833 QSSGMaterialVertexPipeline &vertexShader,
834 const QSSGShaderDefaultMaterialKey &inKey,
835 const QSSGShaderDefaultMaterialKeyProperties &keyProps,
836 const QSSGShaderFeatures &featureSet,
837 const QSSGRenderGraphObject &inMaterial,
838 const QSSGUserShaderAugmentation &shaderAugmentation,
839 QSSGShaderLibraryManager &shaderLibraryManager)
841 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
842 auto hasCustomFunction = [&shaderLibraryManager, materialAdapter](
const QByteArray &funcName) {
843 return materialAdapter->hasCustomShaderFunction(QSSGShaderCache::ShaderType::Fragment,
845 shaderLibraryManager);
848 auto channelStr = [](
const QSSGShaderKeyTextureChannel &chProp,
const QSSGShaderDefaultMaterialKey &inKey) -> QByteArray {
850 switch (chProp.getTextureChannel(inKey)) {
851 case QSSGShaderKeyTextureChannel::R:
854 case QSSGShaderKeyTextureChannel::G:
857 case QSSGShaderKeyTextureChannel::B:
860 case QSSGShaderKeyTextureChannel::A:
867 auto maskVariableByVertexColorChannel = [&fragmentShader, keyProps, inKey](
const QByteArray &maskVariable,
const QSSGRenderDefaultMaterial::VertexColorMask &maskEnum ){
868 if (keyProps.m_vertexColorsMaskEnabled.getValue(inKey)) {
869 if ( keyProps.m_vertexColorRedMask.getValue(inKey) & maskEnum )
870 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.r;\n";
871 else if ( keyProps.m_vertexColorGreenMask.getValue(inKey) & maskEnum )
872 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.g;\n";
873 else if ( keyProps.m_vertexColorBlueMask.getValue(inKey) & maskEnum )
874 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.b;\n";
875 else if ( keyProps.m_vertexColorAlphaMask.getValue(inKey) & maskEnum )
876 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.a;\n";
880 generateFragmentDefines(fragmentShader, inKey, keyProps, materialAdapter, shaderLibraryManager, shaderAugmentation);
885 const PassRequirmentsState passRequirmentState(inKey, keyProps, featureSet, samplerState, shaderAugmentation);
887 const bool hasCustomVert = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Vertex);
889 const int viewCount = featureSet.isSet(QSSGShaderFeatures::Feature::DisableMultiView)
890 ? 1 : keyProps.m_viewCount.getValue(inKey);
893 if (passRequirmentState.numMorphTargets > 0 || hasCustomVert) {
894 vertexShader.addDefinition(QByteArrayLiteral(
"QT_MORPH_MAX_COUNT"),
895 QByteArray::number(passRequirmentState.numMorphTargets));
897 if ((offset = keyProps.m_targetPositionOffset.getValue(inKey)) < UINT8_MAX) {
898 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_POSITION_OFFSET"),
899 QByteArray::number(offset));
901 if ((offset = keyProps.m_targetNormalOffset.getValue(inKey)) < UINT8_MAX) {
902 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_NORMAL_OFFSET"),
903 QByteArray::number(offset));
905 if ((offset = keyProps.m_targetTangentOffset.getValue(inKey)) < UINT8_MAX) {
906 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TANGENT_OFFSET"),
907 QByteArray::number(offset));
909 if ((offset = keyProps.m_targetBinormalOffset.getValue(inKey)) < UINT8_MAX) {
910 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_BINORMAL_OFFSET"),
911 QByteArray::number(offset));
913 if ((offset = keyProps.m_targetTexCoord0Offset.getValue(inKey)) < UINT8_MAX) {
914 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX0_OFFSET"),
915 QByteArray::number(offset));
917 if ((offset = keyProps.m_targetTexCoord1Offset.getValue(inKey)) < UINT8_MAX) {
918 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX1_OFFSET"),
919 QByteArray::number(offset));
921 if ((offset = keyProps.m_targetColorOffset.getValue(inKey)) < UINT8_MAX) {
922 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_COLOR_OFFSET"),
923 QByteArray::number(offset));
928 if (shaderAugmentation.hasUserAugmentation())
929 fragmentShader << shaderAugmentation.preamble;
932 for (
const auto &u : shaderAugmentation.propertyUniforms)
933 fragmentShader.addUniform(u.name, u.typeName);
936 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
937 const bool usesSharedVar = materialAdapter->usesSharedVariables();
939 vertexShader.beginFragmentGeneration(shaderLibraryManager, passRequirmentState.oitMethod);
942 vertexShader.generateDepth();
943 fragmentShader.addUniform(
"qt_shadowDepthAdjust",
"vec2");
948 vertexShader.generateShadowWorldPosition(inKey);
951 if (hasCustomFrag && materialAdapter->isUnshaded()) {
965 fragmentShader.addUniform(
"qt_material_emissive_color",
"vec3");
967 fragmentShader.addUniform(
"qt_material_base_color",
"vec4");
968 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
969 fragmentShader.addUniform(
"qt_material_properties2",
"vec4");
970 fragmentShader.addUniform(
"qt_material_properties3",
"vec4");
972 fragmentShader.addUniform(
"qt_material_properties4",
"vec4");
973 if (!hasCustomFrag) {
975 fragmentShader.addUniform(
"qt_material_attenuation",
"vec4");
976 fragmentShader.addUniform(
"qt_material_thickness",
"float");
979 fragmentShader.addUniform(
"qt_material_properties5",
"vec4");
980 fragmentShader.addUniform(
"qt_material_clearcoat_normal_strength",
"float");
981 fragmentShader.addUniform(
"qt_material_clearcoat_fresnel_power",
"float");
985 vertexShader.generateVertexColor(inKey);
987 fragmentShader.append(
" vec4 qt_vertColorMask = vec4(1.0);");
988 fragmentShader.append(
" vec4 qt_vertColor = vec4(1.0);");
992 vertexShader.generateViewVector(inKey);
993 if (keyProps.m_usesProjectionMatrix.getValue(inKey)) {
995 fragmentShader.addUniformArray(
"qt_projectionMatrix",
"mat4", viewCount);
997 fragmentShader.addUniform(
"qt_projectionMatrix",
"mat4");
999 if (keyProps.m_usesInverseProjectionMatrix.getValue(inKey)) {
1001 fragmentShader.addUniformArray(
"qt_inverseProjectionMatrix",
"mat4", viewCount);
1003 fragmentShader.addUniform(
"qt_inverseProjectionMatrix",
"mat4");
1005 vertexShader.generateWorldNormal(inKey);
1006 vertexShader.generateWorldPosition(inKey);
1009 bool genTangent =
false;
1010 bool genBinormal =
false;
1011 vertexShader.generateVarTangentAndBinormal(inKey, genTangent, genBinormal);
1014 QSSGRenderableImage::Type id = QSSGRenderableImage::Type::Unknown;
1019 id = samplerState.hasImage(QSSGRenderableImage::Type::Bump) ? QSSGRenderableImage::Type::Bump : QSSGRenderableImage::Type::Normal;
1020 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1022 id = QSSGRenderableImage::Type::ClearcoatNormal;
1026 id = QSSGRenderableImage::Type::Height;
1029 if (id > QSSGRenderableImage::Type::Unknown) {
1030 samplerState.generateImageUVAndSampler(id, vertexShader, fragmentShader, inKey,
true);
1031 fragmentShader <<
" vec2 dUVdx = dFdx(" << samplerState.fragCoordsName(id) <<
");\n"
1032 <<
" vec2 dUVdy = dFdy(" << samplerState.fragCoordsName(id) <<
");\n";
1033 fragmentShader <<
" qt_tangent = (dUVdy.y * dFdx(qt_varWorldPos) - dUVdx.y * dFdy(qt_varWorldPos)) / (dUVdx.x * dUVdy.y - dUVdx.y * dUVdy.x);\n"
1034 <<
" qt_tangent = qt_tangent - dot(qt_world_normal, qt_tangent) * qt_world_normal;\n"
1035 <<
" qt_tangent = normalize(qt_tangent);\n";
1039 fragmentShader <<
" qt_binormal = cross(qt_world_normal, qt_tangent);\n";
1043 fragmentShader.append(
"#if QSHADER_HLSL && QSHADER_VIEW_COUNT >= 2");
1044 fragmentShader.append(
" const float qt_facing = 1.0;");
1045 fragmentShader.append(
"#else");
1046 fragmentShader.append(
" const float qt_facing = gl_FrontFacing ? 1.0 : -1.0;");
1047 fragmentShader.append(
"#endif");
1048 fragmentShader.append(
" qt_world_normal *= qt_facing;\n");
1050 fragmentShader.append(
" qt_tangent *= qt_facing;");
1051 fragmentShader.append(
" qt_binormal *= qt_facing;");
1056 if (hasCustomFrag) {
1062 fragmentShader <<
" float qt_customOcclusionAmount = 1.0;\n";
1063 fragmentShader <<
" float qt_customIOR = 1.5;\n";
1064 fragmentShader <<
" float qt_customSpecularAmount = 0.5;\n";
1065 fragmentShader <<
" float qt_customSpecularRoughness = 0.0;\n";
1066 fragmentShader <<
" float qt_customMetalnessAmount = 0.0;\n";
1067 fragmentShader <<
" float qt_customFresnelPower = 5.0;\n";
1068 fragmentShader <<
" vec4 qt_customBaseColor = vec4(1.0);\n";
1069 fragmentShader <<
" vec3 qt_customEmissiveColor = vec3(0.0);\n";
1071 fragmentShader <<
" float qt_customClearcoatAmount = 0.0;\n";
1072 fragmentShader <<
" float qt_customClearcoatFresnelPower = 5.0;\n";
1073 fragmentShader <<
" float qt_customClearcoatRoughness = 0.0;\n";
1074 fragmentShader <<
" vec3 qt_customClearcoatNormal = qt_world_normal;\n";
1076 fragmentShader <<
" float qt_customClearcoatFresnelScale = 1.0;\n";
1077 fragmentShader <<
" float qt_customClearcoatFresnelBias = 0.0;\n";
1081 fragmentShader <<
" float qt_customFresnelScale = 1.0;\n";
1082 fragmentShader <<
" float qt_customFresnelBias = 0.0;\n";
1086 fragmentShader <<
" float qt_customTransmissionFactor = 0.0;\n";
1087 fragmentShader <<
" float qt_customThicknessFactor = 0.0;\n";
1088 fragmentShader <<
" vec3 qt_customAttenuationColor = vec3(1.0);\n";
1089 fragmentShader <<
" float qt_customAttenuationDistance = 0.0;\n";
1092 fragmentShader <<
" QT_SHARED_VARS qt_customShared;\n";
1095 vertexShader.generateUVCoords(0, inKey);
1096 vertexShader.generateUVCoords(1, inKey);
1098 fragmentShader <<
" qt_customMain(qt_customBaseColor,\n"
1099 <<
" qt_customEmissiveColor,\n"
1100 <<
" qt_customMetalnessAmount,\n"
1101 <<
" qt_customSpecularRoughness,\n"
1102 <<
" qt_customSpecularAmount,\n"
1103 <<
" qt_customFresnelPower,\n"
1104 <<
" qt_world_normal,\n"
1106 <<
" qt_binormal,\n"
1107 <<
" qt_texCoord0,\n"
1108 <<
" qt_texCoord1,\n"
1109 <<
" qt_view_vector,\n"
1110 <<
" qt_customIOR,\n"
1111 <<
" qt_customOcclusionAmount";
1113 fragmentShader <<
",\n qt_customClearcoatAmount,\n"
1114 <<
" qt_customClearcoatFresnelPower,\n"
1115 <<
" qt_customClearcoatRoughness,\n"
1116 <<
" qt_customClearcoatNormal";
1118 fragmentShader <<
",\n qt_customClearcoatFresnelScale,\n"
1119 <<
" qt_customClearcoatFresnelBias";
1123 fragmentShader <<
",\n qt_customFresnelScale,\n"
1124 <<
" qt_customFresnelBias";
1127 fragmentShader <<
",\n qt_customTransmissionFactor,\n"
1128 <<
" qt_customThicknessFactor,\n"
1129 <<
" qt_customAttenuationColor,\n"
1130 <<
" qt_customAttenuationDistance";
1133 fragmentShader <<
"\n, qt_customShared);\n";
1135 fragmentShader <<
");\n";
1137 fragmentShader <<
" vec4 qt_diffuseColor = qt_customBaseColor * qt_vertColor;\n";
1138 fragmentShader <<
" vec3 qt_global_emission = qt_customEmissiveColor;\n";
1139 fragmentShader <<
" float qt_iOR = qt_customIOR;\n";
1141 fragmentShader <<
" vec4 qt_diffuseColor = qt_material_base_color * qt_vertColor;\n";
1142 fragmentShader <<
" vec3 qt_global_emission = qt_material_emissive_color;\n";
1144 fragmentShader <<
" float qt_iOR = qt_material_specular.w;\n";
1147 const bool hasCustomIblProbe = hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_iblProbeProcessor"));
1154 vertexShader.generateLightmapUVCoords(inKey);
1155 fragmentShader.addFunction(
"lightmap");
1164 fragmentShader.addInclude(
"parallaxMapping.glsllib");
1165 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Height, vertexShader, fragmentShader, inKey,
true);
1166 fragmentShader <<
" float qt_heightAmount = qt_material_properties4.x;\n";
1167 maskVariableByVertexColorChannel(
"qt_heightAmount", QSSGRenderDefaultMaterial::HeightAmountMask );
1168 fragmentShader <<
" qt_texCoord0 = qt_parallaxMapping(" << samplerState.fragCoordsName(QSSGRenderableImage::Type::Height) <<
",\n"
1169 <<
" " << samplerState.samplerName(QSSGRenderableImage::Type::Height) <<
",\n"
1171 <<
" qt_binormal,\n"
1172 <<
" qt_world_normal,\n"
1173 <<
" qt_varWorldPos, \n"
1174 <<
"#if QSHADER_VIEW_COUNT >= 2\n"
1175 <<
" qt_cameraPosition[qt_viewIndex],\n"
1177 <<
" qt_cameraPosition,\n"
1179 <<
" qt_heightAmount,\n"
1180 <<
" qt_material_properties4.y,\n"
1181 <<
" qt_material_properties4.z);\n";
1186 addLocalVariable(fragmentShader,
"qt_clearcoatNormal",
"vec3");
1191 if (hasCustomFrag) {
1192 fragmentShader <<
" qt_clearcoatNormal = qt_customClearcoatNormal;\n";
1194 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1195 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatNormal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1196 fragmentShader.addFunction(
"sampleNormalTexture");
1197 fragmentShader <<
" float qt_clearcoat_normal_strength = qt_material_clearcoat_normal_strength;\n";
1198 maskVariableByVertexColorChannel(
"qt_clearcoat_normal_strength", QSSGRenderDefaultMaterial::ClearcoatNormalStrengthMask );
1199 fragmentShader <<
" qt_clearcoatNormal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatNormal)
1200 <<
", qt_clearcoat_normal_strength, "
1201 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatNormal)
1202 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1206 fragmentShader <<
" qt_clearcoatNormal = qt_world_normal;\n";
1213 if (samplerState.hasImage(QSSGRenderableImage::Type::Bump)) {
1214 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Bump, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1215 fragmentShader.append(
" float qt_bumpAmount = qt_material_properties2.y;\n");
1216 maskVariableByVertexColorChannel(
"qt_bumpAmount", QSSGRenderDefaultMaterial::NormalStrengthMask );
1217 fragmentShader.addInclude(
"defaultMaterialBumpNoLod.glsllib");
1218 fragmentShader <<
" qt_world_normal = qt_defaultMaterialBumpNoLod("
1219 << samplerState.samplerName(QSSGRenderableImage::Type::Bump)
1220 <<
", qt_bumpAmount, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Bump)
1221 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1222 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Normal)) {
1223 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Normal, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1224 fragmentShader.append(
" float qt_normalStrength = qt_material_properties2.y;\n");
1225 maskVariableByVertexColorChannel(
"qt_normalStrength", QSSGRenderDefaultMaterial::NormalStrengthMask );
1226 fragmentShader.addFunction(
"sampleNormalTexture");
1227 fragmentShader <<
" qt_world_normal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::Normal)
1228 <<
", qt_normalStrength, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Normal)
1229 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1237 fragmentShader.append(
" vec3 tmp_light_color;");
1241 fragmentShader.append(
" vec3 qt_specularBase;");
1242 fragmentShader.addUniform(
"qt_material_specular",
"vec4");
1244 fragmentShader.append(
" vec3 qt_specularTint = vec3(1.0);");
1246 fragmentShader.append(
" vec3 qt_specularTint = qt_material_specular.rgb;");
1250 if ((samplerState.hasImage(QSSGRenderableImage::Type::BaseColor) || samplerState.hasImage(QSSGRenderableImage::Type::Diffuse)) && passRequirmentState
.needsBaseColor) {
1253 QSSGRenderableImage::Type baseImageType = QSSGRenderableImage::Type::Unknown;
1254 if (samplerState.hasImage(QSSGRenderableImage::Type::BaseColor))
1255 baseImageType = QSSGRenderableImage::Type::BaseColor;
1256 else if (samplerState.hasImage(QSSGRenderableImage::Type::Diffuse))
1257 baseImageType = QSSGRenderableImage::Type::Diffuse;
1260 samplerState.generateImageUVAndSampler(baseImageType, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1262 if (keyProps.m_baseColorSingleChannelEnabled.getValue(inKey)) {
1263 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::BaseColorChannel];
1264 fragmentShader <<
" vec4 qt_base_texture_color = vec4(vec3(texture2D(" << samplerState.samplerName(baseImageType)
1265 <<
", " << samplerState.fragCoordsName(baseImageType) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1267 fragmentShader <<
" vec4 qt_base_texture_color = texture2D(" << samplerState.samplerName(baseImageType)
1268 <<
", " << samplerState.fragCoordsName(baseImageType) <<
");\n";
1271 if (keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isPreMultipliedAlpha(inKey))
1272 fragmentShader <<
" qt_base_texture_color.rgb /= qt_base_texture_color.a;\n";
1274 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isLinear(inKey)) {
1276 fragmentShader.addInclude(
"tonemapping.glsllib");
1277 fragmentShader <<
" qt_base_texture_color = qt_sRGBToLinear(qt_base_texture_color);\n";
1280 fragmentShader <<
" qt_diffuseColor *= qt_base_texture_color;\n";
1284 if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Mask) {
1288 fragmentShader <<
" if (qt_diffuseColor.a < qt_material_properties3.y) {\n"
1289 <<
" qt_diffuseColor = vec4(0.0);\n"
1292 <<
" qt_diffuseColor.a = 1.0;\n"
1294 }
else if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Opaque) {
1295 fragmentShader <<
" qt_diffuseColor.a = 1.0;\n";
1299 if (samplerState.hasImage(QSSGRenderableImage::Type::Opacity)) {
1300 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Opacity, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1301 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OpacityChannel];
1302 fragmentShader <<
" float qt_opacity_map_value = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Opacity)
1303 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Opacity) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1304 if (keyProps.m_invertOpacityMapValue.getValue(inKey))
1305 fragmentShader <<
" qt_opacity_map_value = 1.0 - qt_opacity_map_value;\n";
1306 fragmentShader <<
" qt_objectOpacity *= qt_opacity_map_value;\n";
1311 addLocalVariable(fragmentShader,
"qt_aoFactor",
"float");
1314 fragmentShader.addInclude(
"ssao.glsllib");
1315 fragmentShader.append(
" qt_aoFactor = qt_screenSpaceAmbientOcclusionFactor();");
1317 fragmentShader.append(
" qt_aoFactor = 1.0;");
1321 fragmentShader <<
" qt_aoFactor *= qt_customOcclusionAmount;\n";
1327 fragmentShader <<
" float qt_roughnessAmount = qt_customSpecularRoughness;\n";
1329 fragmentShader <<
" float qt_roughnessAmount = qt_material_properties.y;\n";
1331 maskVariableByVertexColorChannel(
"qt_roughnessAmount", QSSGRenderDefaultMaterial::RoughnessMask );
1333 if (samplerState.hasImage(QSSGRenderableImage::Type::Roughness)) {
1334 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Roughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1335 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::RoughnessChannel];
1336 fragmentShader <<
" qt_roughnessAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Roughness) <<
", "
1337 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Roughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1342 fragmentShader <<
" qt_roughnessAmount = clamp(1.0 - qt_roughnessAmount, 0.0, 1.0);\n";
1348 fragmentShader <<
" float qt_metalnessAmount = qt_customMetalnessAmount;\n";
1350 fragmentShader <<
" float qt_metalnessAmount = qt_material_properties.z;\n";
1352 fragmentShader <<
" float qt_metalnessAmount = 0.0;\n";
1354 maskVariableByVertexColorChannel(
"qt_metalnessAmount", QSSGRenderDefaultMaterial::MetalnessMask );
1356 if (passRequirmentState
.hasSpecularLight && samplerState.hasImage(QSSGRenderableImage::Type::Metalness)) {
1357 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::MetalnessChannel];
1358 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Metalness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1359 fragmentShader <<
" float qt_sampledMetalness = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Metalness) <<
", "
1360 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Metalness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1361 fragmentShader <<
" qt_metalnessAmount = clamp(qt_metalnessAmount * qt_sampledMetalness, 0.0, 1.0);\n";
1368 fragmentShader <<
" if ((qt_diffuseColor.a * qt_objectOpacity) < (1.0 - 1e-6))\n";
1369 fragmentShader <<
" discard;\n";
1375 vertexShader.generateViewVector(inKey);
1376 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1379 fragmentShader <<
" qt_specularBase = vec3(1.0);\n";
1381 fragmentShader <<
" qt_specularBase = qt_diffuseColor.rgb;\n";
1383 fragmentShader <<
" float qt_specularFactor = qt_customSpecularAmount;\n";
1385 fragmentShader <<
" float qt_specularFactor = qt_material_properties.x;\n";
1387 maskVariableByVertexColorChannel(
"qt_specularFactor", QSSGRenderDefaultMaterial::SpecularAmountMask );
1390 fragmentShader.addUniform(
"qt_light_ambient_total",
"vec3");
1392 fragmentShader.append(
" vec4 global_diffuse_light = vec4(0.0);");
1395 fragmentShader <<
" global_diffuse_light.rgb = qt_lightmap_color(qt_texCoordLightmap) * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb;\n";
1397 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_ambientLightProcessor"))) {
1399 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");
1401 fragmentShader <<
", qt_customShared);\n";
1403 fragmentShader <<
");\n";
1405 fragmentShader.append(
" global_diffuse_light = vec4(qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, 0.0);");
1409 fragmentShader.append(
" vec3 global_specular_light = vec3(0.0);");
1413 if (samplerState.hasImage(QSSGRenderableImage::Type::SpecularAmountMap)) {
1414 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SpecularAmountMap, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1416 if (keyProps.m_specularSingleChannelEnabled.getValue(inKey)) {
1417 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SpecularAmountChannel];
1418 fragmentShader <<
" vec4 qt_specular_amount_map = vec4(vec3(texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1419 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1421 fragmentShader <<
" vec4 qt_specular_amount_map = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1422 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
");\n";
1424 fragmentShader <<
" qt_specularBase *= qt_sRGBToLinear(qt_specular_amount_map).rgb;\n";
1429 fragmentShader <<
" qt_specularTint *= qt_specularBase;\n";
1430 fragmentShader <<
" vec3 qt_specularAmount = vec3(1.0);\n";
1432 fragmentShader <<
" vec3 qt_specularAmount = qt_specularBase * vec3(qt_metalnessAmount + qt_specularFactor * (1.0 - qt_metalnessAmount));\n";
1436 if (samplerState.hasImage(QSSGRenderableImage::Type::Translucency)) {
1437 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Translucency, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1438 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TranslucencyChannel];
1439 fragmentShader <<
" float qt_translucent_depth_range = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Translucency)
1440 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Translucency) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1441 fragmentShader <<
" float qt_translucent_thickness = qt_translucent_depth_range * qt_translucent_depth_range;\n";
1442 fragmentShader <<
" float qt_translucent_thickness_exp = exp(qt_translucent_thickness * qt_material_properties2.z);\n";
1446 if (samplerState.hasImage(QSSGRenderableImage::Type::Occlusion)) {
1447 addLocalVariable(fragmentShader,
"qt_ao",
"float");
1448 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Occlusion, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1449 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OcclusionChannel];
1450 fragmentShader <<
" qt_ao = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Occlusion) <<
", "
1451 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Occlusion) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1452 fragmentShader <<
" qt_aoFactor *= qt_ao * qt_material_properties3.x;\n";
1453 maskVariableByVertexColorChannel(
"qt_aoFactor", QSSGRenderDefaultMaterial::OcclusionAmountMask );
1457 addLocalVariable(fragmentShader,
"qt_clearcoatAmount",
"float");
1458 addLocalVariable(fragmentShader,
"qt_clearcoatRoughness",
"float");
1459 addLocalVariable(fragmentShader,
"qt_clearcoatF0",
"vec3");
1460 addLocalVariable(fragmentShader,
"qt_clearcoatF90",
"vec3");
1461 addLocalVariable(fragmentShader,
"qt_global_clearcoat",
"vec3");
1464 fragmentShader <<
" qt_clearcoatAmount = qt_customClearcoatAmount;\n";
1466 fragmentShader <<
" qt_clearcoatAmount = qt_material_properties3.z;\n";
1467 maskVariableByVertexColorChannel(
"qt_clearcoatAmount", QSSGRenderDefaultMaterial::ClearcoatAmountMask );
1469 fragmentShader <<
" qt_clearcoatRoughness = qt_customClearcoatRoughness;\n";
1471 fragmentShader <<
" qt_clearcoatRoughness = qt_material_properties3.w;\n";
1472 maskVariableByVertexColorChannel(
"qt_clearcoatRoughness", QSSGRenderDefaultMaterial::ClearcoatRoughnessAmountMask );
1473 fragmentShader <<
" qt_clearcoatF0 = vec3(((1.0-qt_iOR) * (1.0-qt_iOR)) / ((1.0+qt_iOR) * (1.0+qt_iOR)));\n";
1474 fragmentShader <<
" qt_clearcoatF90 = vec3(1.0);\n";
1475 fragmentShader <<
" qt_global_clearcoat = vec3(0.0);\n";
1477 if (samplerState.hasImage(QSSGRenderableImage::Type::Clearcoat)) {
1478 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Clearcoat, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1479 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatChannel];
1480 fragmentShader <<
" qt_clearcoatAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Clearcoat) <<
", "
1481 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Clearcoat) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1484 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatRoughness)) {
1485 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatRoughness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1486 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessChannel];
1487 fragmentShader <<
" qt_clearcoatRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
", "
1488 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1489 fragmentShader <<
" qt_clearcoatRoughness = clamp(qt_clearcoatRoughness, 0.0, 1.0);\n";
1494 fragmentShader.addInclude(
"transmission.glsllib");
1495 addLocalVariable(fragmentShader,
"qt_transmissionFactor",
"float");
1496 addLocalVariable(fragmentShader,
"qt_global_transmission",
"vec3");
1498 addLocalVariable(fragmentShader,
"qt_thicknessFactor",
"float");
1499 addLocalVariable(fragmentShader,
"qt_attenuationColor",
"vec3");
1500 addLocalVariable(fragmentShader,
"qt_attenuationDistance",
"float");
1501 fragmentShader <<
" qt_global_transmission = vec3(0.0);\n";
1503 if (hasCustomFrag) {
1504 fragmentShader <<
" qt_transmissionFactor = qt_customTransmissionFactor;\n";
1505 fragmentShader <<
" qt_thicknessFactor = qt_customThicknessFactor;\n";
1506 fragmentShader <<
" qt_attenuationColor = qt_customAttenuationColor;\n";
1507 fragmentShader <<
" qt_attenuationDistance = qt_customAttenuationDistance;\n";
1509 fragmentShader <<
" qt_transmissionFactor = qt_material_properties4.w;\n";
1510 maskVariableByVertexColorChannel(
"qt_transmissionFactor", QSSGRenderDefaultMaterial::TransmissionFactorMask );
1512 if (samplerState.hasImage(QSSGRenderableImage::Type::Transmission)) {
1513 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Transmission, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1514 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TransmissionChannel];
1515 fragmentShader <<
" qt_transmissionFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Transmission) <<
", "
1516 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Transmission) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1519 fragmentShader <<
" qt_thicknessFactor = qt_material_thickness;\n";
1520 maskVariableByVertexColorChannel(
"qt_thicknessFactor", QSSGRenderDefaultMaterial::ThicknessFactorMask );
1521 fragmentShader <<
" qt_attenuationColor = qt_material_attenuation.xyz;\n";
1522 fragmentShader <<
" qt_attenuationDistance = qt_material_attenuation.w;\n";
1524 if (samplerState.hasImage(QSSGRenderableImage::Type::Thickness)) {
1525 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Thickness, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1526 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ThicknessChannel];
1527 fragmentShader <<
" qt_thicknessFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Thickness) <<
", "
1528 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Thickness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1533 fragmentShader <<
" vec3 qt_f0 = vec3(1.0);\n";
1534 fragmentShader <<
" vec3 qt_f90 = vec3(1.0);\n";
1538 fragmentShader.addInclude(
"principledMaterialFresnel.glsllib");
1540 fragmentShader <<
" qt_f0 = qt_F0_ior(qt_iOR, qt_metalnessAmount, qt_diffuseColor.rgb);\n";
1542 fragmentShader <<
" const float qt_reflectance = max(max(qt_specularTint.r, qt_specularTint.g), qt_specularTint.b);\n";
1543 fragmentShader <<
" qt_f0 = qt_specularTint;\n";
1544 fragmentShader <<
" qt_specularTint = vec3(1.0);\n";
1545 fragmentShader <<
" qt_f90 = vec3(clamp(qt_reflectance * 50.0, 0.0, 1.0));\n";
1546 fragmentShader <<
" qt_diffuseColor.rgb *= (1 - qt_reflectance);\n";
1550 fragmentShader.append(
" vec3 vNormalWsDdx = dFdx(qt_world_normal.xyz);\n");
1551 fragmentShader.append(
" vec3 vNormalWsDdy = dFdy(qt_world_normal.xyz);\n");
1552 fragmentShader.append(
" float flGeometricRoughnessFactor = pow(clamp(max(dot(vNormalWsDdx, vNormalWsDdx), dot(vNormalWsDdy, vNormalWsDdy)), 0.0, 1.0), 0.333);\n");
1553 fragmentShader.append(
" qt_roughnessAmount = max(flGeometricRoughnessFactor, qt_roughnessAmount);\n");
1557 fragmentShader <<
" float qt_fresnelPower = qt_customFresnelPower;\n";
1559 fragmentShader <<
" float qt_fresnelPower = qt_material_properties2.x;\n";
1562 fragmentShader <<
" vec3 qt_principledMaterialFresnelValue = qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1564 if (hasCustomFrag) {
1565 fragmentShader <<
" float qt_fresnelScale = qt_customFresnelScale;\n";
1566 fragmentShader <<
" float qt_fresnelBias = qt_customFresnelBias;\n";
1568 fragmentShader <<
" float qt_fresnelScale = qt_material_properties5.x;\n";
1569 fragmentShader <<
" float qt_fresnelBias = qt_material_properties5.y;\n";
1571 fragmentShader <<
" qt_principledMaterialFresnelValue = clamp(vec3(qt_fresnelBias) + "
1572 <<
"qt_fresnelScale * qt_principledMaterialFresnelValue, 0.0, 1.0);\n";
1574 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnelValue;\n";
1578 fragmentShader <<
" qt_specularTint = mix(vec3(1.0), qt_specularTint, 1.0 - qt_metalnessAmount);\n";
1581 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1586 fragmentShader.addUniform(
"qt_lightAndShadowCounts",
"vec4");
1587 fragmentShader.addFunction(
"processPunctualLighting");
1588 fragmentShader <<
" qt_processPunctualLighting(global_diffuse_light.rgb,\n"
1589 <<
" global_specular_light.rgb,\n"
1590 <<
" qt_diffuseColor.rgb,\n"
1591 <<
" qt_varWorldPos,\n"
1592 <<
" qt_world_normal.xyz,\n"
1593 <<
" qt_view_vector,\n"
1594 <<
"#if QSSG_ENABLE_SPECULAR\n"
1595 <<
" qt_specularAmount,\n"
1596 <<
" qt_specularTint,\n"
1597 <<
"#endif // QSSG_ENABLE_SPECULAR\n"
1598 <<
" qt_roughnessAmount,\n"
1599 <<
" qt_metalnessAmount,\n"
1600 <<
"#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"
1601 <<
" qt_customBaseColor,\n"
1602 <<
"#endif // QSSG_CUSTOM_MATERIAL_*\n"
1603 <<
"#if QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1604 <<
" qt_customSpecularAmount,\n"
1605 <<
"#endif // QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1606 <<
"#if QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1607 <<
" qt_customShared,\n"
1608 <<
"#endif // QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1609 <<
"#if QSSG_ENABLE_CLEARCOAT\n"
1610 <<
" qt_global_clearcoat,\n"
1611 <<
" qt_clearcoatNormal,\n"
1612 <<
" qt_clearcoatRoughness,\n"
1613 <<
" qt_clearcoatF0,\n"
1614 <<
" qt_clearcoatF90,\n"
1615 <<
"#endif // QSSG_ENABLE_CLEARCOAT\n"
1616 <<
"#if QSSG_ENABLE_TRANSMISSION\n"
1617 <<
" qt_global_transmission,\n"
1618 <<
" qt_thicknessFactor,\n"
1620 <<
" qt_transmissionFactor,\n"
1621 <<
" qt_attenuationColor,\n"
1622 <<
" qt_attenuationDistance,\n"
1623 <<
"#endif // QSSG_ENABLE_TRANSMISSION\n"
1631 fragmentShader <<
" global_diffuse_light = vec4(global_diffuse_light.rgb * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.a);\n";
1634 vertexShader.generateWorldNormal(inKey);
1635 fragmentShader.addInclude(
"sampleReflectionProbe.glsllib");
1639 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1641 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1646 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1648 fragmentShader <<
" global_specular_light += qt_specularAmount * qt_specularTint * qt_sampleGlossyReflection(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1653 fragmentShader <<
" qt_global_clearcoat += qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1656 vertexShader.generateWorldNormal(inKey);
1657 fragmentShader.addInclude(
"sampleProbe.glsllib");
1658 if (hasCustomIblProbe) {
1660 fragmentShader <<
" vec3 qt_iblDiffuse = vec3(0.0);\n";
1661 fragmentShader <<
" vec3 qt_iblSpecular = vec3(0.0);\n";
1662 fragmentShader <<
" qt_iblProbeProcessor(qt_iblDiffuse, qt_iblSpecular, qt_customBaseColor, qt_aoFactor, qt_specularFactor, qt_roughnessAmount, qt_world_normal, qt_view_vector";
1664 fragmentShader <<
", qt_lightProbeOrientation";
1666 fragmentShader <<
", mat3(1.0)";
1668 fragmentShader <<
", qt_customShared);\n";
1670 fragmentShader <<
");\n";
1674 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1676 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1681 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyPrincipled(qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1683 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularAmount * qt_specularTint * qt_sampleGlossy(qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1688 fragmentShader <<
" vec3 qt_iblClearcoat = qt_sampleGlossyPrincipled(qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1691 fragmentShader <<
" global_diffuse_light.rgb += qt_iblDiffuse * qt_aoFactor;\n";
1693 fragmentShader <<
" global_specular_light += qt_iblSpecular * qt_aoFactor;\n";
1695 fragmentShader <<
" qt_global_clearcoat += qt_iblClearcoat * qt_aoFactor;\n";
1696 }
else if (hasCustomIblProbe) {
1698 fragmentShader.addUniform(
"qt_lightProbe",
"samplerCube");
1699 fragmentShader.addUniform(
"qt_lightProbeProperties",
"vec4");
1704 fragmentShader <<
" qt_global_transmission += qt_transmissionFactor * qt_getIBLVolumeRefraction(qt_world_normal, qt_view_vector, qt_roughnessAmount, "
1705 "qt_diffuseColor.rgb, qt_specularAmount, qt_varWorldPos, qt_iOR, qt_thicknessFactor, qt_attenuationColor, qt_attenuationDistance);\n";
1710 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular) || samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1711 addLocalVariable(fragmentShader,
"qt_texture_color",
"vec4");
1713 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular)) {
1714 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Specular, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1715 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Specular) <<
", "
1716 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Specular) <<
");\n";
1717 fragmentShader.addInclude(
"tonemapping.glsllib");
1718 fragmentShader <<
" global_specular_light += qt_sRGBToLinear(qt_texture_color.rgb) * qt_specularTint;\n";
1719 fragmentShader <<
" global_diffuse_light.a *= qt_texture_color.a;\n";
1722 if (samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1723 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Emissive, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1724 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Emissive) <<
", "
1725 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Emissive) <<
");\n";
1726 fragmentShader.addInclude(
"tonemapping.glsllib");
1727 if (keyProps.m_emissiveSingleChannelEnabled.getValue(inKey)) {
1728 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::EmissiveChannel];
1729 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(vec3(qt_texture_color" <<
1730 channelStr(channelProps, inKey) <<
"));\n";
1732 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(qt_texture_color.rgb);\n";
1738 fragmentShader <<
" global_diffuse_light.rgb = mix(global_diffuse_light.rgb, qt_global_transmission, qt_transmissionFactor);\n";
1741 fragmentShader <<
" global_diffuse_light.rgb *= 1.0 - qt_metalnessAmount;\n";
1744 if (passRequirmentState
.hasFog) {
1745 fragmentShader.addInclude(
"fog.glsllib");
1746 fragmentShader <<
" calculateFog(qt_global_emission, global_specular_light, global_diffuse_light.rgb);\n";
1749 fragmentShader <<
" vec4 qt_color_sum = vec4(global_diffuse_light.rgb + global_specular_light + qt_global_emission, global_diffuse_light.a);\n";
1752 fragmentShader.addInclude(
"bsdf.glsllib");
1754 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_customClearcoatFresnelPower;\n";
1756 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_material_clearcoat_fresnel_power;\n";
1757 fragmentShader <<
" vec3 qt_clearcoatFresnel = qt_schlick3(qt_clearcoatF0, qt_clearcoatF90, clamp(dot(qt_clearcoatNormal, qt_view_vector), 0.0, 1.0), qt_clearcoatFresnelPower);\n";
1759 if (hasCustomFrag) {
1760 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_customClearcoatFresnelScale;\n";
1761 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_customClearcoatFresnelBias;\n";
1763 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_material_properties5.z;\n";
1764 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_material_properties5.w;\n";
1766 fragmentShader <<
" qt_clearcoatFresnel = clamp(vec3(qt_clearcoatFresnelBias) + qt_clearcoatFresnelScale * qt_clearcoatFresnel, 0.0, 1.0);\n";
1768 fragmentShader <<
" qt_global_clearcoat = qt_global_clearcoat * qt_clearcoatAmount;\n";
1769 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * (1.0 - qt_clearcoatAmount * qt_clearcoatFresnel) + qt_global_clearcoat;\n";
1772 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_customPostProcessor"))) {
1774 fragmentShader <<
" qt_customPostProcessor(qt_color_sum, global_diffuse_light, global_specular_light, qt_global_emission, qt_texCoord0, qt_texCoord1";
1776 fragmentShader <<
", qt_customShared);\n";
1778 fragmentShader <<
");\n";
1790 fragmentShader.append(
" vec4 qt_color_sum = vec4(qt_diffuseColor.rgb, qt_diffuseColor.a * qt_objectOpacity);");
1792 if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
1793 fragmentShader.addInclude(
"oitweightedblended.glsllib");
1794 fragmentShader.addInclude(
"tonemapping.glsllib");
1795 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1796 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1797 fragmentShader.append(
" float z = abs(gl_FragCoord.z);");
1798 fragmentShader.append(
" qt_color_sum.rgb = qt_tonemap(qt_color_sum.rgb) * qt_color_sum.a;");
1799 fragmentShader.append(
" fragOutput = qt_color_sum * qt_transparencyWeight(z, qt_color_sum.a, qt_cameraProperties.y);");
1800 fragmentShader.append(
" revealageOutput = vec4(qt_color_sum.a);");
1801 }
else if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::LinkedList) {
1802 fragmentShader.addInclude(
"tonemapping.glsllib");
1803 fragmentShader.addUniform(
"qt_listNodeCount",
"uint");
1804 fragmentShader.addUniform(
"qt_ABufImageWidth",
"uint");
1805 fragmentShader.addUniform(
"qt_viewSize",
"ivec2");
1807 fragmentShader.addDefinition(
"QSSG_MULTISAMPLE",
"1");
1808#ifdef QSSG_OIT_USE_BUFFERS
1809 QSSGShaderResourceMergeContext::setAdditionalBufferAmount(3);
1810 fragmentShader.addUniform(
"qt_samples",
"uint");
1811 fragmentShader.addInclude(
"oitlinkedlist_buf.glsllib");
1813 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex, qt_samples);");
1815 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0, qt_samples);");
1817 fragmentShader.addInclude(
"oitlinkedlist.glsllib");
1819 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, qt_viewIndex);");
1821 fragmentShader.append(
" fragOutput = qt_oitLinkedList(qt_tonemap(qt_color_sum), qt_listNodeCount, qt_ABufImageWidth, qt_viewSize, 0);");
1825 fragmentShader.addInclude(
"tonemapping.glsllib");
1826 fragmentShader.append(
" fragOutput = vec4(qt_tonemap(qt_color_sum));");
1830 fragmentShader <<
" vec4 fragOutput = vec4(0.0);\n";
1833 Q_ASSERT(viewCount == 1);
1834 fragmentShader <<
" // directional shadow pass\n"
1835 <<
" float qt_shadowDepth = (qt_varDepth + qt_shadowDepthAdjust.x) * qt_shadowDepthAdjust.y;\n"
1836 <<
" fragOutput = vec4(qt_shadowDepth);\n";
1839 Q_ASSERT(viewCount == 1);
1840 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1841 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1842 fragmentShader <<
" // omnidirectional shadow pass\n"
1843 <<
" vec3 qt_shadowCamPos = vec3(qt_cameraPosition.x, qt_cameraPosition.y, qt_cameraPosition.z);\n"
1844 <<
" float qt_shadowDist = length(qt_varShadowWorldPos - qt_shadowCamPos);\n"
1845 <<
" qt_shadowDist = (qt_shadowDist - qt_cameraProperties.x) / (qt_cameraProperties.y - qt_cameraProperties.x);\n"
1846 <<
" fragOutput = vec4(qt_shadowDist, qt_shadowDist, qt_shadowDist, 1.0);\n";
1850 fragmentShader.append(
" fragOutput = vec4(qt_world_normal, qt_roughnessAmount);\n");
1853 fragmentShader.append(
" vec3 debugOutput = vec3(0.0);\n");
1854 switch (passRequirmentState.debugMode) {
1855 case QSSGRenderLayer::MaterialDebugMode::BaseColor:
1856 fragmentShader.addInclude(
"tonemapping.glsllib");
1857 fragmentShader.append(
" debugOutput += qt_tonemap(qt_diffuseColor.rgb);\n");
1859 case QSSGRenderLayer::MaterialDebugMode::Roughness:
1860 fragmentShader.append(
" debugOutput += vec3(qt_roughnessAmount);\n");
1862 case QSSGRenderLayer::MaterialDebugMode::Metalness:
1863 fragmentShader.append(
" debugOutput += vec3(qt_metalnessAmount);\n");
1865 case QSSGRenderLayer::MaterialDebugMode::Diffuse:
1866 fragmentShader.addInclude(
"tonemapping.glsllib");
1867 fragmentShader.append(
" debugOutput += qt_tonemap(global_diffuse_light.rgb);\n");
1869 case QSSGRenderLayer::MaterialDebugMode::Specular:
1870 fragmentShader.addInclude(
"tonemapping.glsllib");
1871 fragmentShader.append(
" debugOutput += qt_tonemap(global_specular_light);\n");
1873 case QSSGRenderLayer::MaterialDebugMode::ShadowOcclusion:
1876 fragmentShader.addFunction(
"debugShadowOcclusion");
1877 vertexShader.generateWorldPosition(inKey);
1878 fragmentShader.append(
" debugOutput += vec3(qt_debugShadowOcclusion());\n");
1880 case QSSGRenderLayer::MaterialDebugMode::Emission:
1881 fragmentShader.addInclude(
"tonemapping.glsllib");
1882 fragmentShader.append(
" debugOutput += qt_tonemap(qt_global_emission);\n");
1884 case QSSGRenderLayer::MaterialDebugMode::AmbientOcclusion:
1885 fragmentShader.append(
" debugOutput += vec3(qt_aoFactor);\n");
1887 case QSSGRenderLayer::MaterialDebugMode::Normal:
1888 fragmentShader.append(
" debugOutput += qt_world_normal * 0.5 + 0.5;\n");
1890 case QSSGRenderLayer::MaterialDebugMode::Tangent:
1891 fragmentShader.append(
" debugOutput += qt_tangent * 0.5 + 0.5;\n");
1893 case QSSGRenderLayer::MaterialDebugMode::Binormal:
1894 fragmentShader.append(
" debugOutput += qt_binormal * 0.5 + 0.5;\n");
1896 case QSSGRenderLayer::MaterialDebugMode::F0:
1898 fragmentShader.append(
" debugOutput += qt_f0;");
1900 case QSSGRenderLayer::MaterialDebugMode::None:
1904 fragmentShader.append(
" fragOutput = vec4(debugOutput, 1.0);\n");
1907 if (shaderAugmentation.hasUserAugmentation())
1908 fragmentShader <<
" " << shaderAugmentation.body <<
";\n";
1992void QSSGMaterialShaderGenerator::setRhiMaterialProperties(
const QSSGRenderContextInterface &renderContext,
1993 QSSGRhiShaderPipeline &shaders,
1995 QSSGRhiGraphicsPipelineState *inPipelineState,
1996 const QSSGRenderGraphObject &inMaterial,
1997 const QSSGShaderDefaultMaterialKey &inKey,
1998 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
1999 const QSSGRenderCameraList &inCameras,
2000 const QSSGRenderMvpArray &inModelViewProjections,
2001 const QMatrix3x3 &inNormalMatrix,
2002 const QMatrix4x4 &inGlobalTransform,
2003 const QMatrix4x4 &clipSpaceCorrMatrix,
2004 const QMatrix4x4 &localInstanceTransform,
2005 const QMatrix4x4 &globalInstanceTransform,
2006 const QSSGDataView<
float> &inMorphWeights,
2007 QSSGRenderableImage *inFirstImage,
2009 const QSSGLayerRenderData &inRenderProperties,
2010 const QSSGShaderLightListView &inLights,
2011 const QSSGShaderReflectionProbe &reflectionProbe,
2012 bool receivesShadows,
2013 bool receivesReflections,
2014 const QVector2D *shadowDepthAdjust,
2015 QRhiTexture *lightmapTexture)
2017 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
2018 QSSGRhiShaderPipeline::CommonUniformIndices &cui = shaders.commonUniformIndices;
2020 materialAdapter->setCustomPropertyUniforms(ubufData, shaders, renderContext);
2022 const QVector2D camProperties(inCameras[0]->clipPlanes);
2023 shaders.setUniform(ubufData,
"qt_cameraProperties", &camProperties, 2 *
sizeof(
float), &cui.cameraPropertiesIdx);
2025 const int viewCount = inCameras.count();
2028 QMatrix4x4 camGlobalTransforms[2] { QMatrix4x4{Qt::Uninitialized}, QMatrix4x4{Qt::Uninitialized} };
2029 if (viewCount < 2) {
2030 camGlobalTransforms[0] = inRenderProperties.getGlobalTransform(*inCameras[0]);
2032 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2033 camGlobalTransforms[viewIndex] = inRenderProperties.getGlobalTransform(*inCameras[viewIndex]);
2036 if (viewCount < 2) {
2037 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2038 const QVector3D camGlobalPos = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2039 shaders.setUniform(ubufData,
"qt_cameraPosition", &camGlobalPos, 3 *
sizeof(
float), &cui.cameraPositionIdx);
2040 const QVector3D camDirection = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2041 ? inRenderProperties.renderedCameraData.value()[0].direction
2042 : QVector3D{ 0.0f, 0.0f, -1.0f };
2043 shaders.setUniform(ubufData,
"qt_cameraDirection", &camDirection, 3 *
sizeof(
float), &cui.cameraDirectionIdx);
2045 QVarLengthArray<QVector3D, 2> camGlobalPos(viewCount);
2046 QVarLengthArray<QVector3D> camDirection(viewCount);
2047 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2048 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[viewIndex];
2049 camGlobalPos[viewIndex] = QSSGRenderNode::getGlobalPos(camGlobalTransform);
2050 camDirection[viewIndex] = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
2051 ? inRenderProperties.renderedCameraData.value()[viewIndex].direction
2052 : QVector3D{ 0.0f, 0.0f, -1.0f };
2054 shaders.setUniformArray(ubufData,
"qt_cameraPosition", camGlobalPos.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraPositionIdx);
2055 shaders.setUniformArray(ubufData,
"qt_cameraDirection", camDirection.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraDirectionIdx);
2058 const auto globalRenderData = QSSGLayerRenderData::globalRenderProperties(renderContext);
2061 bool usesProjectionMatrix =
false;
2062 bool usesInvProjectionMatrix =
false;
2063 bool usesViewProjectionMatrix =
false;
2064 bool usesModelViewProjectionMatrix =
false;
2065 bool usesNormalMatrix =
false;
2066 bool usesParentMatrix =
false;
2068 if (inMaterial.type == QSSGRenderGraphObject::Type::CustomMaterial) {
2069 const auto *customMaterial =
static_cast<
const QSSGRenderCustomMaterial *>(&inMaterial);
2070 usesProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
2071 usesInvProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
2073 usesViewProjectionMatrix =
true;
2076 const bool usesInstancing = inProperties.m_usesInstancing.getValue(inKey);
2077 if (usesInstancing) {
2079 usesViewProjectionMatrix =
true;
2080 usesParentMatrix =
true;
2082 usesModelViewProjectionMatrix =
true;
2083 usesNormalMatrix =
true;
2086 if (materialAdapter->isTransmissionEnabled())
2087 usesViewProjectionMatrix =
true;
2090 if (usesProjectionMatrix || usesInvProjectionMatrix) {
2091 if (viewCount < 2) {
2092 const QMatrix4x4 projection = clipSpaceCorrMatrix * inCameras[0]->projection;
2093 if (usesProjectionMatrix)
2094 shaders.setUniform(ubufData,
"qt_projectionMatrix", projection.constData(), 16 *
sizeof(
float), &cui.projectionMatrixIdx);
2095 if (usesInvProjectionMatrix)
2096 shaders.setUniform(ubufData,
"qt_inverseProjectionMatrix", projection.inverted().constData(), 16 *
sizeof (
float), &cui.inverseProjectionMatrixIdx);
2098 QVarLengthArray<QMatrix4x4, 2> projections(viewCount);
2099 QVarLengthArray<QMatrix4x4, 2> invertedProjections(viewCount);
2100 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2101 projections[viewIndex] = clipSpaceCorrMatrix * inCameras[viewIndex]->projection;
2102 if (usesInvProjectionMatrix)
2103 invertedProjections[viewIndex] = projections[viewIndex].inverted();
2105 if (usesProjectionMatrix)
2106 shaders.setUniformArray(ubufData,
"qt_projectionMatrix", projections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.projectionMatrixIdx);
2107 if (usesInvProjectionMatrix)
2108 shaders.setUniformArray(ubufData,
"qt_inverseProjectionMatrix", invertedProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.inverseProjectionMatrixIdx);
2112 if (viewCount < 2) {
2113 const QMatrix4x4 viewMatrix = camGlobalTransforms[0].inverted();
2114 shaders.setUniform(ubufData,
"qt_viewMatrix", viewMatrix.constData(), 16 *
sizeof(
float), &cui.viewMatrixIdx);
2116 QVarLengthArray<QMatrix4x4, 2> viewMatrices(viewCount);
2117 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
2118 viewMatrices[viewIndex] = camGlobalTransforms[viewIndex].inverted();
2119 shaders.setUniformArray(ubufData,
"qt_viewMatrix", viewMatrices.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewMatrixIdx);
2122 if (usesViewProjectionMatrix) {
2123 if (viewCount < 2) {
2124 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2125 QMatrix4x4 viewProj(Qt::Uninitialized);
2126 inCameras[0]->calculateViewProjectionMatrix(camGlobalTransform, viewProj);
2127 viewProj = clipSpaceCorrMatrix * viewProj;
2128 shaders.setUniform(ubufData,
"qt_viewProjectionMatrix", viewProj.constData(), 16 *
sizeof(
float), &cui.viewProjectionMatrixIdx);
2130 QVarLengthArray<QMatrix4x4, 2> viewProjections(viewCount);
2131 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2132 const auto &camGlobalTransform = camGlobalTransforms[viewIndex];
2133 inCameras[viewIndex]->calculateViewProjectionMatrix(camGlobalTransform, viewProjections[viewIndex]);
2134 viewProjections[viewIndex] = clipSpaceCorrMatrix * viewProjections[viewIndex];
2136 shaders.setUniformArray(ubufData,
"qt_viewProjectionMatrix", viewProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewProjectionMatrixIdx);
2142 shaders.setUniform(ubufData,
"qt_modelMatrix", localInstanceTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2144 shaders.setUniform(ubufData,
"qt_modelMatrix", inGlobalTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2146 if (usesModelViewProjectionMatrix) {
2147 if (viewCount < 2) {
2148 QMatrix4x4 mvp { clipSpaceCorrMatrix };
2149 mvp *= inModelViewProjections[0];
2150 shaders.setUniform(ubufData,
"qt_modelViewProjection", mvp.constData(), 16 *
sizeof(
float), &cui.modelViewProjectionIdx);
2152 QVarLengthArray<QMatrix4x4, 2> mvps(viewCount);
2153 for (
int viewIndex = 0; viewIndex < viewCount; ++viewIndex)
2154 mvps[viewIndex] = clipSpaceCorrMatrix * inModelViewProjections[viewIndex];
2155 shaders.setUniformArray(ubufData,
"qt_modelViewProjection", mvps.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.modelViewProjectionIdx);
2158 if (usesNormalMatrix)
2159 shaders.setUniform(ubufData,
"qt_normalMatrix", inNormalMatrix.constData(), 12 *
sizeof(
float), &cui.normalMatrixIdx,
2160 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2161 if (usesParentMatrix)
2162 shaders.setUniform(ubufData,
"qt_parentMatrix", globalInstanceTransform.constData(), 16 *
sizeof(
float));
2165 const qsizetype morphSize = inProperties.m_targetCount.getValue(inKey);
2166 if (morphSize > 0) {
2167 if (inMorphWeights.mSize >= morphSize) {
2168 shaders.setUniformArray(ubufData,
"qt_morphWeights", inMorphWeights.mData, morphSize,
2169 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2171 const QList<
float> zeroWeights(morphSize - inMorphWeights.mSize, 0.0f);
2172 QList<
float> newWeights(inMorphWeights.mData, inMorphWeights.mData + inMorphWeights.mSize);
2173 newWeights.append(zeroWeights);
2174 shaders.setUniformArray(ubufData,
"qt_morphWeights", newWeights.constData(), morphSize,
2175 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2179 QVector3D theLightAmbientTotal;
2180 quint32 lightCount = 0;
2181 quint32 directionalLightCount = 0;
2182 quint32 shadowCount = 0;
2183 quint32 directionalShadowCount = 0;
2184 QSSGShaderLightsUniformData &lightsUniformData(shaders.lightsUniformData());
2185 QSSGShaderDirectionalLightsUniformData &directionalLightsUniformData(shaders.directionalLightsUniformData());
2187 for (quint32 lightIdx = 0, lightEnd = inLights.size();
2188 lightIdx < lightEnd && lightIdx < QSSG_MAX_NUM_LIGHTS; ++lightIdx)
2190 QSSGRenderLight *theLight(inLights[lightIdx].light);
2193 const bool lightShadows = inLights[lightIdx].shadows;
2194 const float brightness = theLight->m_brightness;
2195 quint32 lightmapState = 0;
2196 if (theLight->m_bakingEnabled) {
2197 if (theLight->m_fullyBaked) {
2206 const QVector3D diffuseColor(theLight->m_diffuseColor.x() * brightness,
2207 theLight->m_diffuseColor.y() * brightness,
2208 theLight->m_diffuseColor.z() * brightness);
2209 const QVector3D specularColor(theLight->m_specularColor.x() * brightness,
2210 theLight->m_specularColor.y() * brightness,
2211 theLight->m_specularColor.z() * brightness);
2212 const QVector3D direction(inLights[lightIdx].direction);
2215 if (theLight->type == QSSGRenderGraphObject::Type::DirectionalLight) {
2217 QSSGShaderDirectionalLightData &lightData(directionalLightsUniformData.directionalLightData[directionalLightCount]);
2218 lightData.direction[0] = direction.x();
2219 lightData.direction[1] = direction.y();
2220 lightData.direction[2] = direction.z();
2221 lightData.diffuseColor[0] = diffuseColor.x();
2222 lightData.diffuseColor[1] = diffuseColor.y();
2223 lightData.diffuseColor[2] = diffuseColor.z();
2224 lightData.specularColor[0] = specularColor.x();
2225 lightData.specularColor[1] = specularColor.y();
2226 lightData.specularColor[2] = specularColor.z();
2227 lightData.lightmapState = lightmapState;
2228 if (lightShadows && receivesShadows) {
2229 lightData.enableShadows = 1.0f;
2230 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2233 const quint32 layerCount = pEntry->m_csmNumSplits + 1;
2235 for (quint32 i = 0; i < layerCount; ++i)
2236 memcpy(lightData.matrices[i], pEntry->m_fixedScaleBiasMatrix[i].constData(), 16 *
sizeof(
float));
2238 lightData.shadowBias = theLight->m_shadowBias;
2240 const bool noCascades = !(pEntry->m_csmActive[0] || pEntry->m_csmActive[1] || pEntry->m_csmActive[2] || pEntry->m_csmActive[3]);
2241 if (theLight->type == QSSGRenderLight::Type::DirectionalLight && noCascades)
2242 lightData.enableShadows = 0.0f;
2243 lightData.shadowFactor = theLight->m_shadowFactor;
2244 lightData.shadowMapFar = theLight->m_shadowMapFar;
2245 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2246 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2248 for (quint32 i = 0; i < layerCount; ++i) {
2249 const auto &atlasInfo = pEntry->m_atlasInfo[i];
2250 lightData.atlasLocations[i][0] = atlasInfo.uOffset;
2251 lightData.atlasLocations[i][1] = atlasInfo.vOffset;
2252 lightData.atlasLocations[i][2] = atlasInfo.uvScale;
2253 lightData.atlasLocations[i][3] = atlasInfo.layerIndex;
2256 lightData.csmNumSplits = pEntry->m_csmNumSplits;
2257 memcpy(lightData.csmSplits, pEntry->m_csmSplits, 4 *
sizeof(
float));
2258 memcpy(lightData.csmActive, pEntry->m_csmActive, 4 *
sizeof(
float));
2259 lightData.csmBlendRatio = theLight->m_csmBlendRatio;
2260 for (quint32 i = 0; i < layerCount; ++i)
2261 memcpy(lightData.dimensionsInverted[i], &pEntry->m_dimensionsInverted[i], 4 *
sizeof(
float));
2263 directionalShadowCount++;
2265 lightData.enableShadows = 0.0f;
2267 directionalLightCount++;
2270 QSSGShaderLightData &lightData(lightsUniformData.lightData[lightCount]);
2271 const auto gt = inRenderProperties.getGlobalTransform(*theLight);
2272 const QVector3D globalPos = QSSGRenderNode::getGlobalPos(gt);
2273 lightData.position[0] = globalPos.x();
2274 lightData.position[1] = globalPos.y();
2275 lightData.position[2] = globalPos.z();
2276 lightData.constantAttenuation = QSSGUtils::aux::translateConstantAttenuation(theLight->m_constantFade);
2277 lightData.linearAttenuation = QSSGUtils::aux::translateLinearAttenuation(theLight->m_linearFade);
2278 lightData.quadraticAttenuation = QSSGUtils::aux::translateQuadraticAttenuation(theLight->m_quadraticFade);
2279 lightData.coneAngle = 360.0f;
2280 lightData.direction[0] = direction.x();
2281 lightData.direction[1] = direction.y();
2282 lightData.direction[2] = direction.z();
2283 lightData.diffuseColor[0] = diffuseColor.x();
2284 lightData.diffuseColor[1] = diffuseColor.y();
2285 lightData.diffuseColor[2] = diffuseColor.z();
2286 lightData.specularColor[0] = specularColor.x();
2287 lightData.specularColor[1] = specularColor.y();
2288 lightData.specularColor[2] = specularColor.z();
2289 lightData.lightmapState = lightmapState;
2290 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2294 const float coneAngle = theLight->m_coneAngle;
2295 const float innerConeAngle = (theLight->m_innerConeAngle > coneAngle) ? coneAngle : theLight->m_innerConeAngle;
2296 lightData.coneAngle = qCos(qDegreesToRadians(coneAngle));
2297 lightData.innerConeAngle = qCos(qDegreesToRadians(innerConeAngle));
2300 if (lightShadows && receivesShadows) {
2301 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2303 lightData.enableShadows = 1.0f;
2304 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2305 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2306 lightData.shadowFactor = theLight->m_shadowFactor;
2307 lightData.shadowBias = theLight->m_shadowBias;
2308 lightData.shadowClipNear = 1.0f;
2309 lightData.shadowMapFar = pEntry->m_shadowMapFar;
2310 lightData.shadowTextureSize = pEntry->m_atlasInfo[0].uvScale;
2312 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2314 static const QMatrix4x4 bias = {
2318 0.0, 0.0, 0.0, 1.0 };
2319 const QMatrix4x4 m = bias * pEntry->m_lightViewProjection[0];
2320 memcpy(lightData.shadowMatrix, m.constData(), 16 *
sizeof(
float));
2321 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2322 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2323 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2326 Q_ASSERT(theLight->type == QSSGRenderLight::Type::PointLight);
2327 memcpy(lightData.shadowMatrix, pEntry->m_lightView.constData(), 16 *
sizeof(
float));
2328 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2329 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2330 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2331 lightData.shadowAtlasUV1[0] = pEntry->m_atlasInfo[1].uOffset;
2332 lightData.shadowAtlasUV1[1] = pEntry->m_atlasInfo[1].vOffset;
2333 lightData.shadowAtlasLayer1 = pEntry->m_atlasInfo[1].layerIndex;
2338 lightData.enableShadows = 0.0f;
2344 theLightAmbientTotal += theLight->m_ambientColor;
2348 if (shadowCount > 0 || directionalShadowCount > 0) {
2349 shaders.setShadowMapAtlasTexture(inRenderProperties.getShadowMapManager()->shadowMapAtlasTexture());
2350 shaders.setShadowMapBlueNoiseTexture(inRenderProperties.getShadowMapManager()->shadowMapBlueNoiseTexture());
2352 shaders.setShadowMapAtlasTexture(
nullptr);
2353 shaders.setShadowMapBlueNoiseTexture(
nullptr);
2356 const QSSGRhiRenderableTexture *depthTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::DepthTexture);
2357 const QSSGRhiRenderableTexture *normalTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::NormalTexture);
2358 const QSSGRhiRenderableTexture *ssaoTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AoTexture);
2359 const QSSGRhiRenderableTexture *screenTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ScreenTexture);
2360 const QSSGRhiRenderableTexture *motionVectorTexture = inRenderProperties.getRenderResult(QSSGRenderResult::Key::MotionVectorTexture);
2362 shaders.setDepthTexture(depthTexture->texture);
2363 shaders.setNormalTexture(normalTexture->texture);
2364 shaders.setSsaoTexture(ssaoTexture->texture);
2365 shaders.setScreenTexture(screenTexture->texture);
2366 shaders.setLightmapTexture(lightmapTexture);
2367 shaders.setMotionVectorTexture(motionVectorTexture->texture);
2369#ifdef QSSG_OIT_USE_BUFFERS
2370 shaders.setOITImages((QRhiTexture*)inRenderProperties.getOitRenderContextConst().aBuffer,
2371 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().auxBuffer,
2372 (QRhiTexture*)inRenderProperties.getOitRenderContextConst().counterBuffer);
2373 if (inRenderProperties.getOitRenderContextConst().aBuffer) {
2375 const QSSGRhiRenderableTexture *abuf = inRenderProperties.getRenderResult(QSSGRenderResult::Key::ABufferImage);
2376 const QSSGRhiRenderableTexture *aux = inRenderProperties.getRenderResult(QSSGRenderResult::Key::AuxiliaryImage);
2377 const QSSGRhiRenderableTexture *counter = inRenderProperties.getRenderResult(QSSGRenderResult::Key::CounterImage);
2378 shaders.setOITImages(abuf->texture, aux->texture, counter->texture);
2379 if (abuf->texture) {
2381 int abufWidth = RenderHelpers::rhiCalculateABufferSize(inRenderProperties.layer.oitNodeCount);
2382 int listNodeCount = abufWidth * abufWidth;
2383 shaders.setUniform(ubufData,
"qt_ABufImageWidth", &abufWidth,
sizeof(
int), &cui.abufImageWidth);
2384 shaders.setUniform(ubufData,
"qt_listNodeCount", &listNodeCount,
sizeof(
int), &cui.listNodeCount);
2385 int viewSize[2] = {inRenderProperties.layerPrepResult.textureDimensions().width(), inRenderProperties.layerPrepResult.textureDimensions().height()};
2386 shaders.setUniform(ubufData,
"qt_viewSize", viewSize,
sizeof(
int) * 2, &cui.viewSize);
2387 int samples = inPipelineState->samples;
2388 shaders.setUniform(ubufData,
"qt_samples", &samples,
sizeof(
int), &cui.samples);
2391 QSSGRenderImageTexture resolvedLayerIbl;
2392 QSSGRenderTextureCoordOp hTile = QSSGRenderTextureCoordOp::ClampToEdge;
2393 QSSGRenderTextureCoordOp vTile = QSSGRenderTextureCoordOp::ClampToEdge;
2394 const QSSGRenderLayer &layer = QSSGLayerRenderData::getCurrent(*renderContext.renderer())->layer;
2395 if (layer.lightProbe) {
2396 resolvedLayerIbl = renderContext.bufferManager()->loadRenderImage(layer.lightProbe, QSSGBufferManager::MipModeBsdf);
2397 hTile = layer.lightProbe->m_horizontalTilingMode;
2398 vTile = layer.lightProbe->m_verticalTilingMode;
2399 }
else if (layer.skyMaterial && layer.skyMaterial->enableIBL) {
2400 resolvedLayerIbl = inRenderProperties.skyMaterialTexture;
2403 const auto &lightProbeData = layer.lightProbeSettings;
2406 QSSGRenderImage *materialIblProbe = materialAdapter->iblProbe();
2408 QSSGRenderImageTexture lightProbeTexture;
2409 if (materialIblProbe) {
2410 lightProbeTexture = renderContext.bufferManager()->loadRenderImage(materialIblProbe, QSSGBufferManager::MipModeBsdf);
2411 hTile = materialIblProbe->m_horizontalTilingMode;
2412 vTile = materialIblProbe->m_verticalTilingMode;
2413 }
else if (resolvedLayerIbl.m_texture) {
2414 lightProbeTexture = resolvedLayerIbl;
2417 if (lightProbeTexture.m_texture) {
2418 const int maxMipLevel = lightProbeTexture.m_mipmapCount - 1;
2420 if (!materialIblProbe && !lightProbeData.probeOrientation.isIdentity()) {
2421 shaders.setUniform(ubufData,
"qt_lightProbeOrientation",
2422 lightProbeData.probeOrientation.constData(),
2423 12 *
sizeof(
float), &cui.lightProbeOrientationIdx,
2424 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2427 const float props[4] = { 0.0f,
float(maxMipLevel), lightProbeData.probeHorizon, lightProbeData.probeExposure };
2428 shaders.setUniform(ubufData,
"qt_lightProbeProperties", props, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2430 shaders.setLightProbeTexture(lightProbeTexture.m_texture, hTile, vTile);
2433 const float emptyProps[4] = { 0.0f, 0.0f, -1.0f, 0.0f };
2434 shaders.setUniform(ubufData,
"qt_lightProbeProperties", emptyProps, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2436 shaders.setLightProbeTexture(
nullptr);
2439 if (receivesReflections && reflectionProbe.enabled) {
2440 shaders.setUniform(ubufData,
"qt_reflectionProbeCubeMapCenter", &reflectionProbe.probeCubeMapCenter, 3 *
sizeof(
float), &cui.reflectionProbeCubeMapCenter);
2441 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMin", &reflectionProbe.probeBoxMin, 3 *
sizeof(
float), &cui.reflectionProbeBoxMin);
2442 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMax", &reflectionProbe.probeBoxMax, 3 *
sizeof(
float), &cui.reflectionProbeBoxMax);
2443 shaders.setUniform(ubufData,
"qt_reflectionProbeCorrection", &reflectionProbe.parallaxCorrection,
sizeof(
int), &cui.reflectionProbeCorrection);
2446 const QVector3D emissiveColor = materialAdapter->emissiveColor();
2447 shaders.setUniform(ubufData,
"qt_material_emissive_color", &emissiveColor, 3 *
sizeof(
float), &cui.material_emissiveColorIdx);
2449 const auto qMix = [](
float x,
float y,
float a) {
2450 return (x * (1.0f - a) + (y * a));
2453 const auto qMix3 = [&qMix](
const QVector3D &x,
const QVector3D &y,
float a) {
2454 return QVector3D{qMix(x.x(), y.x(), a), qMix(x.y(), y.y(), a), qMix(x.z(), y.z(), a)};
2457 const QVector4D color = materialAdapter->color();
2458 const QVector3D materialSpecularTint = materialAdapter->specularTint();
2459 const QVector3D specularTint = materialAdapter->isPrincipled() ? qMix3(QVector3D(1.0f, 1.0f, 1.0f), color.toVector3D(), materialSpecularTint.x())
2460 : materialSpecularTint;
2461 shaders.setUniform(ubufData,
"qt_material_base_color", &color, 4 *
sizeof(
float), &cui.material_baseColorIdx);
2463 const float ior = materialAdapter->ior();
2464 QVector4D specularColor(specularTint, ior);
2465 shaders.setUniform(ubufData,
"qt_material_specular", &specularColor, 4 *
sizeof(
float), &cui.material_specularIdx);
2467 const bool hasLighting = materialAdapter->hasLighting();
2468 shaders.setLightsEnabled(hasLighting);
2470 const float lightAndShadowCounts[4] = {
2472 float(directionalLightCount),
2474 float(directionalShadowCount)
2476 shaders.setUniform(ubufData,
"qt_lightAndShadowCounts", &lightAndShadowCounts, 4 *
sizeof(
float), &cui.lightAndShadowCountsIdx);
2478 const size_t lightDataSize = lightCount *
sizeof(QSSGShaderLightData);
2479 const size_t directionalLightDataSize = directionalLightCount *
sizeof(QSSGShaderDirectionalLightData);
2481 memcpy(ubufData + shaders.ub0LightDataOffset(), &lightsUniformData, lightDataSize);
2482 memcpy(ubufData + shaders.ub0DirectionalLightDataOffset(), &directionalLightsUniformData, directionalLightDataSize);
2485 shaders.setUniform(ubufData,
"qt_light_ambient_total", &theLightAmbientTotal, 3 *
sizeof(
float), &cui.light_ambient_totalIdx);
2487 const float materialProperties[4] = {
2488 materialAdapter->specularAmount(),
2489 materialAdapter->specularRoughness(),
2490 materialAdapter->metalnessAmount(),
2493 shaders.setUniform(ubufData,
"qt_material_properties", materialProperties, 4 *
sizeof(
float), &cui.material_propertiesIdx);
2495 const float materialProperties2[4] = {
2496 materialAdapter->fresnelPower(),
2497 materialAdapter->bumpAmount(),
2498 materialAdapter->translucentFallOff(),
2499 materialAdapter->diffuseLightWrap()
2501 shaders.setUniform(ubufData,
"qt_material_properties2", materialProperties2, 4 *
sizeof(
float), &cui.material_properties2Idx);
2503 const float materialProperties3[4] = {
2504 materialAdapter->occlusionAmount(),
2505 materialAdapter->alphaCutOff(),
2506 materialAdapter->clearcoatAmount(),
2507 materialAdapter->clearcoatRoughnessAmount()
2509 shaders.setUniform(ubufData,
"qt_material_properties3", materialProperties3, 4 *
sizeof(
float), &cui.material_properties3Idx);
2511 const float materialProperties4[4] = {
2512 materialAdapter->heightAmount(),
2513 materialAdapter->minHeightSamples(),
2514 materialAdapter->maxHeightSamples(),
2515 materialAdapter->transmissionFactor()
2517 shaders.setUniform(ubufData,
"qt_material_properties4", materialProperties4, 4 *
sizeof(
float), &cui.material_properties4Idx);
2519 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
2520 if (!hasCustomFrag) {
2521 if (inProperties.m_fresnelScaleBiasEnabled.getValue(inKey) || inProperties.m_clearcoatFresnelScaleBiasEnabled.getValue(inKey)) {
2522 const float materialProperties5[4] = {
2523 materialAdapter->fresnelScale(),
2524 materialAdapter->fresnelBias(),
2525 materialAdapter->clearcoatFresnelScale(),
2526 materialAdapter->clearcoatFresnelBias()
2528 shaders.setUniform(ubufData,
"qt_material_properties5", materialProperties5, 4 *
sizeof(
float), &cui.material_properties5Idx);
2531 const float material_clearcoat_normal_strength = materialAdapter->clearcoatNormalStrength();
2532 shaders.setUniform(ubufData,
"qt_material_clearcoat_normal_strength", &material_clearcoat_normal_strength,
sizeof(
float), &cui.clearcoatNormalStrengthIdx);
2534 const float material_clearcoat_fresnel_power = materialAdapter->clearcoatFresnelPower();
2535 shaders.setUniform(ubufData,
"qt_material_clearcoat_fresnel_power", &material_clearcoat_fresnel_power,
sizeof(
float), &cui.clearcoatFresnelPowerIdx);
2537 if (materialAdapter->isTransmissionEnabled()) {
2538 const QVector4D attenuationProperties(materialAdapter->attenuationColor(), materialAdapter->attenuationDistance());
2539 shaders.setUniform(ubufData,
"qt_material_attenuation", &attenuationProperties, 4 *
sizeof(
float), &cui.material_attenuationIdx);
2541 const float thickness = materialAdapter->thicknessFactor();
2542 shaders.setUniform(ubufData,
"qt_material_thickness", &thickness,
sizeof(
float), &cui.thicknessFactorIdx);
2546 const float rhiProperties[4] = {
2547 globalRenderData.isYUpInFramebuffer ? 1.0f : -1.0f,
2548 globalRenderData.isYUpInNDC ? 1.0f : -1.0f,
2549 globalRenderData.isClipDepthZeroToOne ? 0.0f : -1.0f,
2552 shaders.setUniform(ubufData,
"qt_rhi_properties", rhiProperties, 4 *
sizeof(
float), &cui.rhiPropertiesIdx);
2554 qsizetype imageIdx = 0;
2555 for (QSSGRenderableImage *theImage = inFirstImage; theImage; theImage = theImage->m_nextImage, ++imageIdx) {
2557 const auto &names = imageStringTable[
int(theImage->m_mapType)];
2558 if (imageIdx == cui.imageIndices.size())
2559 cui.imageIndices.append(QSSGRhiShaderPipeline::CommonUniformIndices::ImageIndices());
2560 auto &indices = cui.imageIndices[imageIdx];
2562 const QMatrix4x4 &textureTransform = theImage->m_imageNode.m_textureTransform;
2565 const float *dataPtr(textureTransform.constData());
2569 const float offsets[3] = { dataPtr[12], dataPtr[13], 0.0f };
2570 shaders.setUniform(ubufData, names.imageOffsets, offsets,
sizeof(offsets), &indices.imageOffsetsUniformIndex);
2572 const float rotations[4] = { dataPtr[0], dataPtr[4], dataPtr[1], dataPtr[5] };
2573 shaders.setUniform(ubufData, names.imageRotations, rotations,
sizeof(rotations), &indices.imageRotationsUniformIndex);
2576 if (shadowDepthAdjust)
2577 shaders.setUniform(ubufData,
"qt_shadowDepthAdjust", shadowDepthAdjust, 2 *
sizeof(
float), &cui.shadowDepthAdjustIdx);
2579 const bool usesPointsTopology = inProperties.m_usesPointsTopology.getValue(inKey);
2580 if (usesPointsTopology) {
2581 const float pointSize = materialAdapter->pointSize();
2582 shaders.setUniform(ubufData,
"qt_materialPointSize", &pointSize,
sizeof(
float), &cui.pointSizeIdx);
2589 if (inRenderProperties.layer.fog.enabled) {
2590 const float fogColor[4] = {
2591 inRenderProperties.layer.fog.color.x(),
2592 inRenderProperties.layer.fog.color.y(),
2593 inRenderProperties.layer.fog.color.z(),
2594 inRenderProperties.layer.fog.density
2596 shaders.setUniform(ubufData,
"qt_fogColor", fogColor, 4 *
sizeof(
float), &cui.fogColorIdx);
2597 const float fogDepthProperties[4] = {
2598 inRenderProperties.layer.fog.depthBegin,
2599 inRenderProperties.layer.fog.depthEnd,
2600 inRenderProperties.layer.fog.depthCurve,
2601 inRenderProperties.layer.fog.depthEnabled ? 1.0f : 0.0f
2603 shaders.setUniform(ubufData,
"qt_fogDepthProperties", fogDepthProperties, 4 *
sizeof(
float), &cui.fogDepthPropertiesIdx);
2604 const float fogHeightProperties[4] = {
2605 inRenderProperties.layer.fog.heightMin,
2606 inRenderProperties.layer.fog.heightMax,
2607 inRenderProperties.layer.fog.heightCurve,
2608 inRenderProperties.layer.fog.heightEnabled ? 1.0f : 0.0f
2610 shaders.setUniform(ubufData,
"qt_fogHeightProperties", fogHeightProperties, 4 *
sizeof(
float), &cui.fogHeightPropertiesIdx);
2611 const float fogTransmitProperties[4] = {
2612 inRenderProperties.layer.fog.transmitCurve,
2615 inRenderProperties.layer.fog.transmitEnabled ? 1.0f : 0.0f
2617 shaders.setUniform(ubufData,
"qt_fogTransmitProperties", fogTransmitProperties, 4 *
sizeof(
float), &cui.fogTransmitPropertiesIdx);
2620 inPipelineState->lineWidth = materialAdapter->lineWidth();