness", QSSGRenderDefaultMaterial::ClearcoatRoughnessAmountMask );
1445 fragmentShader <<
" qt_clearcoatF0 = vec3(((1.0-qt_iOR) * (1.0-qt_iOR)) / ((1.0+qt_iOR) * (1.0+qt_iOR)));\n";
1446 fragmentShader <<
" qt_clearcoatF90 = vec3(1.0);\n";
1447 fragmentShader <<
" qt_global_clearcoat = vec3(0.0);\n";
1449 if (samplerState.hasImage(QSSGRenderableImage::Type::Clearcoat)) {
1450 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Clearcoat, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1451 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatChannel];
1452 fragmentShader <<
" qt_clearcoatAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Clearcoat) <<
", "
1453 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Clearcoat) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1456 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatRoughness)) {
1457 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatRoughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1458 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessChannel];
1459 fragmentShader <<
" qt_clearcoatRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
", "
1460 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1461 fragmentShader <<
" qt_clearcoatRoughness = clamp(qt_clearcoatRoughness, 0.0, 1.0);\n";
1466 fragmentShader.addInclude(
"transmission.glsllib");
1467 addLocalVariable(fragmentShader,
"qt_transmissionFactor",
"float");
1468 addLocalVariable(fragmentShader,
"qt_global_transmission",
"vec3");
1470 addLocalVariable(fragmentShader,
"qt_thicknessFactor",
"float");
1471 addLocalVariable(fragmentShader,
"qt_attenuationColor",
"vec3");
1472 addLocalVariable(fragmentShader,
"qt_attenuationDistance",
"float");
1473 fragmentShader <<
" qt_global_transmission = vec3(0.0);\n";
1475 if (hasCustomFrag) {
1476 fragmentShader <<
" qt_transmissionFactor = qt_customTransmissionFactor;\n";
1477 fragmentShader <<
" qt_thicknessFactor = qt_customThicknessFactor;\n";
1478 fragmentShader <<
" qt_attenuationColor = qt_customAttenuationColor;\n";
1479 fragmentShader <<
" qt_attenuationDistance = qt_customAttenuationDistance;\n";
1481 fragmentShader <<
" qt_transmissionFactor = qt_material_properties4.w;\n";
1482 maskVariableByVertexColorChannel(
"qt_transmissionFactor", QSSGRenderDefaultMaterial::TransmissionFactorMask );
1484 if (samplerState.hasImage(QSSGRenderableImage::Type::Transmission)) {
1485 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Transmission, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1486 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TransmissionChannel];
1487 fragmentShader <<
" qt_transmissionFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Transmission) <<
", "
1488 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Transmission) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1491 fragmentShader <<
" qt_thicknessFactor = qt_material_thickness;\n";
1492 maskVariableByVertexColorChannel(
"qt_thicknessFactor", QSSGRenderDefaultMaterial::ThicknessFactorMask );
1493 fragmentShader <<
" qt_attenuationColor = qt_material_attenuation.xyz;\n";
1494 fragmentShader <<
" qt_attenuationDistance = qt_material_attenuation.w;\n";
1496 if (samplerState.hasImage(QSSGRenderableImage::Type::Thickness)) {
1497 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Thickness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1498 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ThicknessChannel];
1499 fragmentShader <<
" qt_thicknessFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Thickness) <<
", "
1500 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Thickness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1505 fragmentShader <<
" vec3 qt_f0 = vec3(1.0);\n";
1506 fragmentShader <<
" vec3 qt_f90 = vec3(1.0);\n";
1510 fragmentShader.addInclude(
"principledMaterialFresnel.glsllib");
1512 fragmentShader <<
" qt_f0 = qt_F0_ior(qt_iOR, qt_metalnessAmount, qt_diffuseColor.rgb);\n";
1514 fragmentShader <<
" const float qt_reflectance = max(max(qt_specularTint.r, qt_specularTint.g), qt_specularTint.b);\n";
1515 fragmentShader <<
" qt_f0 = qt_specularTint;\n";
1516 fragmentShader <<
" qt_specularTint = vec3(1.0);\n";
1517 fragmentShader <<
" qt_f90 = vec3(clamp(qt_reflectance * 50.0, 0.0, 1.0));\n";
1518 fragmentShader <<
" qt_diffuseColor.rgb *= (1 - qt_reflectance);\n";
1522 fragmentShader.append(
" vec3 vNormalWsDdx = dFdx(qt_world_normal.xyz);\n");
1523 fragmentShader.append(
" vec3 vNormalWsDdy = dFdy(qt_world_normal.xyz);\n");
1524 fragmentShader.append(
" float flGeometricRoughnessFactor = pow(clamp(max(dot(vNormalWsDdx, vNormalWsDdx), dot(vNormalWsDdy, vNormalWsDdy)), 0.0, 1.0), 0.333);\n");
1525 fragmentShader.append(
" qt_roughnessAmount = max(flGeometricRoughnessFactor, qt_roughnessAmount);\n");
1529 fragmentShader <<
" float qt_fresnelPower = qt_customFresnelPower;\n";
1531 fragmentShader <<
" float qt_fresnelPower = qt_material_properties2.x;\n";
1534 fragmentShader <<
" vec3 qt_principledMaterialFresnelValue = qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1536 if (hasCustomFrag) {
1537 fragmentShader <<
" float qt_fresnelScale = qt_customFresnelScale;\n";
1538 fragmentShader <<
" float qt_fresnelBias = qt_customFresnelBias;\n";
1540 fragmentShader <<
" float qt_fresnelScale = qt_material_properties5.x;\n";
1541 fragmentShader <<
" float qt_fresnelBias = qt_material_properties5.y;\n";
1543 fragmentShader <<
" qt_principledMaterialFresnelValue = clamp(vec3(qt_fresnelBias) + "
1544 <<
"qt_fresnelScale * qt_principledMaterialFresnelValue, 0.0, 1.0);\n";
1546 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnelValue;\n";
1550 fragmentShader <<
" qt_specularTint = mix(vec3(1.0), qt_specularTint, 1.0 - qt_metalnessAmount);\n";
1553 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1558 fragmentShader.addUniform(
"qt_lightAndShadowCounts",
"vec4");
1559 fragmentShader.addFunction(
"processPunctualLighting");
1560 fragmentShader <<
" qt_processPunctualLighting(global_diffuse_light.rgb,\n"
1561 <<
" global_specular_light.rgb,\n"
1562 <<
" qt_diffuseColor.rgb,\n"
1563 <<
" qt_varWorldPos,\n"
1564 <<
" qt_world_normal.xyz,\n"
1565 <<
" qt_view_vector,\n"
1566 <<
"#if QSSG_ENABLE_SPECULAR\n"
1567 <<
" qt_specularAmount,\n"
1568 <<
" qt_specularTint,\n"
1569 <<
"#endif // QSSG_ENABLE_SPECULAR\n"
1570 <<
" qt_roughnessAmount,\n"
1571 <<
" qt_metalnessAmount,\n"
1572 <<
"#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"
1573 <<
" qt_customBaseColor,\n"
1574 <<
"#endif // QSSG_CUSTOM_MATERIAL_*\n"
1575 <<
"#if QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1576 <<
" qt_customSpecularAmount,\n"
1577 <<
"#endif // QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1578 <<
"#if QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1579 <<
" qt_customShared,\n"
1580 <<
"#endif // QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1581 <<
"#if QSSG_ENABLE_CLEARCOAT\n"
1582 <<
" qt_global_clearcoat,\n"
1583 <<
" qt_clearcoatNormal,\n"
1584 <<
" qt_clearcoatRoughness,\n"
1585 <<
" qt_clearcoatF0,\n"
1586 <<
" qt_clearcoatF90,\n"
1587 <<
"#endif // QSSG_ENABLE_CLEARCOAT\n"
1588 <<
"#if QSSG_ENABLE_TRANSMISSION\n"
1589 <<
" qt_global_transmission,\n"
1590 <<
" qt_thicknessFactor,\n"
1592 <<
" qt_transmissionFactor,\n"
1593 <<
" qt_attenuationColor,\n"
1594 <<
" qt_attenuationDistance,\n"
1595 <<
"#endif // QSSG_ENABLE_TRANSMISSION\n"
1603 fragmentShader <<
" global_diffuse_light = vec4(global_diffuse_light.rgb * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.a);\n";
1606 vertexShader.generateWorldNormal(inKey);
1607 fragmentShader.addInclude(
"sampleReflectionProbe.glsllib");
1611 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1613 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1618 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1620 fragmentShader <<
" global_specular_light += qt_specularAmount * qt_specularTint * qt_sampleGlossyReflection(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1625 fragmentShader <<
" qt_global_clearcoat += qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1628 vertexShader.generateWorldNormal(inKey);
1629 fragmentShader.addInclude(
"sampleProbe.glsllib");
1630 if (hasCustomIblProbe) {
1632 fragmentShader <<
" vec3 qt_iblDiffuse = vec3(0.0);\n";
1633 fragmentShader <<
" vec3 qt_iblSpecular = vec3(0.0);\n";
1634 fragmentShader <<
" qt_iblProbeProcessor(qt_iblDiffuse, qt_iblSpecular, qt_customBaseColor, qt_aoFactor, qt_specularFactor, qt_roughnessAmount, qt_world_normal, qt_view_vector";
1636 fragmentShader <<
", qt_lightProbeOrientation";
1638 fragmentShader <<
", mat3(1.0)";
1640 fragmentShader <<
", qt_customShared);\n";
1642 fragmentShader <<
");\n";
1646 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1648 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1653 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyPrincipled(qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1655 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularAmount * qt_specularTint * qt_sampleGlossy(qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1660 fragmentShader <<
" vec3 qt_iblClearcoat = qt_sampleGlossyPrincipled(qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1663 fragmentShader <<
" global_diffuse_light.rgb += qt_iblDiffuse * qt_aoFactor;\n";
1665 fragmentShader <<
" global_specular_light += qt_iblSpecular * qt_aoFactor;\n";
1667 fragmentShader <<
" qt_global_clearcoat += qt_iblClearcoat * qt_aoFactor;\n";
1668 }
else if (hasCustomIblProbe) {
1670 fragmentShader.addUniform(
"qt_lightProbe",
"samplerCube");
1671 fragmentShader.addUniform(
"qt_lightProbeProperties",
"vec4");
1676 fragmentShader <<
" qt_global_transmission += qt_transmissionFactor * qt_getIBLVolumeRefraction(qt_world_normal, qt_view_vector, qt_roughnessAmount, "
1677 "qt_diffuseColor.rgb, qt_specularAmount, qt_varWorldPos, qt_iOR, qt_thicknessFactor, qt_attenuationColor, qt_attenuationDistance);\n";
1682 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular) || samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1683 addLocalVariable(fragmentShader,
"qt_texture_color",
"vec4");
1685 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular)) {
1686 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Specular, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1687 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Specular) <<
", "
1688 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Specular) <<
");\n";
1689 fragmentShader.addInclude(
"tonemapping.glsllib");
1690 fragmentShader <<
" global_specular_light += qt_sRGBToLinear(qt_texture_color.rgb) * qt_specularTint;\n";
1691 fragmentShader <<
" global_diffuse_light.a *= qt_texture_color.a;\n";
1694 if (samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1695 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Emissive, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1696 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Emissive) <<
", "
1697 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Emissive) <<
");\n";
1698 fragmentShader.addInclude(
"tonemapping.glsllib");
1699 if (keyProps.m_emissiveSingleChannelEnabled.getValue(inKey)) {
1700 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::EmissiveChannel];
1701 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(vec3(qt_texture_color" <<
1702 channelStr(channelProps, inKey) <<
"));\n";
1704 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(qt_texture_color.rgb);\n";
1710 fragmentShader <<
" global_diffuse_light.rgb = mix(global_diffuse_light.rgb, qt_global_transmission, qt_transmissionFactor);\n";
1713 fragmentShader <<
" global_diffuse_light.rgb *= 1.0 - qt_metalnessAmount;\n";
1716 if (passRequirmentState
.hasFog) {
1717 fragmentShader.addInclude(
"fog.glsllib");
1718 fragmentShader <<
" calculateFog(qt_global_emission, global_specular_light, global_diffuse_light.rgb);\n";
1721 fragmentShader <<
" vec4 qt_color_sum = vec4(global_diffuse_light.rgb + global_specular_light + qt_global_emission, global_diffuse_light.a);\n";
1724 fragmentShader.addInclude(
"bsdf.glsllib");
1726 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_customClearcoatFresnelPower;\n";
1728 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_material_clearcoat_fresnel_power;\n";
1729 fragmentShader <<
" vec3 qt_clearcoatFresnel = qt_schlick3(qt_clearcoatF0, qt_clearcoatF90, clamp(dot(qt_clearcoatNormal, qt_view_vector), 0.0, 1.0), qt_clearcoatFresnelPower);\n";
1731 if (hasCustomFrag) {
1732 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_customClearcoatFresnelScale;\n";
1733 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_customClearcoatFresnelBias;\n";
1735 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_material_properties5.z;\n";
1736 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_material_properties5.w;\n";
1738 fragmentShader <<
" qt_clearcoatFresnel = clamp(vec3(qt_clearcoatFresnelBias) + qt_clearcoatFresnelScale * qt_clearcoatFresnel, 0.0, 1.0);\n";
1740 fragmentShader <<
" qt_global_clearcoat = qt_global_clearcoat * qt_clearcoatAmount;\n";
1741 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * (1.0 - qt_clearcoatAmount * qt_clearcoatFresnel) + qt_global_clearcoat;\n";
1744 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_customPostProcessor"))) {
1746 fragmentShader <<
" qt_customPostProcessor(qt_color_sum, global_diffuse_light, global_specular_light, qt_global_emission, qt_texCoord0, qt_texCoord1";
1748 fragmentShader <<
", qt_customShared);\n";
1750 fragmentShader <<
");\n";
1762 fragmentShader.append(
" vec4 qt_color_sum = vec4(qt_diffuseColor.rgb, qt_diffuseColor.a * qt_objectOpacity);");
1764 if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
1765 fragmentShader.addInclude(
"oitweightedblended.glsllib");
1766 fragmentShader.addInclude(
"tonemapping.glsllib");
1767 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1768 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1769 fragmentShader.append(
" float z = abs(gl_FragCoord.z);");
1770 fragmentShader.append(
" qt_color_sum.rgb = qt_tonemap(qt_color_sum.rgb) * qt_color_sum.a;");
1771 fragmentShader.append(
" fragOutput = qt_color_sum * qt_transparencyWeight(z, qt_color_sum.a, qt_cameraProperties.y);");
1772 fragmentShader.append(
" revealageOutput = vec4(qt_color_sum.a);");
1773 }
else if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::LinkedList) {
1774 fragmentShader.addInclude(
"tonemapping.glsllib");
1775 fragmentShader.addUniform(
"qt_listNodeCount",
"uint");
1776 fragmentShader.addUniform(
"qt_ABufImageWidth",
"uint");
1777 fragmentShader.addUniform(
"qt_viewSize",
"ivec2");
1779 fragmentShader.addDefinition(
"QSSG_MULTISAMPLE",
"1");
1780#ifdef QSSG_OIT_USE_BUFFERS
1781 QSSGShaderResourceMergeContext::setAdditionalBufferAmount(3);
1782 fragmentShader.addUniform(
"qt_samples",
"uint");
1783 fragmentShader.addInclude(
"oitlinkedlist_buf.glsllib");
1785 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex, qt_samples);");
1787 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0, qt_samples);");
1789 fragmentShader.addInclude(
"oitlinkedlist.glsllib");
1791 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex);");
1793 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0);");
1797 fragmentShader.addInclude(
"tonemapping.glsllib");
1798 fragmentShader.append(
" fragOutput = vec4(qt_tonemap(qt_color_sum));");
1802 fragmentShader <<
" vec4 fragOutput = vec4(0.0);\n";
1805 Q_ASSERT(viewCount == 1);
1806 fragmentShader <<
" // directional shadow pass\n"
1807 <<
" float qt_shadowDepth = (qt_varDepth + qt_shadowDepthAdjust.x) * qt_shadowDepthAdjust.y;\n"
1808 <<
" fragOutput = vec4(qt_shadowDepth);\n";
1811 Q_ASSERT(viewCount == 1);
1812 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1813 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1814 fragmentShader <<
" // omnidirectional shadow pass\n"
1815 <<
" vec3 qt_shadowCamPos = vec3(qt_cameraPosition.x, qt_cameraPosition.y, qt_cameraPosition.z);\n"
1816 <<
" float qt_shadowDist = length(qt_varShadowWorldPos - qt_shadowCamPos);\n"
1817 <<
" qt_shadowDist = (qt_shadowDist - qt_cameraProperties.x) / (qt_cameraProperties.y - qt_cameraProperties.x);\n"
1818 <<
" fragOutput = vec4(qt_shadowDist, qt_shadowDist, qt_shadowDist, 1.0);\n";
1822 fragmentShader.append(
" fragOutput = vec4(qt_world_normal, qt_roughnessAmount);\n");
1825 fragmentShader.append(
" vec3 debugOutput = vec3(0.0);\n");
1826 switch (passRequirmentState.debugMode) {
1827 case QSSGRenderLayer::MaterialDebugMode::BaseColor:
1828 fragmentShader.addInclude(
"tonemapping.glsllib");
1829 fragmentShader.append(
" debugOutput += qt_tonemap(qt_diffuseColor.rgb);\n");
1831 case QSSGRenderLayer::MaterialDebugMode::Roughness:
1832 fragmentShader.append(
" debugOutput += vec3(qt_roughnessAmount);\n");
1834 case QSSGRenderLayer::MaterialDebugMode::Metalness:
1835 fragmentShader.append(
" debugOutput += vec3(qt_metalnessAmount);\n");
1837 case QSSGRenderLayer::MaterialDebugMode::Diffuse:
1838 fragmentShader.addInclude(
"tonemapping.glsllib");
1839 fragmentShader.append(
" debugOutput += qt_tonemap(global_diffuse_light.rgb);\n");
1841 case QSSGRenderLayer::MaterialDebugMode::Specular:
1842 fragmentShader.addInclude(
"tonemapping.glsllib");
1843 fragmentShader.append(
" debugOutput += qt_tonemap(global_specular_light);\n");
1845 case QSSGRenderLayer::MaterialDebugMode::ShadowOcclusion:
1848 fragmentShader.addFunction(
"debugShadowOcclusion");
1849 vertexShader.generateWorldPosition(inKey);
1850 fragmentShader.append(
" debugOutput += vec3(qt_debugShadowOcclusion());\n");
1852 case QSSGRenderLayer::MaterialDebugMode::Emission:
1853 fragmentShader.addInclude(
"tonemapping.glsllib");
1854 fragmentShader.append(
" debugOutput += qt_tonemap(qt_global_emission);\n");
1856 case QSSGRenderLayer::MaterialDebugMode::AmbientOcclusion:
1857 fragmentShader.append(
" debugOutput += vec3(qt_aoFactor);\n");
1859 case QSSGRenderLayer::MaterialDebugMode::Normal:
1860 fragmentShader.append(
" debugOutput += qt_world_normal * 0.5 + 0.5;\n");
1862 case QSSGRenderLayer::MaterialDebugMode::Tangent:
1863 fragmentShader.append(
" debugOutput += qt_tangent * 0.5 + 0.5;\n");
1865 case QSSGRenderLayer::MaterialDebugMode::Binormal:
1866 fragmentShader.append(
" debugOutput += qt_binormal * 0.5 + 0.5;\n");
1868 case QSSGRenderLayer::MaterialDebugMode::F0:
1870 fragmentShader.append(
" debugOutput += qt_f0;");
1872 case QSSGRenderLayer::MaterialDebugMode::None:
1876 fragmentShader.append(
" fragOutput = vec4(debugOutput, 1.0);\n");
1879 if (shaderAugmentation.hasUserAugmentation())
1880 fragmentShader <<
" " << shaderAugmentation.body <<
";\n";
1958void QSSGMaterialShaderGenerator::setRhiMaterialProperties(
const QSSGRenderContextInterface &renderContext,
1959 QSSGRhiShaderPipeline &shaders,
1961 QSSGRhiGraphicsPipelineState *inPipelineState,
1962 const QSSGRenderGraphObject &inMaterial,
1963 const QSSGShaderDefaultMaterialKey &inKey,
1964 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
1965 const QSSGRenderCameraList &inCameras,
1966 const QSSGRenderMvpArray &inModelViewProjections,
1967 const QMatrix3x3 &inNormalMatrix,
1968 const QMatrix4x4 &inGlobalTransform,
1969 const QMatrix4x4 &clipSpaceCorrMatrix,
1970 const QMatrix4x4 &localInstanceTransform,
1971 const QMatrix4x4 &globalInstanceTransform,
1972 const QSSGDataView<
float> &inMorphWeights,
1973 QSSGRenderableImage *inFirstImage,
1975 const QSSGLayerRenderData &inRenderProperties,
1976 const QSSGShaderLightListView &inLights,
1977 const QSSGShaderReflectionProbe &reflectionProbe,
1978 bool receivesShadows,
1979 bool receivesReflections,
1980 const QVector2D *shadowDepthAdjust,
1981 QRhiTexture *lightmapTexture)
1983 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
1984 QSSGRhiShaderPipeline::CommonUniformIndices &cui = shaders.commonUniformIndices;
1986 materialAdapter->setCustomPropertyUniforms(ubufData, shaders, renderContext);
1988 const QVector2D camProperties(inCameras[0]->clipPlanes);
1989 shaders.setUniform(ubufData,
"qt_cameraProperties", &camProperties, 2 *
sizeof(
float), &cui.cameraPropertiesIdx);
1991 const int viewCount = inCameras.count();
1994 QMatrix4x4 camGlobalTransforms[2] { QMatrix4x4{Qt::Uninitialized}, QMatrix4x4{Qt::Uninitialized} };
1995 if (viewCount < 2) {
1996 camGlobalTransforms[0] = inRenderProperties.getGlobalTransform(*inCameras[0]);
1998 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
1999 camGlobalTransforms[viewIndex] = inRenderProperties.getGlobalTransform(*inCameras[viewIndex]);
2002 if (viewCount < 2) {
2003 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2004 const QVector3D camGlobalPos = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2005 shaders.setUniform(ubufData,
"qt_cameraPosition", &camGlobalPos, 3 *
sizeof(
float), &cui.cameraPositionIdx);
2006 const QVector3D camDirection = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2007 ? inRenderProperties.renderedCameraData.value()[0].direction
2008 : QVector3D{ 0.0f, 0.0f, -1.0f };
2009 shaders.setUniform(ubufData,
"qt_cameraDirection", &camDirection, 3 *
sizeof(
float), &cui.cameraDirectionIdx);
2011 QVarLengthArray<QVector3D, 2> camGlobalPos(viewCount);
2012 QVarLengthArray<QVector3D> camDirection(viewCount);
2013 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2014 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[viewIndex];
2015 camGlobalPos[viewIndex] = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2016 camDirection[viewIndex] = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2017 ? inRenderProperties.renderedCameraData.value()[viewIndex].direction
2018 : QVector3D{ 0.0f, 0.0f, -1.0f };
2020 shaders.setUniformArray(ubufData,
"qt_cameraPosition", camGlobalPos.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraPositionIdx);
2021 shaders.setUniformArray(ubufData,
"qt_cameraDirection", camDirection.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraDirectionIdx);
2024 const auto globalRenderData = QSSGLayerRenderData::globalRenderProperties(renderContext);
2027 bool usesProjectionMatrix =
false;
2028 bool usesInvProjectionMatrix =
false;
2029 bool usesViewProjectionMatrix =
false;
2030 bool usesModelViewProjectionMatrix =
false;
2031 bool usesNormalMatrix =
false;
2032 bool usesParentMatrix =
false;
2034 if (inMaterial.type == QSSGRenderGraphObject::Type::CustomMaterial) {
2035 const auto *customMaterial =
static_cast<
const QSSGRenderCustomMaterial *>(&inMaterial);
2036 usesProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
2037 usesInvProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
2039 usesViewProjectionMatrix =
true;
2042 const bool usesInstancing = inProperties.m_usesInstancing.getValue(inKey);
2043 if (usesInstancing) {
2045 usesViewProjectionMatrix =
true;
2046 usesParentMatrix =
true;
2048 usesModelViewProjectionMatrix =
true;
2049 usesNormalMatrix =
true;
2052 if (materialAdapter->isTransmissionEnabled())
2053 usesViewProjectionMatrix =
true;
2056 if (usesProjectionMatrix || usesInvProjectionMatrix) {
2057 if (viewCount < 2) {
2058 const QMatrix4x4 projection = clipSpaceCorrMatrix * inCameras[0]->projection;
2059 if (usesProjectionMatrix)
2060 shaders.setUniform(ubufData,
"qt_projectionMatrix", projection.constData(), 16 *
sizeof(
float), &cui.projectionMatrixIdx);
2061 if (usesInvProjectionMatrix)
2062 shaders.setUniform(ubufData,
"qt_inverseProjectionMatrix", projection.inverted().constData(), 16 *
sizeof (
float), &cui.inverseProjectionMatrixIdx);
2064 QVarLengthArray<QMatrix4x4, 2> projections(viewCount);
2065 QVarLengthArray<QMatrix4x4, 2> invertedProjections(viewCount);
2066 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2067 projections[viewIndex] = clipSpaceCorrMatrix * inCameras[viewIndex]->projection;
2068 if (usesInvProjectionMatrix)
2069 invertedProjections[viewIndex] = projections[viewIndex].inverted();
2071 if (usesProjectionMatrix)
2072 shaders.setUniformArray(ubufData,
"qt_projectionMatrix", projections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.projectionMatrixIdx);
2073 if (usesInvProjectionMatrix)
2074 shaders.setUniformArray(ubufData,
"qt_inverseProjectionMatrix", invertedProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.inverseProjectionMatrixIdx);
2078 if (viewCount < 2) {
2079 const QMatrix4x4 viewMatrix = camGlobalTransforms[0].inverted();
2080 shaders.setUniform(ubufData,
"qt_viewMatrix", viewMatrix.constData(), 16 *
sizeof(
float), &cui.viewMatrixIdx);
2082 QVarLengthArray<QMatrix4x4, 2> viewMatrices(viewCount);
2083 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2084 viewMatrices[viewIndex] = camGlobalTransforms[viewIndex].inverted();
2085 shaders.setUniformArray(ubufData,
"qt_viewMatrix", viewMatrices.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewMatrixIdx);
2088 if (usesViewProjectionMatrix) {
2089 if (viewCount < 2) {
2090 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2091 QMatrix4x4 viewProj(Qt::Uninitialized);
2092 inCameras[0]->calculateViewProjectionMatrix(camGlobalTransform, viewProj);
2093 viewProj = clipSpaceCorrMatrix * viewProj;
2094 shaders.setUniform(ubufData,
"qt_viewProjectionMatrix", viewProj.constData(), 16 *
sizeof(
float), &cui.viewProjectionMatrixIdx);
2096 QVarLengthArray<QMatrix4x4, 2> viewProjections(viewCount);
2097 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2098 const auto &camGlobalTransform = camGlobalTransforms[viewIndex];
2099 inCameras[viewIndex]->calculateViewProjectionMatrix(camGlobalTransform, viewProjections[viewIndex]);
2100 viewProjections[viewIndex] = clipSpaceCorrMatrix * viewProjections[viewIndex];
2102 shaders.setUniformArray(ubufData,
"qt_viewProjectionMatrix", viewProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewProjectionMatrixIdx);
2108 shaders.setUniform(ubufData,
"qt_modelMatrix", localInstanceTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2110 shaders.setUniform(ubufData,
"qt_modelMatrix", inGlobalTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2112 if (usesModelViewProjectionMatrix) {
2113 if (viewCount < 2) {
2114 QMatrix4x4 mvp { clipSpaceCorrMatrix };
2115 mvp *= inModelViewProjections[0];
2116 shaders.setUniform(ubufData,
"qt_modelViewProjection", mvp.constData(), 16 *
sizeof(
float), &cui.modelViewProjectionIdx);
2118 QVarLengthArray<QMatrix4x4, 2> mvps(viewCount);
2119 for (
int viewIndex = 0; viewIndex < viewCount; ++viewIndex)
2120 mvps[viewIndex] = clipSpaceCorrMatrix * inModelViewProjections[viewIndex];
2121 shaders.setUniformArray(ubufData,
"qt_modelViewProjection", mvps.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.modelViewProjectionIdx);
2124 if (usesNormalMatrix)
2125 shaders.setUniform(ubufData,
"qt_normalMatrix", inNormalMatrix.constData(), 12 *
sizeof(
float), &cui.normalMatrixIdx,
2126 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2127 if (usesParentMatrix)
2128 shaders.setUniform(ubufData,
"qt_parentMatrix", globalInstanceTransform.constData(), 16 *
sizeof(
float));
2131 const qsizetype morphSize = inProperties.m_targetCount.getValue(inKey);
2132 if (morphSize > 0) {
2133 if (inMorphWeights.mSize >= morphSize) {
2134 shaders.setUniformArray(ubufData,
"qt_morphWeights", inMorphWeights.mData, morphSize,
2135 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2137 const QList<
float> zeroWeights(morphSize - inMorphWeights.mSize, 0.0f);
2138 QList<
float> newWeights(inMorphWeights.mData, inMorphWeights.mData + inMorphWeights.mSize);
2139 newWeights.append(zeroWeights);
2140 shaders.setUniformArray(ubufData,
"qt_morphWeights", newWeights.constData(), morphSize,
2141 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2145 QVector3D theLightAmbientTotal;
2146 quint32 lightCount = 0;
2147 quint32 directionalLightCount = 0;
2148 quint32 shadowCount = 0;
2149 quint32 directionalShadowCount = 0;
2150 QSSGShaderLightsUniformData &lightsUniformData(shaders.lightsUniformData());
2151 QSSGShaderDirectionalLightsUniformData &directionalLightsUniformData(shaders.directionalLightsUniformData());
2153 for (quint32 lightIdx = 0, lightEnd = inLights.size();
2154 lightIdx < lightEnd && lightIdx < QSSG_MAX_NUM_LIGHTS; ++lightIdx)
2156 QSSGRenderLight *theLight(inLights[lightIdx].light);
2159 const bool lightShadows = inLights[lightIdx].shadows;
2160 const float brightness = theLight->m_brightness;
2161 quint32 lightmapState = 0;
2162 if (theLight->m_bakingEnabled) {
2163 if (theLight->m_fullyBaked) {
2172 const QVector3D diffuseColor(theLight->m_diffuseColor.x() * brightness,
2173 theLight->m_diffuseColor.y() * brightness,
2174 theLight->m_diffuseColor.z() * brightness);
2175 const QVector3D specularColor(theLight->m_specularColor.x() * brightness,
2176 theLight->m_specularColor.y() * brightness,
2177 theLight->m_specularColor.z() * brightness);
2178 const QVector3D direction(inLights[lightIdx].direction);
2181 if (theLight->type == QSSGRenderGraphObject::Type::DirectionalLight) {
2183 QSSGShaderDirectionalLightData &lightData(directionalLightsUniformData.directionalLightData[directionalLightCount]);
2184 lightData.direction[0] = direction.x();
2185 lightData.direction[1] = direction.y();
2186 lightData.direction[2] = direction.z();
2187 lightData.diffuseColor[0] = diffuseColor.x();
2188 lightData.diffuseColor[1] = diffuseColor.y();
2189 lightData.diffuseColor[2] = diffuseColor.z();
2190 lightData.specularColor[0] = specularColor.x();
2191 lightData.specularColor[1] = specularColor.y();
2192 lightData.specularColor[2] = specularColor.z();
2193 lightData.lightmapState = lightmapState;
2194 if (lightShadows && receivesShadows) {
2195 lightData.enableShadows = 1.0f;
2196 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2199 const quint32 layerCount = pEntry->m_csmNumSplits + 1;
2201 for (quint32 i = 0; i < layerCount; ++i)
2202 memcpy(lightData.matrices[i], pEntry->m_fixedScaleBiasMatrix[i].constData(), 16 *
sizeof(
float));
2204 lightData.shadowBias = theLight->m_shadowBias;
2206 const bool noCascades = !(pEntry->m_csmActive[0] || pEntry->m_csmActive[1] || pEntry->m_csmActive[2] || pEntry->m_csmActive[3]);
2207 if (theLight->type == QSSGRenderLight::Type::DirectionalLight && noCascades)
2208 lightData.enableShadows = 0.0f;
2209 lightData.shadowFactor = theLight->m_shadowFactor;
2210 lightData.shadowMapFar = theLight->m_shadowMapFar;
2211 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2212 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2214 for (quint32 i = 0; i < layerCount; ++i) {
2215 const auto &atlasInfo = pEntry->m_atlasInfo[i];
2216 lightData.atlasLocations[i][0] = atlasInfo.uOffset;
2217 lightData.atlasLocations[i][1] = atlasInfo.vOffset;
2218 lightData.atlasLocations[i][2] = atlasInfo.uvScale;
2219 lightData.atlasLocations[i][3] = atlasInfo.layerIndex;
2222 lightData.csmNumSplits = pEntry->m_csmNumSplits;
2223 memcpy(lightData.csmSplits, pEntry->m_csmSplits, 4 *
sizeof(
float));
2224 memcpy(lightData.csmActive, pEntry->m_csmActive, 4 *
sizeof(
float));
2225 lightData.csmBlendRatio = theLight->m_csmBlendRatio;
2226 for (quint32 i = 0; i < layerCount; ++i)
2227 memcpy(lightData.dimensionsInverted[i], &pEntry->m_dimensionsInverted[i], 4 *
sizeof(
float));
2229 directionalShadowCount++;
2231 lightData.enableShadows = 0.0f;
2233 directionalLightCount++;
2236 QSSGShaderLightData &lightData(lightsUniformData.lightData[lightCount]);
2237 const auto gt = inRenderProperties.getGlobalTransform(*theLight);
2238 const QVector3D globalPos = QSSGRenderNode::getGlobalPos(gt);
2239 lightData.position[0] = globalPos.x();
2240 lightData.position[1] = globalPos.y();
2241 lightData.position[2] = globalPos.z();
2242 lightData.constantAttenuation = QSSGUtils::aux::translateConstantAttenuation(theLight->m_constantFade);
2243 lightData.linearAttenuation = QSSGUtils::aux::translateLinearAttenuation(theLight->m_linearFade);
2244 lightData.quadraticAttenuation = QSSGUtils::aux::translateQuadraticAttenuation(theLight->m_quadraticFade);
2245 lightData.coneAngle = 360.0f;
2246 lightData.direction[0] = direction.x();
2247 lightData.direction[1] = direction.y();
2248 lightData.direction[2] = direction.z();
2249 lightData.diffuseColor[0] = diffuseColor.x();
2250 lightData.diffuseColor[1] = diffuseColor.y();
2251 lightData.diffuseColor[2] = diffuseColor.z();
2252 lightData.specularColor[0] = specularColor.x();
2253 lightData.specularColor[1] = specularColor.y();
2254 lightData.specularColor[2] = specularColor.z();
2255 lightData.lightmapState = lightmapState;
2256 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2260 const float coneAngle = theLight->m_coneAngle;
2261 const float innerConeAngle = (theLight->m_innerConeAngle > coneAngle) ? coneAngle : theLight->m_innerConeAngle;
2262 lightData.coneAngle = qCos(qDegreesToRadians(coneAngle));
2263 lightData.innerConeAngle = qCos(qDegreesToRadians(innerConeAngle));
2266 if (lightShadows && receivesShadows) {
2267 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2269 lightData.enableShadows = 1.0f;
2270 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2271 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2272 lightData.shadowFactor = theLight->m_shadowFactor;
2273 lightData.shadowBias = theLight->m_shadowBias;
2274 lightData.shadowClipNear = 1.0f;
2275 lightData.shadowMapFar = pEntry->m_shadowMapFar;
2276 lightData.shadowTextureSize = pEntry->m_atlasInfo[0].uvScale;
2278 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2280 static const QMatrix4x4 bias = {
2284 0.0, 0.0, 0.0, 1.0 };
2285 const QMatrix4x4 m = bias * pEntry->m_lightViewProjection[0];
2286 memcpy(lightData.shadowMatrix, m.constData(), 16 *
sizeof(
float));
2287 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2288 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2289 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2292 Q_ASSERT(theLight->type == QSSGRenderLight::Type::PointLight);
2293 memcpy(lightData.shadowMatrix, pEntry->m_lightView.constData(), 16 *
sizeof(
float));
2294 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2295 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2296 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2297 lightData.shadowAtlasUV1[0] = pEntry->m_atlasInfo[1].uOffset;
2298 lightData.shadowAtlasUV1[1] = pEntry->m_atlasInfo[1].vOffset;
2299 lightData.shadowAtlasLayer1 = pEntry->m_atlasInfo[1].layerIndex;
2304 lightData.enableShadows = 0.0f;
2310 theLightAmbientTotal += theLight->m_ambientColor;
2314 if (shadowCount > 0 || directionalShadowCount > 0) {
2315 shaders.setShadowMapAtlasTexture(inRenderProperties.getShadowMapManager()->shadowMapAtlasTexture());
2316 shaders.setShadowMapBlueNoiseTexture(inRenderProperties.getShadowMapManager()->shadowMapBlueNoiseTexture());
2318 shaders.setShadowMapAtlasTexture(
nullptr);
2319 shaders.setShadowMapBlueNoiseTexture(
nullptr);
2322 const QSSGRhiRenderableTexture *depthTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::DepthTexture);
2323 const QSSGRhiRenderableTexture *normalTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::NormalTexture);
2324 const QSSGRhiRenderableTexture *ssaoTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AoTexture);
2325 const QSSGRhiRenderableTexture *screenTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ScreenTexture);
2326 const QSSGRhiRenderableTexture *motionVectorTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::MotionVectorTexture);
2328 shaders.setDepthTexture(depthTexture->texture);
2329 shaders.setNormalTexture(normalTexture->texture);
2330 shaders.setSsaoTexture(ssaoTexture->texture);
2331 shaders.setScreenTexture(screenTexture->texture);
2332 shaders.setLightmapTexture(lightmapTexture);
2333 shaders.setMotionVectorTexture(motionVectorTexture->texture);
2335#ifdef QSSG_OIT_USE_BUFFERS
2336 shaders.setOITImages((QRhiTexture*)inRenderProperties.getOitRenderContextConst().aBuffer,
2337 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().auxBuffer,
2338 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().counterBuffer);
2339 if (inRenderProperties.getOitRenderContextConst().aBuffer) {
2341 const QSSGRhiRenderableTexture *abuf = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ABufferImage);
2342 const QSSGRhiRenderableTexture *aux = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AuxiliaryImage);
2343 const QSSGRhiRenderableTexture *counter = inRenderProperties.getRenderResult(QSSGRenderResult::Key::CounterImage);
2344 shaders.setOITImages(abuf->texture, aux->texture, counter->texture);
2345 if (abuf->texture) {
2347 int abufWidth = RenderHelpers::rhiCalculateABufferSize(inRenderProperties.layer.oitNodeCount);
2348 int listNodeCount = abufWidth * abufWidth;
2349 shaders.setUniform(ubufData,
"qt_ABufImageWidth", &abufWidth,
sizeof(
int), &cui.abufImageWidth);
2350 shaders.setUniform(ubufData,
"qt_listNodeCount", &listNodeCount,
sizeof(
int), &cui.listNodeCount);
2351 int viewSize[2] = {inRenderProperties.layerPrepResult.textureDimensions().width(), inRenderProperties.layerPrepResult.textureDimensions().height()};
2352 shaders.setUniform(ubufData,
"qt_viewSize", viewSize,
sizeof(
int) * 2, &cui.viewSize);
2353 int samples = inPipelineState->samples;
2354 shaders.setUniform(ubufData,
"qt_samples", &samples,
sizeof(
int), &cui.samples);
2357 const QSSGRenderLayer &layer = QSSGLayerRenderData::getCurrent(*renderContext.renderer())->layer;
2358 QSSGRenderImage *theLightProbe = layer.lightProbe;
2359 const auto &lightProbeData = layer.lightProbeSettings;
2362 QSSGRenderImage *materialIblProbe = materialAdapter->iblProbe();
2363 if (materialIblProbe)
2364 theLightProbe = materialIblProbe;
2365 QSSGRenderImageTexture lightProbeTexture;
2367 lightProbeTexture = renderContext.bufferManager()->loadRenderImage(theLightProbe, QSSGBufferManager::MipModeBsdf);
2368 if (theLightProbe && lightProbeTexture.m_texture) {
2369 QSSGRenderTextureCoordOp theHorzLightProbeTilingMode = theLightProbe->m_horizontalTilingMode;
2370 QSSGRenderTextureCoordOp theVertLightProbeTilingMode = theLightProbe->m_verticalTilingMode;
2371 const int maxMipLevel = lightProbeTexture.m_mipmapCount - 1;
2373 if (!materialIblProbe && !lightProbeData.probeOrientation.isIdentity()) {
2374 shaders.setUniform(ubufData,
"qt_lightProbeOrientation",
2375 lightProbeData.probeOrientation.constData(),
2376 12 *
sizeof(
float), &cui.lightProbeOrientationIdx,
2377 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2380 const float props[4] = { 0.0f,
float(maxMipLevel), lightProbeData.probeHorizon, lightProbeData.probeExposure };
2381 shaders.setUniform(ubufData,
"qt_lightProbeProperties", props, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2383 shaders.setLightProbeTexture(lightProbeTexture.m_texture, theHorzLightProbeTilingMode, theVertLightProbeTilingMode);
2386 const float emptyProps[4] = { 0.0f, 0.0f, -1.0f, 0.0f };
2387 shaders.setUniform(ubufData,
"qt_lightProbeProperties", emptyProps, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2389 shaders.setLightProbeTexture(
nullptr);
2392 if (receivesReflections && reflectionProbe.enabled) {
2393 shaders.setUniform(ubufData,
"qt_reflectionProbeCubeMapCenter", &reflectionProbe.probeCubeMapCenter, 3 *
sizeof(
float), &cui.reflectionProbeCubeMapCenter);
2394 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMin", &reflectionProbe.probeBoxMin, 3 *
sizeof(
float), &cui.reflectionProbeBoxMin);
2395 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMax", &reflectionProbe.probeBoxMax, 3 *
sizeof(
float), &cui.reflectionProbeBoxMax);
2396 shaders.setUniform(ubufData,
"qt_reflectionProbeCorrection", &reflectionProbe.parallaxCorrection,
sizeof(
int), &cui.reflectionProbeCorrection);
2399 const QVector3D emissiveColor = materialAdapter->emissiveColor();
2400 shaders.setUniform(ubufData,
"qt_material_emissive_color", &emissiveColor, 3 *
sizeof(
float), &cui.material_emissiveColorIdx);
2402 const auto qMix = [](
float x,
float y,
float a) {
2403 return (x * (1.0f - a) + (y * a));
2406 const auto qMix3 = [&qMix](
const QVector3D &x,
const QVector3D &y,
float a) {
2407 return QVector3D{qMix(x.x(), y.x(), a), qMix(x.y(), y.y(), a), qMix(x.z(), y.z(), a)};
2410 const QVector4D color = materialAdapter->color();
2411 const QVector3D materialSpecularTint = materialAdapter->specularTint();
2412 const QVector3D specularTint = materialAdapter->isPrincipled() ? qMix3(QVector3D(1.0f, 1.0f, 1.0f), color.toVector3D(), materialSpecularTint.x())
2413 : materialSpecularTint;
2414 shaders.setUniform(ubufData,
"qt_material_base_color", &color, 4 *
sizeof(
float), &cui.material_baseColorIdx);
2416 const float ior = materialAdapter->ior();
2417 QVector4D specularColor(specularTint, ior);
2418 shaders.setUniform(ubufData,
"qt_material_specular", &specularColor, 4 *
sizeof(
float), &cui.material_specularIdx);
2420 const bool hasLighting = materialAdapter->hasLighting();
2421 shaders.setLightsEnabled(hasLighting);
2423 const float lightAndShadowCounts[4] = {
2425 float(directionalLightCount),
2427 float(directionalShadowCount)
2429 shaders.setUniform(ubufData,
"qt_lightAndShadowCounts", &lightAndShadowCounts, 4 *
sizeof(
float), &cui.lightAndShadowCountsIdx);
2431 const size_t lightDataSize = lightCount *
sizeof(QSSGShaderLightData);
2432 const size_t directionalLightDataSize = directionalLightCount *
sizeof(QSSGShaderDirectionalLightData);
2434 memcpy(ubufData + shaders.ub0LightDataOffset(), &lightsUniformData, lightDataSize);
2435 memcpy(ubufData + shaders.ub0DirectionalLightDataOffset(), &directionalLightsUniformData, directionalLightDataSize);
2438 shaders.setUniform(ubufData,
"qt_light_ambient_total", &theLightAmbientTotal, 3 *
sizeof(
float), &cui.light_ambient_totalIdx);
2440 const float materialProperties[4] = {
2441 materialAdapter->specularAmount(),
2442 materialAdapter->specularRoughness(),
2443 materialAdapter->metalnessAmount(),
2446 shaders.setUniform(ubufData,
"qt_material_properties", materialProperties, 4 *
sizeof(
float), &cui.material_propertiesIdx);
2448 const float materialProperties2[4] = {
2449 materialAdapter->fresnelPower(),
2450 materialAdapter->bumpAmount(),
2451 materialAdapter->translucentFallOff(),
2452 materialAdapter->diffuseLightWrap()
2454 shaders.setUniform(ubufData,
"qt_material_properties2", materialProperties2, 4 *
sizeof(
float), &cui.material_properties2Idx);
2456 const float materialProperties3[4] = {
2457 materialAdapter->occlusionAmount(),
2458 materialAdapter->alphaCutOff(),
2459 materialAdapter->clearcoatAmount(),
2460 materialAdapter->clearcoatRoughnessAmount()
2462 shaders.setUniform(ubufData,
"qt_material_properties3", materialProperties3, 4 *
sizeof(
float), &cui.material_properties3Idx);
2464 const float materialProperties4[4] = {
2465 materialAdapter->heightAmount(),
2466 materialAdapter->minHeightSamples(),
2467 materialAdapter->maxHeightSamples(),
2468 materialAdapter->transmissionFactor()
2470 shaders.setUniform(ubufData,
"qt_material_properties4", materialProperties4, 4 *
sizeof(
float), &cui.material_properties4Idx);
2472 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
2473 if (!hasCustomFrag) {
2474 if (inProperties.m_fresnelScaleBiasEnabled.getValue(inKey) || inProperties.m_clearcoatFresnelScaleBiasEnabled.getValue(inKey)) {
2475 const float materialProperties5[4] = {
2476 materialAdapter->fresnelScale(),
2477 materialAdapter->fresnelBias(),
2478 materialAdapter->clearcoatFresnelScale(),
2479 materialAdapter->clearcoatFresnelBias()
2481 shaders.setUniform(ubufData,
"qt_material_properties5", materialProperties5, 4 *
sizeof(
float), &cui.material_properties5Idx);
2484 const float material_clearcoat_normal_strength = materialAdapter->clearcoatNormalStrength();
2485 shaders.setUniform(ubufData,
"qt_material_clearcoat_normal_strength", &material_clearcoat_normal_strength,
sizeof(
float), &cui.clearcoatNormalStrengthIdx);
2487 const float material_clearcoat_fresnel_power = materialAdapter->clearcoatFresnelPower();
2488 shaders.setUniform(ubufData,
"qt_material_clearcoat_fresnel_power", &material_clearcoat_fresnel_power,
sizeof(
float), &cui.clearcoatFresnelPowerIdx);
2490 if (materialAdapter->isTransmissionEnabled()) {
2491 const QVector4D attenuationProperties(materialAdapter->attenuationColor(), materialAdapter->attenuationDistance());
2492 shaders.setUniform(ubufData,
"qt_material_attenuation", &attenuationProperties, 4 *
sizeof(
float), &cui.material_attenuationIdx);
2494 const float thickness = materialAdapter->thicknessFactor();
2495 shaders.setUniform(ubufData,
"qt_material_thickness", &thickness,
sizeof(
float), &cui.thicknessFactorIdx);
2499 const float rhiProperties[4] = {
2500 globalRenderData.isYUpInFramebuffer ? 1.0f : -1.0f,
2501 globalRenderData.isYUpInNDC ? 1.0f : -1.0f,
2502 globalRenderData.isClipDepthZeroToOne ? 0.0f : -1.0f,
2505 shaders.setUniform(ubufData,
"qt_rhi_properties", rhiProperties, 4 *
sizeof(
float), &cui.rhiPropertiesIdx);
2507 qsizetype imageIdx = 0;
2508 for (QSSGRenderableImage *theImage = inFirstImage; theImage; theImage = theImage->m_nextImage, ++imageIdx) {
2510 const auto &names = imageStringTable[
int(theImage->m_mapType)];
2511 if (imageIdx == cui.imageIndices.size())
2512 cui.imageIndices.append(QSSGRhiShaderPipeline::CommonUniformIndices::ImageIndices());
2513 auto &indices = cui.imageIndices[imageIdx];
2515 const QMatrix4x4 &textureTransform = theImage->m_imageNode.m_textureTransform;
2518 const float *dataPtr(textureTransform.constData());
2522 const float offsets[3] = { dataPtr[12], dataPtr[13], 0.0f };
2523 shaders.setUniform(ubufData, names.imageOffsets, offsets,
sizeof(offsets), &indices.imageOffsetsUniformIndex);
2525 const float rotations[4] = { dataPtr[0], dataPtr[4], dataPtr[1], dataPtr[5] };
2526 shaders.setUniform(ubufData, names.imageRotations, rotations,
sizeof(rotations), &indices.imageRotationsUniformIndex);
2529 if (shadowDepthAdjust)
2530 shaders.setUniform(ubufData,
"qt_shadowDepthAdjust", shadowDepthAdjust, 2 *
sizeof(
float), &cui.shadowDepthAdjustIdx);
2532 const bool usesPointsTopology = inProperties.m_usesPointsTopology.getValue(inKey);
2533 if (usesPointsTopology) {
2534 const float pointSize = materialAdapter->pointSize();
2535 shaders.setUniform(ubufData,
"qt_materialPointSize", &pointSize,
sizeof(
float), &cui.pointSizeIdx);
2542 if (inRenderProperties.layer.fog.enabled) {
2543 const float fogColor[4] = {
2544 inRenderProperties.layer.fog.color.x(),
2545 inRenderProperties.layer.fog.color.y(),
2546 inRenderProperties.layer.fog.color.z(),
2547 inRenderProperties.layer.fog.density
2549 shaders.setUniform(ubufData,
"qt_fogColor", fogColor, 4 *
sizeof(
float), &cui.fogColorIdx);
2550 const float fogDepthProperties[4] = {
2551 inRenderProperties.layer.fog.depthBegin,
2552 inRenderProperties.layer.fog.depthEnd,
2553 inRenderProperties.layer.fog.depthCurve,
2554 inRenderProperties.layer.fog.depthEnabled ? 1.0f : 0.0f
2556 shaders.setUniform(ubufData,
"qt_fogDepthProperties", fogDepthProperties, 4 *
sizeof(
float), &cui.fogDepthPropertiesIdx);
2557 const float fogHeightProperties[4] = {
2558 inRenderProperties.layer.fog.heightMin,
2559 inRenderProperties.layer.fog.heightMax,
2560 inRenderProperties.layer.fog.heightCurve,
2561 inRenderProperties.layer.fog.heightEnabled ? 1.0f : 0.0f
2563 shaders.setUniform(ubufData,
"qt_fogHeightProperties", fogHeightProperties, 4 *
sizeof(
float), &cui.fogHeightPropertiesIdx);
2564 const float fogTransmitProperties[4] = {
2565 inRenderProperties.layer.fog.transmitCurve,
2568 inRenderProperties.layer.fog.transmitEnabled ? 1.0f : 0.0f
2570 shaders.setUniform(ubufData,
"qt_fogTransmitProperties", fogTransmitProperties, 4 *
sizeof(
float), &cui.fogTransmitPropertiesIdx);
2573 inPipelineState->lineWidth = materialAdapter->lineWidth();