765 QSSGMaterialVertexPipeline &vertexShader,
766 const QSSGShaderDefaultMaterialKey &inKey,
767 const QSSGShaderDefaultMaterialKeyProperties &keyProps,
768 const QSSGShaderFeatures &featureSet,
769 const QSSGRenderGraphObject &inMaterial,
770 QSSGShaderLibraryManager &shaderLibraryManager)
772 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
773 auto hasCustomFunction = [&shaderLibraryManager, materialAdapter](
const QByteArray &funcName) {
774 return materialAdapter->hasCustomShaderFunction(QSSGShaderCache::ShaderType::Fragment,
776 shaderLibraryManager);
779 auto channelStr = [](
const QSSGShaderKeyTextureChannel &chProp,
const QSSGShaderDefaultMaterialKey &inKey) -> QByteArray {
781 switch (chProp.getTextureChannel(inKey)) {
782 case QSSGShaderKeyTextureChannel::R:
785 case QSSGShaderKeyTextureChannel::G:
788 case QSSGShaderKeyTextureChannel::B:
791 case QSSGShaderKeyTextureChannel::A:
798 auto maskVariableByVertexColorChannel = [&fragmentShader, keyProps, inKey](
const QByteArray &maskVariable,
const QSSGRenderDefaultMaterial::VertexColorMask &maskEnum ){
799 if (keyProps.m_vertexColorsMaskEnabled.getValue(inKey)) {
800 if ( keyProps.m_vertexColorRedMask.getValue(inKey) & maskEnum )
801 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.r;\n";
802 else if ( keyProps.m_vertexColorGreenMask.getValue(inKey) & maskEnum )
803 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.g;\n";
804 else if ( keyProps.m_vertexColorBlueMask.getValue(inKey) & maskEnum )
805 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.b;\n";
806 else if ( keyProps.m_vertexColorAlphaMask.getValue(inKey) & maskEnum )
807 fragmentShader <<
" " << maskVariable <<
" *= qt_vertColorMask.a;\n";
811 generateFragmentDefines(fragmentShader, inKey, keyProps, materialAdapter, shaderLibraryManager);
818 const bool hasCustomVert = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Vertex);
820 const int viewCount = featureSet.isSet(QSSGShaderFeatures::Feature::DisableMultiView)
821 ? 1 : keyProps.m_viewCount.getValue(inKey);
824 if (passRequirmentState.numMorphTargets > 0 || hasCustomVert) {
825 vertexShader.addDefinition(QByteArrayLiteral(
"QT_MORPH_MAX_COUNT"),
826 QByteArray::number(passRequirmentState.numMorphTargets));
828 if ((offset = keyProps.m_targetPositionOffset.getValue(inKey)) < UINT8_MAX) {
829 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_POSITION_OFFSET"),
830 QByteArray::number(offset));
832 if ((offset = keyProps.m_targetNormalOffset.getValue(inKey)) < UINT8_MAX) {
833 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_NORMAL_OFFSET"),
834 QByteArray::number(offset));
836 if ((offset = keyProps.m_targetTangentOffset.getValue(inKey)) < UINT8_MAX) {
837 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TANGENT_OFFSET"),
838 QByteArray::number(offset));
840 if ((offset = keyProps.m_targetBinormalOffset.getValue(inKey)) < UINT8_MAX) {
841 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_BINORMAL_OFFSET"),
842 QByteArray::number(offset));
844 if ((offset = keyProps.m_targetTexCoord0Offset.getValue(inKey)) < UINT8_MAX) {
845 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX0_OFFSET"),
846 QByteArray::number(offset));
848 if ((offset = keyProps.m_targetTexCoord1Offset.getValue(inKey)) < UINT8_MAX) {
849 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_TEX1_OFFSET"),
850 QByteArray::number(offset));
852 if ((offset = keyProps.m_targetColorOffset.getValue(inKey)) < UINT8_MAX) {
853 vertexShader.addDefinition(QByteArrayLiteral(
"QT_TARGET_COLOR_OFFSET"),
854 QByteArray::number(offset));
859 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
860 const bool usesSharedVar = materialAdapter->usesSharedVariables();
862 vertexShader.beginFragmentGeneration(shaderLibraryManager, passRequirmentState.oitMethod);
865 vertexShader.generateDepth();
866 fragmentShader.addUniform(
"qt_shadowDepthAdjust",
"vec2");
871 vertexShader.generateShadowWorldPosition(inKey);
874 if (hasCustomFrag && materialAdapter->isUnshaded()) {
888 fragmentShader.addUniform(
"qt_material_emissive_color",
"vec3");
890 fragmentShader.addUniform(
"qt_material_base_color",
"vec4");
891 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
892 fragmentShader.addUniform(
"qt_material_properties2",
"vec4");
893 fragmentShader.addUniform(
"qt_material_properties3",
"vec4");
895 fragmentShader.addUniform(
"qt_material_properties4",
"vec4");
896 if (!hasCustomFrag) {
898 fragmentShader.addUniform(
"qt_material_attenuation",
"vec4");
899 fragmentShader.addUniform(
"qt_material_thickness",
"float");
902 fragmentShader.addUniform(
"qt_material_properties5",
"vec4");
903 fragmentShader.addUniform(
"qt_material_clearcoat_normal_strength",
"float");
904 fragmentShader.addUniform(
"qt_material_clearcoat_fresnel_power",
"float");
908 vertexShader.generateVertexColor(inKey);
910 fragmentShader.append(
" vec4 qt_vertColorMask = vec4(1.0);");
911 fragmentShader.append(
" vec4 qt_vertColor = vec4(1.0);");
915 vertexShader.generateViewVector(inKey);
916 if (keyProps.m_usesProjectionMatrix.getValue(inKey)) {
918 fragmentShader.addUniformArray(
"qt_projectionMatrix",
"mat4", viewCount);
920 fragmentShader.addUniform(
"qt_projectionMatrix",
"mat4");
922 if (keyProps.m_usesInverseProjectionMatrix.getValue(inKey)) {
924 fragmentShader.addUniformArray(
"qt_inverseProjectionMatrix",
"mat4", viewCount);
926 fragmentShader.addUniform(
"qt_inverseProjectionMatrix",
"mat4");
928 vertexShader.generateWorldNormal(inKey);
929 vertexShader.generateWorldPosition(inKey);
932 bool genTangent =
false;
933 bool genBinormal =
false;
934 vertexShader.generateVarTangentAndBinormal(inKey, genTangent, genBinormal);
937 QSSGRenderableImage::Type id = QSSGRenderableImage::Type::Unknown;
942 id = samplerState.hasImage(QSSGRenderableImage::Type::Bump) ? QSSGRenderableImage::Type::Bump : QSSGRenderableImage::Type::Normal;
943 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
945 id = QSSGRenderableImage::Type::ClearcoatNormal;
948 if (id > QSSGRenderableImage::Type::Unknown) {
949 samplerState.generateImageUVAndSampler(id, vertexShader, fragmentShader, inKey,
true);
950 fragmentShader <<
" vec2 dUVdx = dFdx(" << samplerState.fragCoordsName(id) <<
");\n"
951 <<
" vec2 dUVdy = dFdy(" << samplerState.fragCoordsName(id) <<
");\n";
952 fragmentShader <<
" qt_tangent = (dUVdy.y * dFdx(qt_varWorldPos) - dUVdx.y * dFdy(qt_varWorldPos)) / (dUVdx.x * dUVdy.y - dUVdx.y * dUVdy.x);\n"
953 <<
" qt_tangent = qt_tangent - dot(qt_world_normal, qt_tangent) * qt_world_normal;\n"
954 <<
" qt_tangent = normalize(qt_tangent);\n";
958 fragmentShader <<
" qt_binormal = cross(qt_world_normal, qt_tangent);\n";
962 fragmentShader.append(
"#if QSHADER_HLSL && QSHADER_VIEW_COUNT >= 2");
963 fragmentShader.append(
" const float qt_facing = 1.0;");
964 fragmentShader.append(
"#else");
965 fragmentShader.append(
" const float qt_facing = gl_FrontFacing ? 1.0 : -1.0;");
966 fragmentShader.append(
"#endif");
967 fragmentShader.append(
" qt_world_normal *= qt_facing;\n");
969 fragmentShader.append(
" qt_tangent *= qt_facing;");
970 fragmentShader.append(
" qt_binormal *= qt_facing;");
981 fragmentShader <<
" float qt_customOcclusionAmount = 1.0;\n";
982 fragmentShader <<
" float qt_customIOR = 1.5;\n";
983 fragmentShader <<
" float qt_customSpecularAmount = 0.5;\n";
984 fragmentShader <<
" float qt_customSpecularRoughness = 0.0;\n";
985 fragmentShader <<
" float qt_customMetalnessAmount = 0.0;\n";
986 fragmentShader <<
" float qt_customFresnelPower = 5.0;\n";
987 fragmentShader <<
" vec4 qt_customBaseColor = vec4(1.0);\n";
988 fragmentShader <<
" vec3 qt_customEmissiveColor = vec3(0.0);\n";
990 fragmentShader <<
" float qt_customClearcoatAmount = 0.0;\n";
991 fragmentShader <<
" float qt_customClearcoatFresnelPower = 5.0;\n";
992 fragmentShader <<
" float qt_customClearcoatRoughness = 0.0;\n";
993 fragmentShader <<
" vec3 qt_customClearcoatNormal = qt_world_normal;\n";
995 fragmentShader <<
" float qt_customClearcoatFresnelScale = 1.0;\n";
996 fragmentShader <<
" float qt_customClearcoatFresnelBias = 0.0;\n";
1000 fragmentShader <<
" float qt_customFresnelScale = 1.0;\n";
1001 fragmentShader <<
" float qt_customFresnelBias = 0.0;\n";
1005 fragmentShader <<
" float qt_customTransmissionFactor = 0.0;\n";
1006 fragmentShader <<
" float qt_customThicknessFactor = 0.0;\n";
1007 fragmentShader <<
" vec3 qt_customAttenuationColor = vec3(1.0);\n";
1008 fragmentShader <<
" float qt_customAttenuationDistance = 0.0;\n";
1011 fragmentShader <<
" QT_SHARED_VARS qt_customShared;\n";
1014 vertexShader.generateUVCoords(0, inKey);
1015 vertexShader.generateUVCoords(1, inKey);
1017 fragmentShader <<
" qt_customMain(qt_customBaseColor,\n"
1018 <<
" qt_customEmissiveColor,\n"
1019 <<
" qt_customMetalnessAmount,\n"
1020 <<
" qt_customSpecularRoughness,\n"
1021 <<
" qt_customSpecularAmount,\n"
1022 <<
" qt_customFresnelPower,\n"
1023 <<
" qt_world_normal,\n"
1025 <<
" qt_binormal,\n"
1026 <<
" qt_texCoord0,\n"
1027 <<
" qt_texCoord1,\n"
1028 <<
" qt_view_vector,\n"
1029 <<
" qt_customIOR,\n"
1030 <<
" qt_customOcclusionAmount";
1032 fragmentShader <<
",\n qt_customClearcoatAmount,\n"
1033 <<
" qt_customClearcoatFresnelPower,\n"
1034 <<
" qt_customClearcoatRoughness,\n"
1035 <<
" qt_customClearcoatNormal";
1037 fragmentShader <<
",\n qt_customClearcoatFresnelScale,\n"
1038 <<
" qt_customClearcoatFresnelBias";
1042 fragmentShader <<
",\n qt_customFresnelScale,\n"
1043 <<
" qt_customFresnelBias";
1046 fragmentShader <<
",\n qt_customTransmissionFactor,\n"
1047 <<
" qt_customThicknessFactor,\n"
1048 <<
" qt_customAttenuationColor,\n"
1049 <<
" qt_customAttenuationDistance";
1052 fragmentShader <<
"\n, qt_customShared);\n";
1054 fragmentShader <<
");\n";
1056 fragmentShader <<
" vec4 qt_diffuseColor = qt_customBaseColor * qt_vertColor;\n";
1057 fragmentShader <<
" vec3 qt_global_emission = qt_customEmissiveColor;\n";
1058 fragmentShader <<
" float qt_iOR = qt_customIOR;\n";
1060 fragmentShader <<
" vec4 qt_diffuseColor = qt_material_base_color * qt_vertColor;\n";
1061 fragmentShader <<
" vec3 qt_global_emission = qt_material_emissive_color;\n";
1063 fragmentShader <<
" float qt_iOR = qt_material_specular.w;\n";
1066 const bool hasCustomIblProbe = hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_iblProbeProcessor"));
1073 vertexShader.generateLightmapUVCoords(inKey);
1074 fragmentShader.addFunction(
"lightmap");
1083 fragmentShader.addInclude(
"parallaxMapping.glsllib");
1084 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Height, vertexShader, fragmentShader, inKey,
true);
1085 fragmentShader <<
" float qt_heightAmount = qt_material_properties4.x;\n";
1086 maskVariableByVertexColorChannel(
"qt_heightAmount", QSSGRenderDefaultMaterial::HeightAmountMask );
1087 fragmentShader <<
" qt_texCoord0 = qt_parallaxMapping(" << samplerState.fragCoordsName(QSSGRenderableImage::Type::Height) <<
",\n"
1088 <<
" " << samplerState.samplerName(QSSGRenderableImage::Type::Height) <<
",\n"
1090 <<
" qt_binormal,\n"
1091 <<
" qt_world_normal,\n"
1092 <<
" qt_varWorldPos, \n"
1093 <<
"#if QSHADER_VIEW_COUNT >= 2\n"
1094 <<
" qt_cameraPosition[qt_viewIndex],\n"
1096 <<
" qt_cameraPosition,\n"
1098 <<
" qt_heightAmount,\n"
1099 <<
" qt_material_properties4.y,\n"
1100 <<
" qt_material_properties4.z);\n";
1105 addLocalVariable(fragmentShader,
"qt_clearcoatNormal",
"vec3");
1110 if (hasCustomFrag) {
1111 fragmentShader <<
" qt_clearcoatNormal = qt_customClearcoatNormal;\n";
1113 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatNormal)) {
1114 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatNormal, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1115 fragmentShader.addFunction(
"sampleNormalTexture");
1116 fragmentShader <<
" float qt_clearcoat_normal_strength = qt_material_clearcoat_normal_strength;\n";
1117 maskVariableByVertexColorChannel(
"qt_clearcoat_normal_strength", QSSGRenderDefaultMaterial::ClearcoatNormalStrengthMask );
1118 fragmentShader <<
" qt_clearcoatNormal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatNormal)
1119 <<
", qt_clearcoat_normal_strength, "
1120 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatNormal)
1121 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1125 fragmentShader <<
" qt_clearcoatNormal = qt_world_normal;\n";
1132 if (samplerState.hasImage(QSSGRenderableImage::Type::Bump)) {
1133 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Bump, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1134 fragmentShader.append(
" float qt_bumpAmount = qt_material_properties2.y;\n");
1135 maskVariableByVertexColorChannel(
"qt_bumpAmount", QSSGRenderDefaultMaterial::NormalStrengthMask );
1136 fragmentShader.addInclude(
"defaultMaterialBumpNoLod.glsllib");
1137 fragmentShader <<
" qt_world_normal = qt_defaultMaterialBumpNoLod("
1138 << samplerState.samplerName(QSSGRenderableImage::Type::Bump)
1139 <<
", qt_bumpAmount, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Bump)
1140 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1141 }
else if (samplerState.hasImage(QSSGRenderableImage::Type::Normal)) {
1142 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Normal, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1143 fragmentShader.append(
" float qt_normalStrength = qt_material_properties2.y;\n");
1144 maskVariableByVertexColorChannel(
"qt_normalStrength", QSSGRenderDefaultMaterial::NormalStrengthMask );
1145 fragmentShader.addFunction(
"sampleNormalTexture");
1146 fragmentShader <<
" qt_world_normal = qt_sampleNormalTexture(" << samplerState.samplerName(QSSGRenderableImage::Type::Normal)
1147 <<
", qt_normalStrength, " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Normal)
1148 <<
", qt_tangent, qt_binormal, qt_world_normal);\n";
1156 fragmentShader.append(
" vec3 tmp_light_color;");
1160 fragmentShader.append(
" vec3 qt_specularBase;");
1161 fragmentShader.addUniform(
"qt_material_specular",
"vec4");
1163 fragmentShader.append(
" vec3 qt_specularTint = vec3(1.0);");
1165 fragmentShader.append(
" vec3 qt_specularTint = qt_material_specular.rgb;");
1169 if ((samplerState.hasImage(QSSGRenderableImage::Type::BaseColor) || samplerState.hasImage(QSSGRenderableImage::Type::Diffuse)) && passRequirmentState.needsBaseColor) {
1172 QSSGRenderableImage::Type baseImageType = QSSGRenderableImage::Type::Unknown;
1173 if (samplerState.hasImage(QSSGRenderableImage::Type::BaseColor))
1174 baseImageType = QSSGRenderableImage::Type::BaseColor;
1175 else if (samplerState.hasImage(QSSGRenderableImage::Type::Diffuse))
1176 baseImageType = QSSGRenderableImage::Type::Diffuse;
1179 samplerState.generateImageUVAndSampler(baseImageType, vertexShader, fragmentShader, inKey, passRequirmentState
.hasParallaxMapping);
1181 if (keyProps.m_baseColorSingleChannelEnabled.getValue(inKey)) {
1182 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::BaseColorChannel];
1183 fragmentShader <<
" vec4 qt_base_texture_color = vec4(vec3(texture2D(" << samplerState.samplerName(baseImageType)
1184 <<
", " << samplerState.fragCoordsName(baseImageType) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1186 fragmentShader <<
" vec4 qt_base_texture_color = texture2D(" << samplerState.samplerName(baseImageType)
1187 <<
", " << samplerState.fragCoordsName(baseImageType) <<
");\n";
1189 if (!keyProps.m_imageMaps[QSSGShaderDefaultMaterialKeyProperties::BaseColorMap].isLinear(inKey)) {
1191 fragmentShader.addInclude(
"tonemapping.glsllib");
1192 fragmentShader <<
" qt_base_texture_color = qt_sRGBToLinear(qt_base_texture_color);\n";
1194 fragmentShader <<
" qt_diffuseColor *= qt_base_texture_color;\n";
1198 if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Mask) {
1202 fragmentShader <<
" if (qt_diffuseColor.a < qt_material_properties3.y) {\n"
1203 <<
" qt_diffuseColor = vec4(0.0);\n"
1206 <<
" qt_diffuseColor.a = 1.0;\n"
1208 }
else if (keyProps.m_alphaMode.getAlphaMode(inKey) == QSSGRenderDefaultMaterial::MaterialAlphaMode::Opaque) {
1209 fragmentShader <<
" qt_diffuseColor.a = 1.0;\n";
1213 if (samplerState.hasImage(QSSGRenderableImage::Type::Opacity)) {
1214 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Opacity, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1215 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OpacityChannel];
1216 fragmentShader <<
" float qt_opacity_map_value = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Opacity)
1217 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Opacity) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1218 if (keyProps.m_invertOpacityMapValue.getValue(inKey))
1219 fragmentShader <<
" qt_opacity_map_value = 1.0 - qt_opacity_map_value;\n";
1220 fragmentShader <<
" qt_objectOpacity *= qt_opacity_map_value;\n";
1225 addLocalVariable(fragmentShader,
"qt_aoFactor",
"float");
1228 fragmentShader.addInclude(
"ssao.glsllib");
1229 fragmentShader.append(
" qt_aoFactor = qt_screenSpaceAmbientOcclusionFactor();");
1231 fragmentShader.append(
" qt_aoFactor = 1.0;");
1235 fragmentShader <<
" qt_aoFactor *= qt_customOcclusionAmount;\n";
1241 fragmentShader <<
" float qt_roughnessAmount = qt_customSpecularRoughness;\n";
1243 fragmentShader <<
" float qt_roughnessAmount = qt_material_properties.y;\n";
1245 maskVariableByVertexColorChannel(
"qt_roughnessAmount", QSSGRenderDefaultMaterial::RoughnessMask );
1247 if (samplerState.hasImage(QSSGRenderableImage::Type::Roughness)) {
1248 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Roughness, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1249 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::RoughnessChannel];
1250 fragmentShader <<
" qt_roughnessAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Roughness) <<
", "
1251 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Roughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1256 fragmentShader <<
" qt_roughnessAmount = clamp(1.0 - qt_roughnessAmount, 0.0, 1.0);\n";
1262 fragmentShader <<
" float qt_metalnessAmount = qt_customMetalnessAmount;\n";
1264 fragmentShader <<
" float qt_metalnessAmount = qt_material_properties.z;\n";
1266 fragmentShader <<
" float qt_metalnessAmount = 0.0;\n";
1268 maskVariableByVertexColorChannel(
"qt_metalnessAmount", QSSGRenderDefaultMaterial::MetalnessMask );
1270 if (passRequirmentState.hasSpecularLight && samplerState.hasImage(QSSGRenderableImage::Type::Metalness)) {
1271 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::MetalnessChannel];
1272 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Metalness, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1273 fragmentShader <<
" float qt_sampledMetalness = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Metalness) <<
", "
1274 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Metalness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1275 fragmentShader <<
" qt_metalnessAmount = clamp(qt_metalnessAmount * qt_sampledMetalness, 0.0, 1.0);\n";
1281 fragmentShader <<
" if ((qt_diffuseColor.a * qt_objectOpacity) < 1.0)\n";
1282 fragmentShader <<
" discard;\n";
1288 vertexShader.generateViewVector(inKey);
1289 fragmentShader.addUniform(
"qt_material_properties",
"vec4");
1292 fragmentShader <<
" qt_specularBase = vec3(1.0);\n";
1294 fragmentShader <<
" qt_specularBase = qt_diffuseColor.rgb;\n";
1296 fragmentShader <<
" float qt_specularFactor = qt_customSpecularAmount;\n";
1298 fragmentShader <<
" float qt_specularFactor = qt_material_properties.x;\n";
1300 maskVariableByVertexColorChannel(
"qt_specularFactor", QSSGRenderDefaultMaterial::SpecularAmountMask );
1303 fragmentShader.addUniform(
"qt_light_ambient_total",
"vec3");
1305 fragmentShader.append(
" vec4 global_diffuse_light = vec4(0.0);");
1308 fragmentShader <<
" global_diffuse_light.rgb = qt_lightmap_color(qt_texCoordLightmap) * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb;\n";
1310 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_ambientLightProcessor"))) {
1312 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");
1314 fragmentShader <<
", qt_customShared);\n";
1316 fragmentShader <<
");\n";
1318 fragmentShader.append(
" global_diffuse_light = vec4(qt_light_ambient_total.rgb * (1.0 - qt_metalnessAmount) * qt_diffuseColor.rgb, 0.0);");
1322 fragmentShader.append(
" vec3 global_specular_light = vec3(0.0);");
1326 if (samplerState.hasImage(QSSGRenderableImage::Type::SpecularAmountMap)) {
1327 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::SpecularAmountMap, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1329 if (keyProps.m_specularSingleChannelEnabled.getValue(inKey)) {
1330 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::SpecularAmountChannel];
1331 fragmentShader <<
" vec4 qt_specular_amount_map = vec4(vec3(texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1332 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
")" << channelStr(channelProps, inKey) <<
"), 1.0f);\n";
1334 fragmentShader <<
" vec4 qt_specular_amount_map = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::SpecularAmountMap)
1335 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::SpecularAmountMap) <<
");\n";
1337 fragmentShader <<
" qt_specularBase *= qt_sRGBToLinear(qt_specular_amount_map).rgb;\n";
1342 fragmentShader <<
" qt_specularTint *= qt_specularBase;\n";
1343 fragmentShader <<
" vec3 qt_specularAmount = vec3(1.0);\n";
1345 fragmentShader <<
" vec3 qt_specularAmount = qt_specularBase * vec3(qt_metalnessAmount + qt_specularFactor * (1.0 - qt_metalnessAmount));\n";
1349 if (samplerState.hasImage(QSSGRenderableImage::Type::Translucency)) {
1350 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Translucency, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1351 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TranslucencyChannel];
1352 fragmentShader <<
" float qt_translucent_depth_range = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Translucency)
1353 <<
", " << samplerState.fragCoordsName(QSSGRenderableImage::Type::Translucency) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1354 fragmentShader <<
" float qt_translucent_thickness = qt_translucent_depth_range * qt_translucent_depth_range;\n";
1355 fragmentShader <<
" float qt_translucent_thickness_exp = exp(qt_translucent_thickness * qt_material_properties2.z);\n";
1359 if (samplerState.hasImage(QSSGRenderableImage::Type::Occlusion)) {
1360 addLocalVariable(fragmentShader,
"qt_ao",
"float");
1361 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Occlusion, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1362 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::OcclusionChannel];
1363 fragmentShader <<
" qt_ao = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Occlusion) <<
", "
1364 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Occlusion) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1365 fragmentShader <<
" qt_aoFactor *= qt_ao * qt_material_properties3.x;\n";
1366 maskVariableByVertexColorChannel(
"qt_aoFactor", QSSGRenderDefaultMaterial::OcclusionAmountMask );
1370 addLocalVariable(fragmentShader,
"qt_clearcoatAmount",
"float");
1371 addLocalVariable(fragmentShader,
"qt_clearcoatRoughness",
"float");
1372 addLocalVariable(fragmentShader,
"qt_clearcoatF0",
"vec3");
1373 addLocalVariable(fragmentShader,
"qt_clearcoatF90",
"vec3");
1374 addLocalVariable(fragmentShader,
"qt_global_clearcoat",
"vec3");
1377 fragmentShader <<
" qt_clearcoatAmount = qt_customClearcoatAmount;\n";
1379 fragmentShader <<
" qt_clearcoatAmount = qt_material_properties3.z;\n";
1380 maskVariableByVertexColorChannel(
"qt_clearcoatAmount", QSSGRenderDefaultMaterial::ClearcoatAmountMask );
1382 fragmentShader <<
" qt_clearcoatRoughness = qt_customClearcoatRoughness;\n";
1384 fragmentShader <<
" qt_clearcoatRoughness = qt_material_properties3.w;\n";
1385 maskVariableByVertexColorChannel(
"qt_clearcoatRoughness", QSSGRenderDefaultMaterial::ClearcoatRoughnessAmountMask );
1386 fragmentShader <<
" qt_clearcoatF0 = vec3(((1.0-qt_iOR) * (1.0-qt_iOR)) / ((1.0+qt_iOR) * (1.0+qt_iOR)));\n";
1387 fragmentShader <<
" qt_clearcoatF90 = vec3(1.0);\n";
1388 fragmentShader <<
" qt_global_clearcoat = vec3(0.0);\n";
1390 if (samplerState.hasImage(QSSGRenderableImage::Type::Clearcoat)) {
1391 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Clearcoat, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1392 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatChannel];
1393 fragmentShader <<
" qt_clearcoatAmount *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Clearcoat) <<
", "
1394 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Clearcoat) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1397 if (samplerState.hasImage(QSSGRenderableImage::Type::ClearcoatRoughness)) {
1398 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::ClearcoatRoughness, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1399 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessChannel];
1400 fragmentShader <<
" qt_clearcoatRoughness *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
", "
1401 << samplerState.fragCoordsName(QSSGRenderableImage::Type::ClearcoatRoughness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1402 fragmentShader <<
" qt_clearcoatRoughness = clamp(qt_clearcoatRoughness, 0.0, 1.0);\n";
1407 fragmentShader.addInclude(
"transmission.glsllib");
1408 addLocalVariable(fragmentShader,
"qt_transmissionFactor",
"float");
1409 addLocalVariable(fragmentShader,
"qt_global_transmission",
"vec3");
1411 addLocalVariable(fragmentShader,
"qt_thicknessFactor",
"float");
1412 addLocalVariable(fragmentShader,
"qt_attenuationColor",
"vec3");
1413 addLocalVariable(fragmentShader,
"qt_attenuationDistance",
"float");
1414 fragmentShader <<
" qt_global_transmission = vec3(0.0);\n";
1416 if (hasCustomFrag) {
1417 fragmentShader <<
" qt_transmissionFactor = qt_customTransmissionFactor;\n";
1418 fragmentShader <<
" qt_thicknessFactor = qt_customThicknessFactor;\n";
1419 fragmentShader <<
" qt_attenuationColor = qt_customAttenuationColor;\n";
1420 fragmentShader <<
" qt_attenuationDistance = qt_customAttenuationDistance;\n";
1422 fragmentShader <<
" qt_transmissionFactor = qt_material_properties4.w;\n";
1423 maskVariableByVertexColorChannel(
"qt_transmissionFactor", QSSGRenderDefaultMaterial::TransmissionFactorMask );
1425 if (samplerState.hasImage(QSSGRenderableImage::Type::Transmission)) {
1426 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Transmission, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1427 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::TransmissionChannel];
1428 fragmentShader <<
" qt_transmissionFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Transmission) <<
", "
1429 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Transmission) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1432 fragmentShader <<
" qt_thicknessFactor = qt_material_thickness;\n";
1433 maskVariableByVertexColorChannel(
"qt_thicknessFactor", QSSGRenderDefaultMaterial::ThicknessFactorMask );
1434 fragmentShader <<
" qt_attenuationColor = qt_material_attenuation.xyz;\n";
1435 fragmentShader <<
" qt_attenuationDistance = qt_material_attenuation.w;\n";
1437 if (samplerState.hasImage(QSSGRenderableImage::Type::Thickness)) {
1438 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Thickness, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1439 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::ThicknessChannel];
1440 fragmentShader <<
" qt_thicknessFactor *= texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Thickness) <<
", "
1441 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Thickness) <<
")" << channelStr(channelProps, inKey) <<
";\n";
1446 fragmentShader <<
" vec3 qt_f0 = vec3(1.0);\n";
1447 fragmentShader <<
" vec3 qt_f90 = vec3(1.0);\n";
1451 fragmentShader.addInclude(
"principledMaterialFresnel.glsllib");
1453 fragmentShader <<
" qt_f0 = qt_F0_ior(qt_iOR, qt_metalnessAmount, qt_diffuseColor.rgb);\n";
1455 fragmentShader <<
" const float qt_reflectance = max(max(qt_specularTint.r, qt_specularTint.g), qt_specularTint.b);\n";
1456 fragmentShader <<
" qt_f0 = qt_specularTint;\n";
1457 fragmentShader <<
" qt_specularTint = vec3(1.0);\n";
1458 fragmentShader <<
" qt_f90 = vec3(clamp(qt_reflectance * 50.0, 0.0, 1.0));\n";
1459 fragmentShader <<
" qt_diffuseColor.rgb *= (1 - qt_reflectance);\n";
1463 fragmentShader.append(
" vec3 vNormalWsDdx = dFdx(qt_world_normal.xyz);\n");
1464 fragmentShader.append(
" vec3 vNormalWsDdy = dFdy(qt_world_normal.xyz);\n");
1465 fragmentShader.append(
" float flGeometricRoughnessFactor = pow(clamp(max(dot(vNormalWsDdx, vNormalWsDdx), dot(vNormalWsDdy, vNormalWsDdy)), 0.0, 1.0), 0.333);\n");
1466 fragmentShader.append(
" qt_roughnessAmount = max(flGeometricRoughnessFactor, qt_roughnessAmount);\n");
1470 fragmentShader <<
" float qt_fresnelPower = qt_customFresnelPower;\n";
1472 fragmentShader <<
" float qt_fresnelPower = qt_material_properties2.x;\n";
1475 fragmentShader <<
" vec3 qt_principledMaterialFresnelValue = qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1477 if (hasCustomFrag) {
1478 fragmentShader <<
" float qt_fresnelScale = qt_customFresnelScale;\n";
1479 fragmentShader <<
" float qt_fresnelBias = qt_customFresnelBias;\n";
1481 fragmentShader <<
" float qt_fresnelScale = qt_material_properties5.x;\n";
1482 fragmentShader <<
" float qt_fresnelBias = qt_material_properties5.y;\n";
1484 fragmentShader <<
" qt_principledMaterialFresnelValue = clamp(vec3(qt_fresnelBias) + "
1485 <<
"qt_fresnelScale * qt_principledMaterialFresnelValue, 0.0, 1.0);\n";
1487 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnelValue;\n";
1491 fragmentShader <<
" qt_specularTint = mix(vec3(1.0), qt_specularTint, 1.0 - qt_metalnessAmount);\n";
1494 fragmentShader <<
" qt_specularAmount *= qt_principledMaterialFresnel(qt_world_normal, qt_view_vector, qt_f0, qt_roughnessAmount, qt_fresnelPower);\n";
1499 fragmentShader.addUniform(
"qt_lightAndShadowCounts",
"vec4");
1500 fragmentShader.addFunction(
"processPunctualLighting");
1501 fragmentShader <<
" qt_processPunctualLighting(global_diffuse_light.rgb,\n"
1502 <<
" global_specular_light.rgb,\n"
1503 <<
" qt_diffuseColor.rgb,\n"
1504 <<
" qt_world_normal.xyz,\n"
1505 <<
" qt_view_vector,\n"
1506 <<
"#if QSSG_ENABLE_SPECULAR\n"
1507 <<
" qt_specularAmount,\n"
1508 <<
" qt_specularTint,\n"
1509 <<
"#endif // QSSG_ENABLE_SPECULAR\n"
1510 <<
" qt_roughnessAmount,\n"
1511 <<
" qt_metalnessAmount,\n"
1512 <<
"#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"
1513 <<
" qt_customBaseColor,\n"
1514 <<
"#endif // QSSG_CUSTOM_MATERIAL_*\n"
1515 <<
"#if QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1516 <<
" qt_customSpecularAmount,\n"
1517 <<
"#endif // QSSG_CUSTOM_MATERIAL_SPECULAR_PROCESSOR\n"
1518 <<
"#if QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1519 <<
" qt_customShared,\n"
1520 <<
"#endif // QSSG_CUSTOM_MATERIAL_SHARED_VARIABLES\n"
1521 <<
"#if QSSG_ENABLE_CLEARCOAT\n"
1522 <<
" qt_global_clearcoat,\n"
1523 <<
" qt_clearcoatNormal,\n"
1524 <<
" qt_clearcoatRoughness,\n"
1525 <<
" qt_clearcoatF0,\n"
1526 <<
" qt_clearcoatF90,\n"
1527 <<
"#endif // QSSG_ENABLE_CLEARCOAT\n"
1528 <<
"#if QSSG_ENABLE_TRANSMISSION\n"
1529 <<
" qt_global_transmission,\n"
1530 <<
" qt_thicknessFactor,\n"
1532 <<
" qt_transmissionFactor,\n"
1533 <<
" qt_attenuationColor,\n"
1534 <<
" qt_attenuationDistance,\n"
1535 <<
"#endif // QSSG_ENABLE_TRANSMISSION\n"
1543 fragmentShader <<
" global_diffuse_light = vec4(global_diffuse_light.rgb * qt_aoFactor, qt_objectOpacity * qt_diffuseColor.a);\n";
1546 vertexShader.generateWorldNormal(inKey);
1547 fragmentShader.addInclude(
"sampleReflectionProbe.glsllib");
1551 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1553 fragmentShader <<
" global_diffuse_light.rgb += qt_diffuseColor.rgb * qt_sampleDiffuseReflection(qt_reflectionMap, qt_world_normal).rgb;\n";
1558 fragmentShader <<
" global_specular_light += qt_specularTint * qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1560 fragmentShader <<
" global_specular_light += qt_specularAmount * qt_specularTint * qt_sampleGlossyReflection(qt_reflectionMap, qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1565 fragmentShader <<
" qt_global_clearcoat += qt_sampleGlossyReflectionPrincipled(qt_reflectionMap, qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1568 vertexShader.generateWorldNormal(inKey);
1569 fragmentShader.addInclude(
"sampleProbe.glsllib");
1570 if (hasCustomIblProbe) {
1572 fragmentShader <<
" vec3 qt_iblDiffuse = vec3(0.0);\n";
1573 fragmentShader <<
" vec3 qt_iblSpecular = vec3(0.0);\n";
1574 fragmentShader <<
" qt_iblProbeProcessor(qt_iblDiffuse, qt_iblSpecular, qt_customBaseColor, qt_aoFactor, qt_specularFactor, qt_roughnessAmount, qt_world_normal, qt_view_vector";
1576 fragmentShader <<
", qt_lightProbeOrientation";
1578 fragmentShader <<
", mat3(1.0)";
1580 fragmentShader <<
", qt_customShared);\n";
1582 fragmentShader <<
");\n";
1586 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * (1.0 - qt_specularAmount) * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1588 fragmentShader <<
" vec3 qt_iblDiffuse = qt_diffuseColor.rgb * qt_sampleDiffuse(qt_world_normal).rgb;\n";
1593 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularTint * qt_sampleGlossyPrincipled(qt_world_normal, qt_view_vector, qt_specularAmount, qt_roughnessAmount).rgb;\n";
1595 fragmentShader <<
" vec3 qt_iblSpecular = qt_specularAmount * qt_specularTint * qt_sampleGlossy(qt_world_normal, qt_view_vector, qt_roughnessAmount).rgb;\n";
1600 fragmentShader <<
" vec3 qt_iblClearcoat = qt_sampleGlossyPrincipled(qt_clearcoatNormal, qt_view_vector, qt_clearcoatF0, qt_clearcoatRoughness).rgb;\n";
1603 fragmentShader <<
" global_diffuse_light.rgb += qt_iblDiffuse * qt_aoFactor;\n";
1605 fragmentShader <<
" global_specular_light += qt_iblSpecular * qt_aoFactor;\n";
1607 fragmentShader <<
" qt_global_clearcoat += qt_iblClearcoat * qt_aoFactor;\n";
1608 }
else if (hasCustomIblProbe) {
1610 fragmentShader.addUniform(
"qt_lightProbe",
"samplerCube");
1611 fragmentShader.addUniform(
"qt_lightProbeProperties",
"vec4");
1616 fragmentShader <<
" qt_global_transmission += qt_transmissionFactor * qt_getIBLVolumeRefraction(qt_world_normal, qt_view_vector, qt_roughnessAmount, "
1617 "qt_diffuseColor.rgb, qt_specularAmount, qt_varWorldPos, qt_iOR, qt_thicknessFactor, qt_attenuationColor, qt_attenuationDistance);\n";
1622 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular) || samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1623 addLocalVariable(fragmentShader,
"qt_texture_color",
"vec4");
1625 if (samplerState.hasImage(QSSGRenderableImage::Type::Specular)) {
1626 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Specular, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1627 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Specular) <<
", "
1628 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Specular) <<
");\n";
1629 fragmentShader.addInclude(
"tonemapping.glsllib");
1630 fragmentShader <<
" global_specular_light += qt_sRGBToLinear(qt_texture_color.rgb) * qt_specularTint;\n";
1631 fragmentShader <<
" global_diffuse_light.a *= qt_texture_color.a;\n";
1634 if (samplerState.hasImage(QSSGRenderableImage::Type::Emissive)) {
1635 samplerState.generateImageUVAndSampler(QSSGRenderableImage::Type::Emissive, vertexShader, fragmentShader, inKey, passRequirmentState.hasParallaxMapping);
1636 fragmentShader <<
" qt_texture_color = texture2D(" << samplerState.samplerName(QSSGRenderableImage::Type::Emissive) <<
", "
1637 << samplerState.fragCoordsName(QSSGRenderableImage::Type::Emissive) <<
");\n";
1638 fragmentShader.addInclude(
"tonemapping.glsllib");
1639 if (keyProps.m_emissiveSingleChannelEnabled.getValue(inKey)) {
1640 const auto &channelProps = keyProps.m_textureChannels[QSSGShaderDefaultMaterialKeyProperties::EmissiveChannel];
1641 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(vec3(qt_texture_color" <<
1642 channelStr(channelProps, inKey) <<
"));\n";
1644 fragmentShader <<
" qt_global_emission *= qt_sRGBToLinear(qt_texture_color.rgb);\n";
1650 fragmentShader <<
" global_diffuse_light.rgb = mix(global_diffuse_light.rgb, qt_global_transmission, qt_transmissionFactor);\n";
1653 fragmentShader <<
" global_diffuse_light.rgb *= 1.0 - qt_metalnessAmount;\n";
1656 if (passRequirmentState
.hasFog) {
1657 fragmentShader.addInclude(
"fog.glsllib");
1658 fragmentShader <<
" calculateFog(qt_global_emission, global_specular_light, global_diffuse_light.rgb);\n";
1661 fragmentShader <<
" vec4 qt_color_sum = vec4(global_diffuse_light.rgb + global_specular_light + qt_global_emission, global_diffuse_light.a);\n";
1664 fragmentShader.addInclude(
"bsdf.glsllib");
1666 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_customClearcoatFresnelPower;\n";
1668 fragmentShader <<
" float qt_clearcoatFresnelPower = qt_material_clearcoat_fresnel_power;\n";
1669 fragmentShader <<
" vec3 qt_clearcoatFresnel = qt_schlick3(qt_clearcoatF0, qt_clearcoatF90, clamp(dot(qt_clearcoatNormal, qt_view_vector), 0.0, 1.0), qt_clearcoatFresnelPower);\n";
1671 if (hasCustomFrag) {
1672 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_customClearcoatFresnelScale;\n";
1673 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_customClearcoatFresnelBias;\n";
1675 fragmentShader <<
" float qt_clearcoatFresnelScale = qt_material_properties5.z;\n";
1676 fragmentShader <<
" float qt_clearcoatFresnelBias = qt_material_properties5.w;\n";
1678 fragmentShader <<
" qt_clearcoatFresnel = clamp(vec3(qt_clearcoatFresnelBias) + qt_clearcoatFresnelScale * qt_clearcoatFresnel, 0.0, 1.0);\n";
1680 fragmentShader <<
" qt_global_clearcoat = qt_global_clearcoat * qt_clearcoatAmount;\n";
1681 fragmentShader <<
" qt_color_sum.rgb = qt_color_sum.rgb * (1.0 - qt_clearcoatAmount * qt_clearcoatFresnel) + qt_global_clearcoat;\n";
1684 if (hasCustomFrag && hasCustomFunction(QByteArrayLiteral(
"qt_customPostProcessor"))) {
1686 fragmentShader <<
" qt_customPostProcessor(qt_color_sum, global_diffuse_light, global_specular_light, qt_global_emission, qt_texCoord0, qt_texCoord1";
1688 fragmentShader <<
", qt_customShared);\n";
1690 fragmentShader <<
");\n";
1702 fragmentShader.append(
" vec4 qt_color_sum = vec4(qt_diffuseColor.rgb, qt_diffuseColor.a * qt_objectOpacity);");
1704 if (passRequirmentState.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
1705 fragmentShader.addInclude(
"orderindependenttransparency.glsllib");
1706 fragmentShader.addInclude(
"tonemapping.glsllib");
1707 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1708 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1709 fragmentShader.append(
" float z = abs(gl_FragCoord.z);");
1710 fragmentShader.append(
" qt_color_sum.rgb = qt_tonemap(qt_color_sum.rgb) * qt_color_sum.a;");
1711 fragmentShader.append(
" fragOutput = qt_color_sum * qt_transparencyWeight(z, qt_color_sum.a, qt_cameraProperties.y);");
1712 fragmentShader.append(
" revealageOutput = vec4(qt_color_sum.a);");
1714 fragmentShader.addInclude(
"tonemapping.glsllib");
1715 fragmentShader.append(
" fragOutput = vec4(qt_tonemap(qt_color_sum));");
1719 fragmentShader <<
" vec4 fragOutput = vec4(0.0);\n";
1722 Q_ASSERT(viewCount == 1);
1723 fragmentShader <<
" // directional shadow pass\n"
1724 <<
" float qt_shadowDepth = (qt_varDepth + qt_shadowDepthAdjust.x) * qt_shadowDepthAdjust.y;\n"
1725 <<
" fragOutput = vec4(qt_shadowDepth);\n";
1728 Q_ASSERT(viewCount == 1);
1729 fragmentShader.addUniform(
"qt_cameraPosition",
"vec3");
1730 fragmentShader.addUniform(
"qt_cameraProperties",
"vec2");
1731 fragmentShader <<
" // omnidirectional shadow pass\n"
1732 <<
" vec3 qt_shadowCamPos = vec3(qt_cameraPosition.x, qt_cameraPosition.y, qt_cameraPosition.z);\n"
1733 <<
" float qt_shadowDist = length(qt_varShadowWorldPos - qt_shadowCamPos);\n"
1734 <<
" qt_shadowDist = (qt_shadowDist - qt_cameraProperties.x) / (qt_cameraProperties.y - qt_cameraProperties.x);\n"
1735 <<
" fragOutput = vec4(qt_shadowDist, qt_shadowDist, qt_shadowDist, 1.0);\n";
1739 fragmentShader.append(
" fragOutput = vec4(qt_world_normal, qt_roughnessAmount);\n");
1742 fragmentShader.append(
" vec3 debugOutput = vec3(0.0);\n");
1743 switch (passRequirmentState.debugMode) {
1744 case QSSGRenderLayer::MaterialDebugMode::BaseColor:
1745 fragmentShader.addInclude(
"tonemapping.glsllib");
1746 fragmentShader.append(
" debugOutput += qt_tonemap(qt_diffuseColor.rgb);\n");
1748 case QSSGRenderLayer::MaterialDebugMode::Roughness:
1749 fragmentShader.append(
" debugOutput += vec3(qt_roughnessAmount);\n");
1751 case QSSGRenderLayer::MaterialDebugMode::Metalness:
1752 fragmentShader.append(
" debugOutput += vec3(qt_metalnessAmount);\n");
1754 case QSSGRenderLayer::MaterialDebugMode::Diffuse:
1755 fragmentShader.addInclude(
"tonemapping.glsllib");
1756 fragmentShader.append(
" debugOutput += qt_tonemap(global_diffuse_light.rgb);\n");
1758 case QSSGRenderLayer::MaterialDebugMode::Specular:
1759 fragmentShader.addInclude(
"tonemapping.glsllib");
1760 fragmentShader.append(
" debugOutput += qt_tonemap(global_specular_light);\n");
1762 case QSSGRenderLayer::MaterialDebugMode::ShadowOcclusion:
1765 fragmentShader.addFunction(
"debugShadowOcclusion");
1766 vertexShader.generateWorldPosition(inKey);
1767 fragmentShader.append(
" debugOutput += vec3(qt_debugShadowOcclusion());\n");
1769 case QSSGRenderLayer::MaterialDebugMode::Emission:
1770 fragmentShader.addInclude(
"tonemapping.glsllib");
1771 fragmentShader.append(
" debugOutput += qt_tonemap(qt_global_emission);\n");
1773 case QSSGRenderLayer::MaterialDebugMode::AmbientOcclusion:
1774 fragmentShader.append(
" debugOutput += vec3(qt_aoFactor);\n");
1776 case QSSGRenderLayer::MaterialDebugMode::Normal:
1777 fragmentShader.append(
" debugOutput += qt_world_normal * 0.5 + 0.5;\n");
1779 case QSSGRenderLayer::MaterialDebugMode::Tangent:
1780 fragmentShader.append(
" debugOutput += qt_tangent * 0.5 + 0.5;\n");
1782 case QSSGRenderLayer::MaterialDebugMode::Binormal:
1783 fragmentShader.append(
" debugOutput += qt_binormal * 0.5 + 0.5;\n");
1785 case QSSGRenderLayer::MaterialDebugMode::F0:
1787 fragmentShader.append(
" debugOutput += qt_f0;");
1789 case QSSGRenderLayer::MaterialDebugMode::None:
1793 fragmentShader.append(
" fragOutput = vec4(debugOutput, 1.0);\n");
1872void QSSGMaterialShaderGenerator::setRhiMaterialProperties(
const QSSGRenderContextInterface &renderContext,
1873 QSSGRhiShaderPipeline &shaders,
1875 QSSGRhiGraphicsPipelineState *inPipelineState,
1876 const QSSGRenderGraphObject &inMaterial,
1877 const QSSGShaderDefaultMaterialKey &inKey,
1878 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
1879 const QSSGRenderCameraList &inCameras,
1880 const QSSGRenderMvpArray &inModelViewProjections,
1881 const QMatrix3x3 &inNormalMatrix,
1882 const QMatrix4x4 &inGlobalTransform,
1883 const QMatrix4x4 &clipSpaceCorrMatrix,
1884 const QMatrix4x4 &localInstanceTransform,
1885 const QMatrix4x4 &globalInstanceTransform,
1886 const QSSGDataView<
float> &inMorphWeights,
1887 QSSGRenderableImage *inFirstImage,
1889 const QSSGLayerRenderData &inRenderProperties,
1890 const QSSGShaderLightListView &inLights,
1891 const QSSGShaderReflectionProbe &reflectionProbe,
1892 bool receivesShadows,
1893 bool receivesReflections,
1894 const QVector2D *shadowDepthAdjust,
1895 QRhiTexture *lightmapTexture)
1897 QSSGShaderMaterialAdapter *materialAdapter = getMaterialAdapter(inMaterial);
1898 QSSGRhiShaderPipeline::CommonUniformIndices &cui = shaders.commonUniformIndices;
1900 materialAdapter->setCustomPropertyUniforms(ubufData, shaders, renderContext);
1902 const QVector2D camProperties(inCameras[0]->clipPlanes);
1903 shaders.setUniform(ubufData,
"qt_cameraProperties", &camProperties, 2 *
sizeof(
float), &cui.cameraPropertiesIdx);
1905 const int viewCount = inCameras.count();
1908 QMatrix4x4 camGlobalTransforms[2] { QMatrix4x4{Qt::Uninitialized}, QMatrix4x4{Qt::Uninitialized} };
1909 if (viewCount < 2) {
1910 camGlobalTransforms[0] = inRenderProperties.getGlobalTransform(*inCameras[0]);
1912 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
1913 camGlobalTransforms[viewIndex] = inRenderProperties.getGlobalTransform(*inCameras[viewIndex]);
1916 if (viewCount < 2) {
1917 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
1918 const QVector3D camGlobalPos = QSSGRenderNode::getGlobalPos(camGlobalTransform);
1919 shaders.setUniform(ubufData,
"qt_cameraPosition", &camGlobalPos, 3 *
sizeof(
float), &cui.cameraPositionIdx);
1920 const QVector3D camDirection = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
1921 ? inRenderProperties.renderedCameraData.value()[0].direction
1922 : QVector3D{ 0.0f, 0.0f, -1.0f };
1923 shaders.setUniform(ubufData,
"qt_cameraDirection", &camDirection, 3 *
sizeof(
float), &cui.cameraDirectionIdx);
1925 QVarLengthArray<QVector3D, 2> camGlobalPos(viewCount);
1926 QVarLengthArray<QVector3D> camDirection(viewCount);
1927 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
1928 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[viewIndex];
1929 camGlobalPos[viewIndex] = QSSGRenderNode::getGlobalPos(camGlobalTransform);
1930 camDirection[viewIndex] = QSSG_GUARD(inRenderProperties.renderedCameraData.has_value())
1931 ? inRenderProperties.renderedCameraData.value()[viewIndex].direction
1932 : QVector3D{ 0.0f, 0.0f, -1.0f };
1934 shaders.setUniformArray(ubufData,
"qt_cameraPosition", camGlobalPos.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraPositionIdx);
1935 shaders.setUniformArray(ubufData,
"qt_cameraDirection", camDirection.constData(), viewCount, QSSGRenderShaderValue::Vec3, &cui.cameraDirectionIdx);
1938 const auto globalRenderData = QSSGLayerRenderData::globalRenderProperties(renderContext);
1941 bool usesProjectionMatrix =
false;
1942 bool usesInvProjectionMatrix =
false;
1943 bool usesViewProjectionMatrix =
false;
1944 bool usesModelViewProjectionMatrix =
false;
1945 bool usesNormalMatrix =
false;
1946 bool usesParentMatrix =
false;
1948 if (inMaterial.type == QSSGRenderGraphObject::Type::CustomMaterial) {
1949 const auto *customMaterial =
static_cast<
const QSSGRenderCustomMaterial *>(&inMaterial);
1950 usesProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
1951 usesInvProjectionMatrix = customMaterial->m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
1953 usesViewProjectionMatrix =
true;
1956 const bool usesInstancing = inProperties.m_usesInstancing.getValue(inKey);
1957 if (usesInstancing) {
1959 usesViewProjectionMatrix =
true;
1960 usesParentMatrix =
true;
1962 usesModelViewProjectionMatrix =
true;
1963 usesNormalMatrix =
true;
1966 if (materialAdapter->isTransmissionEnabled())
1967 usesViewProjectionMatrix =
true;
1970 if (usesProjectionMatrix || usesInvProjectionMatrix) {
1971 if (viewCount < 2) {
1972 const QMatrix4x4 projection = clipSpaceCorrMatrix * inCameras[0]->projection;
1973 if (usesProjectionMatrix)
1974 shaders.setUniform(ubufData,
"qt_projectionMatrix", projection.constData(), 16 *
sizeof(
float), &cui.projectionMatrixIdx);
1975 if (usesInvProjectionMatrix)
1976 shaders.setUniform(ubufData,
"qt_inverseProjectionMatrix", projection.inverted().constData(), 16 *
sizeof (
float), &cui.inverseProjectionMatrixIdx);
1978 QVarLengthArray<QMatrix4x4, 2> projections(viewCount);
1979 QVarLengthArray<QMatrix4x4, 2> invertedProjections(viewCount);
1980 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
1981 projections[viewIndex] = clipSpaceCorrMatrix * inCameras[viewIndex]->projection;
1982 if (usesInvProjectionMatrix)
1983 invertedProjections[viewIndex] = projections[viewIndex].inverted();
1985 if (usesProjectionMatrix)
1986 shaders.setUniformArray(ubufData,
"qt_projectionMatrix", projections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.projectionMatrixIdx);
1987 if (usesInvProjectionMatrix)
1988 shaders.setUniformArray(ubufData,
"qt_inverseProjectionMatrix", invertedProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.inverseProjectionMatrixIdx);
1992 if (viewCount < 2) {
1993 const QMatrix4x4 viewMatrix = camGlobalTransforms[0].inverted();
1994 shaders.setUniform(ubufData,
"qt_viewMatrix", viewMatrix.constData(), 16 *
sizeof(
float), &cui.viewMatrixIdx);
1996 QVarLengthArray<QMatrix4x4, 2> viewMatrices(viewCount);
1997 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex)
1998 viewMatrices[viewIndex] = camGlobalTransforms[viewIndex].inverted();
1999 shaders.setUniformArray(ubufData,
"qt_viewMatrix", viewMatrices.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewMatrixIdx);
2002 if (usesViewProjectionMatrix) {
2003 if (viewCount < 2) {
2004 const QMatrix4x4 &camGlobalTransform = camGlobalTransforms[0];
2005 QMatrix4x4 viewProj(Qt::Uninitialized);
2006 inCameras[0]->calculateViewProjectionMatrix(camGlobalTransform, viewProj);
2007 viewProj = clipSpaceCorrMatrix * viewProj;
2008 shaders.setUniform(ubufData,
"qt_viewProjectionMatrix", viewProj.constData(), 16 *
sizeof(
float), &cui.viewProjectionMatrixIdx);
2010 QVarLengthArray<QMatrix4x4, 2> viewProjections(viewCount);
2011 for (size_t viewIndex = 0; viewIndex != std::size(camGlobalTransforms); ++viewIndex) {
2012 const auto &camGlobalTransform = camGlobalTransforms[viewIndex];
2013 inCameras[viewIndex]->calculateViewProjectionMatrix(camGlobalTransform, viewProjections[viewIndex]);
2014 viewProjections[viewIndex] = clipSpaceCorrMatrix * viewProjections[viewIndex];
2016 shaders.setUniformArray(ubufData,
"qt_viewProjectionMatrix", viewProjections.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.viewProjectionMatrixIdx);
2022 shaders.setUniform(ubufData,
"qt_modelMatrix", localInstanceTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2024 shaders.setUniform(ubufData,
"qt_modelMatrix", inGlobalTransform.constData(), 16 *
sizeof(
float), &cui.modelMatrixIdx);
2026 if (usesModelViewProjectionMatrix) {
2027 if (viewCount < 2) {
2028 QMatrix4x4 mvp { clipSpaceCorrMatrix };
2029 mvp *= inModelViewProjections[0];
2030 shaders.setUniform(ubufData,
"qt_modelViewProjection", mvp.constData(), 16 *
sizeof(
float), &cui.modelViewProjectionIdx);
2032 QVarLengthArray<QMatrix4x4, 2> mvps(viewCount);
2033 for (
int viewIndex = 0; viewIndex < viewCount; ++viewIndex)
2034 mvps[viewIndex] = clipSpaceCorrMatrix * inModelViewProjections[viewIndex];
2035 shaders.setUniformArray(ubufData,
"qt_modelViewProjection", mvps.constData(), viewCount, QSSGRenderShaderValue::Matrix4x4, &cui.modelViewProjectionIdx);
2038 if (usesNormalMatrix)
2039 shaders.setUniform(ubufData,
"qt_normalMatrix", inNormalMatrix.constData(), 12 *
sizeof(
float), &cui.normalMatrixIdx,
2040 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2041 if (usesParentMatrix)
2042 shaders.setUniform(ubufData,
"qt_parentMatrix", globalInstanceTransform.constData(), 16 *
sizeof(
float));
2045 const qsizetype morphSize = inProperties.m_targetCount.getValue(inKey);
2046 if (morphSize > 0) {
2047 if (inMorphWeights.mSize >= morphSize) {
2048 shaders.setUniformArray(ubufData,
"qt_morphWeights", inMorphWeights.mData, morphSize,
2049 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2051 const QList<
float> zeroWeights(morphSize - inMorphWeights.mSize, 0.0f);
2052 QList<
float> newWeights(inMorphWeights.mData, inMorphWeights.mData + inMorphWeights.mSize);
2053 newWeights.append(zeroWeights);
2054 shaders.setUniformArray(ubufData,
"qt_morphWeights", newWeights.constData(), morphSize,
2055 QSSGRenderShaderValue::Float, &cui.morphWeightsIdx);
2059 QVector3D theLightAmbientTotal;
2060 quint32 lightCount = 0;
2061 quint32 directionalLightCount = 0;
2062 quint32 shadowCount = 0;
2063 quint32 directionalShadowCount = 0;
2064 QSSGShaderLightsUniformData &lightsUniformData(shaders.lightsUniformData());
2065 QSSGShaderDirectionalLightsUniformData &directionalLightsUniformData(shaders.directionalLightsUniformData());
2067 for (quint32 lightIdx = 0, lightEnd = inLights.size();
2068 lightIdx < lightEnd && lightIdx < QSSG_MAX_NUM_LIGHTS; ++lightIdx)
2070 QSSGRenderLight *theLight(inLights[lightIdx].light);
2073 const bool lightShadows = inLights[lightIdx].shadows;
2074 const float brightness = theLight->m_brightness;
2075 quint32 lightmapState = 0;
2076 if (theLight->m_bakingEnabled) {
2077 if (theLight->m_fullyBaked) {
2086 const QVector3D diffuseColor(theLight->m_diffuseColor.x() * brightness,
2087 theLight->m_diffuseColor.y() * brightness,
2088 theLight->m_diffuseColor.z() * brightness);
2089 const QVector3D specularColor(theLight->m_specularColor.x() * brightness,
2090 theLight->m_specularColor.y() * brightness,
2091 theLight->m_specularColor.z() * brightness);
2092 const QVector3D direction(inLights[lightIdx].direction);
2095 if (theLight->type == QSSGRenderGraphObject::Type::DirectionalLight) {
2097 QSSGShaderDirectionalLightData &lightData(directionalLightsUniformData.directionalLightData[directionalLightCount]);
2098 lightData.direction[0] = direction.x();
2099 lightData.direction[1] = direction.y();
2100 lightData.direction[2] = direction.z();
2101 lightData.diffuseColor[0] = diffuseColor.x();
2102 lightData.diffuseColor[1] = diffuseColor.y();
2103 lightData.diffuseColor[2] = diffuseColor.z();
2104 lightData.specularColor[0] = specularColor.x();
2105 lightData.specularColor[1] = specularColor.y();
2106 lightData.specularColor[2] = specularColor.z();
2107 lightData.lightmapState = lightmapState;
2108 if (lightShadows && receivesShadows) {
2109 lightData.enableShadows = 1.0f;
2110 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2113 const quint32 layerCount = pEntry->m_csmNumSplits + 1;
2115 for (quint32 i = 0; i < layerCount; ++i)
2116 memcpy(lightData.matrices[i], pEntry->m_fixedScaleBiasMatrix[i].constData(), 16 *
sizeof(
float));
2118 lightData.shadowBias = theLight->m_shadowBias;
2120 const bool noCascades = !(pEntry->m_csmActive[0] || pEntry->m_csmActive[1] || pEntry->m_csmActive[2] || pEntry->m_csmActive[3]);
2121 if (theLight->type == QSSGRenderLight::Type::DirectionalLight && noCascades)
2122 lightData.enableShadows = 0.0f;
2123 lightData.shadowFactor = theLight->m_shadowFactor;
2124 lightData.shadowMapFar = theLight->m_shadowMapFar;
2125 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2126 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2128 for (quint32 i = 0; i < layerCount; ++i) {
2129 const auto &atlasInfo = pEntry->m_atlasInfo[i];
2130 lightData.atlasLocations[i][0] = atlasInfo.uOffset;
2131 lightData.atlasLocations[i][1] = atlasInfo.vOffset;
2132 lightData.atlasLocations[i][2] = atlasInfo.uvScale;
2133 lightData.atlasLocations[i][3] = atlasInfo.layerIndex;
2136 lightData.csmNumSplits = pEntry->m_csmNumSplits;
2137 memcpy(lightData.csmSplits, pEntry->m_csmSplits, 4 *
sizeof(
float));
2138 memcpy(lightData.csmActive, pEntry->m_csmActive, 4 *
sizeof(
float));
2139 lightData.csmBlendRatio = theLight->m_csmBlendRatio;
2140 for (quint32 i = 0; i < layerCount; ++i)
2141 memcpy(lightData.dimensionsInverted[i], &pEntry->m_dimensionsInverted[i], 4 *
sizeof(
float));
2143 directionalShadowCount++;
2145 lightData.enableShadows = 0.0f;
2147 directionalLightCount++;
2150 QSSGShaderLightData &lightData(lightsUniformData.lightData[lightCount]);
2151 const auto gt = inRenderProperties.getGlobalTransform(*theLight);
2152 const QVector3D globalPos = QSSGRenderNode::getGlobalPos(gt);
2153 lightData.position[0] = globalPos.x();
2154 lightData.position[1] = globalPos.y();
2155 lightData.position[2] = globalPos.z();
2156 lightData.constantAttenuation = QSSGUtils::aux::translateConstantAttenuation(theLight->m_constantFade);
2157 lightData.linearAttenuation = QSSGUtils::aux::translateLinearAttenuation(theLight->m_linearFade);
2158 lightData.quadraticAttenuation = QSSGUtils::aux::translateQuadraticAttenuation(theLight->m_quadraticFade);
2159 lightData.coneAngle = 360.0f;
2160 lightData.direction[0] = direction.x();
2161 lightData.direction[1] = direction.y();
2162 lightData.direction[2] = direction.z();
2163 lightData.diffuseColor[0] = diffuseColor.x();
2164 lightData.diffuseColor[1] = diffuseColor.y();
2165 lightData.diffuseColor[2] = diffuseColor.z();
2166 lightData.specularColor[0] = specularColor.x();
2167 lightData.specularColor[1] = specularColor.y();
2168 lightData.specularColor[2] = specularColor.z();
2169 lightData.lightmapState = lightmapState;
2170 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2174 const float coneAngle = theLight->m_coneAngle;
2175 const float innerConeAngle = (theLight->m_innerConeAngle > coneAngle) ? coneAngle : theLight->m_innerConeAngle;
2176 lightData.coneAngle = qCos(qDegreesToRadians(coneAngle));
2177 lightData.innerConeAngle = qCos(qDegreesToRadians(innerConeAngle));
2180 if (lightShadows && receivesShadows) {
2181 QSSGShadowMapEntry *pEntry = inRenderProperties.getShadowMapManager()->shadowMapEntry(lightIdx);
2183 lightData.enableShadows = 1.0f;
2184 lightData.shadowPcfFactor = theLight->m_pcfFactor;
2185 lightData.shadowPcfSamples = softShadowQualityToInt(theLight->m_softShadowQuality);
2186 lightData.shadowFactor = theLight->m_shadowFactor;
2187 lightData.shadowBias = theLight->m_shadowBias;
2188 lightData.shadowClipNear = 1.0f;
2189 lightData.shadowMapFar = pEntry->m_shadowMapFar;
2190 lightData.shadowTextureSize = pEntry->m_atlasInfo[0].uvScale;
2192 if (theLight->type == QSSGRenderLight::Type::SpotLight) {
2194 static const QMatrix4x4 bias = {
2198 0.0, 0.0, 0.0, 1.0 };
2199 const QMatrix4x4 m = bias * pEntry->m_lightViewProjection[0];
2200 memcpy(lightData.shadowMatrix, m.constData(), 16 *
sizeof(
float));
2201 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2202 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2203 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2206 Q_ASSERT(theLight->type == QSSGRenderLight::Type::PointLight);
2207 memcpy(lightData.shadowMatrix, pEntry->m_lightView.constData(), 16 *
sizeof(
float));
2208 lightData.shadowAtlasUV0[0] = pEntry->m_atlasInfo[0].uOffset;
2209 lightData.shadowAtlasUV0[1] = pEntry->m_atlasInfo[0].vOffset;
2210 lightData.shadowAtlasLayer0 = pEntry->m_atlasInfo[0].layerIndex;
2211 lightData.shadowAtlasUV1[0] = pEntry->m_atlasInfo[1].uOffset;
2212 lightData.shadowAtlasUV1[1] = pEntry->m_atlasInfo[1].vOffset;
2213 lightData.shadowAtlasLayer1 = pEntry->m_atlasInfo[1].layerIndex;
2218 lightData.enableShadows = 0.0f;
2224 theLightAmbientTotal += theLight->m_ambientColor;
2228 if (shadowCount > 0 || directionalShadowCount > 0)
2229 shaders.setShadowMapAtlasTexture(inRenderProperties.getShadowMapManager()->shadowMapAtlasTexture());
2231 shaders.setShadowMapAtlasTexture(
nullptr);
2233 const QSSGRhiRenderableTexture *depthTexture = inRenderProperties.getRenderResult(QSSGFrameData::RenderResult::DepthTexture);
2234 const QSSGRhiRenderableTexture *normalTexture = inRenderProperties.getRenderResult(QSSGFrameData::RenderResult::NormalTexture);
2235 const QSSGRhiRenderableTexture *ssaoTexture = inRenderProperties.getRenderResult(QSSGFrameData::RenderResult::AoTexture);
2236 const QSSGRhiRenderableTexture *screenTexture = inRenderProperties.getRenderResult(QSSGFrameData::RenderResult::ScreenTexture);
2238 shaders.setDepthTexture(depthTexture->texture);
2239 shaders.setNormalTexture(normalTexture->texture);
2240 shaders.setSsaoTexture(ssaoTexture->texture);
2241 shaders.setScreenTexture(screenTexture->texture);
2242 shaders.setLightmapTexture(lightmapTexture);
2244 const QSSGRenderLayer &layer = QSSGLayerRenderData::getCurrent(*renderContext.renderer())->layer;
2245 QSSGRenderImage *theLightProbe = layer.lightProbe;
2246 const auto &lightProbeData = layer.lightProbeSettings;
2249 QSSGRenderImage *materialIblProbe = materialAdapter->iblProbe();
2250 if (materialIblProbe)
2251 theLightProbe = materialIblProbe;
2252 QSSGRenderImageTexture lightProbeTexture;
2254 lightProbeTexture = renderContext.bufferManager()->loadRenderImage(theLightProbe, QSSGBufferManager::MipModeBsdf);
2255 if (theLightProbe && lightProbeTexture.m_texture) {
2256 QSSGRenderTextureCoordOp theHorzLightProbeTilingMode = theLightProbe->m_horizontalTilingMode;
2257 QSSGRenderTextureCoordOp theVertLightProbeTilingMode = theLightProbe->m_verticalTilingMode;
2258 const int maxMipLevel = lightProbeTexture.m_mipmapCount - 1;
2260 if (!materialIblProbe && !lightProbeData.probeOrientation.isIdentity()) {
2261 shaders.setUniform(ubufData,
"qt_lightProbeOrientation",
2262 lightProbeData.probeOrientation.constData(),
2263 12 *
sizeof(
float), &cui.lightProbeOrientationIdx,
2264 QSSGRhiShaderPipeline::UniformFlag::Mat3);
2267 const float props[4] = { 0.0f,
float(maxMipLevel), lightProbeData.probeHorizon, lightProbeData.probeExposure };
2268 shaders.setUniform(ubufData,
"qt_lightProbeProperties", props, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2270 shaders.setLightProbeTexture(lightProbeTexture.m_texture, theHorzLightProbeTilingMode, theVertLightProbeTilingMode);
2273 const float emptyProps[4] = { 0.0f, 0.0f, -1.0f, 0.0f };
2274 shaders.setUniform(ubufData,
"qt_lightProbeProperties", emptyProps, 4 *
sizeof(
float), &cui.lightProbePropertiesIdx);
2276 shaders.setLightProbeTexture(
nullptr);
2279 if (receivesReflections && reflectionProbe.enabled) {
2280 shaders.setUniform(ubufData,
"qt_reflectionProbeCubeMapCenter", &reflectionProbe.probeCubeMapCenter, 3 *
sizeof(
float), &cui.reflectionProbeCubeMapCenter);
2281 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMin", &reflectionProbe.probeBoxMin, 3 *
sizeof(
float), &cui.reflectionProbeBoxMin);
2282 shaders.setUniform(ubufData,
"qt_reflectionProbeBoxMax", &reflectionProbe.probeBoxMax, 3 *
sizeof(
float), &cui.reflectionProbeBoxMax);
2283 shaders.setUniform(ubufData,
"qt_reflectionProbeCorrection", &reflectionProbe.parallaxCorrection,
sizeof(
int), &cui.reflectionProbeCorrection);
2286 const QVector3D emissiveColor = materialAdapter->emissiveColor();
2287 shaders.setUniform(ubufData,
"qt_material_emissive_color", &emissiveColor, 3 *
sizeof(
float), &cui.material_emissiveColorIdx);
2289 const auto qMix = [](
float x,
float y,
float a) {
2290 return (x * (1.0f - a) + (y * a));
2293 const auto qMix3 = [&qMix](
const QVector3D &x,
const QVector3D &y,
float a) {
2294 return QVector3D{qMix(x.x(), y.x(), a), qMix(x.y(), y.y(), a), qMix(x.z(), y.z(), a)};
2297 const QVector4D color = materialAdapter->color();
2298 const QVector3D materialSpecularTint = materialAdapter->specularTint();
2299 const QVector3D specularTint = materialAdapter->isPrincipled() ? qMix3(QVector3D(1.0f, 1.0f, 1.0f), color.toVector3D(), materialSpecularTint.x())
2300 : materialSpecularTint;
2301 shaders.setUniform(ubufData,
"qt_material_base_color", &color, 4 *
sizeof(
float), &cui.material_baseColorIdx);
2303 const float ior = materialAdapter->ior();
2304 QVector4D specularColor(specularTint, ior);
2305 shaders.setUniform(ubufData,
"qt_material_specular", &specularColor, 4 *
sizeof(
float), &cui.material_specularIdx);
2307 const bool hasLighting = materialAdapter->hasLighting();
2308 shaders.setLightsEnabled(hasLighting);
2310 const float lightAndShadowCounts[4] = {
2312 float(directionalLightCount),
2314 float(directionalShadowCount)
2316 shaders.setUniform(ubufData,
"qt_lightAndShadowCounts", &lightAndShadowCounts, 4 *
sizeof(
float), &cui.lightAndShadowCountsIdx);
2318 const size_t lightDataSize = lightCount *
sizeof(QSSGShaderLightData);
2319 const size_t directionalLightDataSize = directionalLightCount *
sizeof(QSSGShaderDirectionalLightData);
2321 memcpy(ubufData + shaders.ub0LightDataOffset(), &lightsUniformData, lightDataSize);
2322 memcpy(ubufData + shaders.ub0DirectionalLightDataOffset(), &directionalLightsUniformData, directionalLightDataSize);
2325 shaders.setUniform(ubufData,
"qt_light_ambient_total", &theLightAmbientTotal, 3 *
sizeof(
float), &cui.light_ambient_totalIdx);
2327 const float materialProperties[4] = {
2328 materialAdapter->specularAmount(),
2329 materialAdapter->specularRoughness(),
2330 materialAdapter->metalnessAmount(),
2333 shaders.setUniform(ubufData,
"qt_material_properties", materialProperties, 4 *
sizeof(
float), &cui.material_propertiesIdx);
2335 const float materialProperties2[4] = {
2336 materialAdapter->fresnelPower(),
2337 materialAdapter->bumpAmount(),
2338 materialAdapter->translucentFallOff(),
2339 materialAdapter->diffuseLightWrap()
2341 shaders.setUniform(ubufData,
"qt_material_properties2", materialProperties2, 4 *
sizeof(
float), &cui.material_properties2Idx);
2343 const float materialProperties3[4] = {
2344 materialAdapter->occlusionAmount(),
2345 materialAdapter->alphaCutOff(),
2346 materialAdapter->clearcoatAmount(),
2347 materialAdapter->clearcoatRoughnessAmount()
2349 shaders.setUniform(ubufData,
"qt_material_properties3", materialProperties3, 4 *
sizeof(
float), &cui.material_properties3Idx);
2351 const float materialProperties4[4] = {
2352 materialAdapter->heightAmount(),
2353 materialAdapter->minHeightSamples(),
2354 materialAdapter->maxHeightSamples(),
2355 materialAdapter->transmissionFactor()
2357 shaders.setUniform(ubufData,
"qt_material_properties4", materialProperties4, 4 *
sizeof(
float), &cui.material_properties4Idx);
2359 const bool hasCustomFrag = materialAdapter->hasCustomShaderSnippet(QSSGShaderCache::ShaderType::Fragment);
2360 if (!hasCustomFrag) {
2361 if (inProperties.m_fresnelScaleBiasEnabled.getValue(inKey) || inProperties.m_clearcoatFresnelScaleBiasEnabled.getValue(inKey)) {
2362 const float materialProperties5[4] = {
2363 materialAdapter->fresnelScale(),
2364 materialAdapter->fresnelBias(),
2365 materialAdapter->clearcoatFresnelScale(),
2366 materialAdapter->clearcoatFresnelBias()
2368 shaders.setUniform(ubufData,
"qt_material_properties5", materialProperties5, 4 *
sizeof(
float), &cui.material_properties5Idx);
2371 const float material_clearcoat_normal_strength = materialAdapter->clearcoatNormalStrength();
2372 shaders.setUniform(ubufData,
"qt_material_clearcoat_normal_strength", &material_clearcoat_normal_strength,
sizeof(
float), &cui.clearcoatNormalStrengthIdx);
2374 const float material_clearcoat_fresnel_power = materialAdapter->clearcoatFresnelPower();
2375 shaders.setUniform(ubufData,
"qt_material_clearcoat_fresnel_power", &material_clearcoat_fresnel_power,
sizeof(
float), &cui.clearcoatFresnelPowerIdx);
2377 if (materialAdapter->isTransmissionEnabled()) {
2378 const QVector4D attenuationProperties(materialAdapter->attenuationColor(), materialAdapter->attenuationDistance());
2379 shaders.setUniform(ubufData,
"qt_material_attenuation", &attenuationProperties, 4 *
sizeof(
float), &cui.material_attenuationIdx);
2381 const float thickness = materialAdapter->thicknessFactor();
2382 shaders.setUniform(ubufData,
"qt_material_thickness", &thickness,
sizeof(
float), &cui.thicknessFactorIdx);
2386 const float rhiProperties[4] = {
2387 globalRenderData.isYUpInFramebuffer ? 1.0f : -1.0f,
2388 globalRenderData.isYUpInNDC ? 1.0f : -1.0f,
2389 globalRenderData.isClipDepthZeroToOne ? 0.0f : -1.0f,
2392 shaders.setUniform(ubufData,
"qt_rhi_properties", rhiProperties, 4 *
sizeof(
float), &cui.rhiPropertiesIdx);
2394 qsizetype imageIdx = 0;
2395 for (QSSGRenderableImage *theImage = inFirstImage; theImage; theImage = theImage->m_nextImage, ++imageIdx) {
2397 const auto &names = imageStringTable[
int(theImage->m_mapType)];
2398 if (imageIdx == cui.imageIndices.size())
2399 cui.imageIndices.append(QSSGRhiShaderPipeline::CommonUniformIndices::ImageIndices());
2400 auto &indices = cui.imageIndices[imageIdx];
2402 const QMatrix4x4 &textureTransform = theImage->m_imageNode.m_textureTransform;
2405 const float *dataPtr(textureTransform.constData());
2409 const float offsets[3] = { dataPtr[12], dataPtr[13], 0.0f };
2410 shaders.setUniform(ubufData, names.imageOffsets, offsets,
sizeof(offsets), &indices.imageOffsetsUniformIndex);
2412 const float rotations[4] = { dataPtr[0], dataPtr[4], dataPtr[1], dataPtr[5] };
2413 shaders.setUniform(ubufData, names.imageRotations, rotations,
sizeof(rotations), &indices.imageRotationsUniformIndex);
2416 if (shadowDepthAdjust)
2417 shaders.setUniform(ubufData,
"qt_shadowDepthAdjust", shadowDepthAdjust, 2 *
sizeof(
float), &cui.shadowDepthAdjustIdx);
2419 const bool usesPointsTopology = inProperties.m_usesPointsTopology.getValue(inKey);
2420 if (usesPointsTopology) {
2421 const float pointSize = materialAdapter->pointSize();
2422 shaders.setUniform(ubufData,
"qt_materialPointSize", &pointSize,
sizeof(
float), &cui.pointSizeIdx);
2429 if (inRenderProperties.layer.fog.enabled) {
2430 const float fogColor[4] = {
2431 inRenderProperties.layer.fog.color.x(),
2432 inRenderProperties.layer.fog.color.y(),
2433 inRenderProperties.layer.fog.color.z(),
2434 inRenderProperties.layer.fog.density
2436 shaders.setUniform(ubufData,
"qt_fogColor", fogColor, 4 *
sizeof(
float), &cui.fogColorIdx);
2437 const float fogDepthProperties[4] = {
2438 inRenderProperties.layer.fog.depthBegin,
2439 inRenderProperties.layer.fog.depthEnd,
2440 inRenderProperties.layer.fog.depthCurve,
2441 inRenderProperties.layer.fog.depthEnabled ? 1.0f : 0.0f
2443 shaders.setUniform(ubufData,
"qt_fogDepthProperties", fogDepthProperties, 4 *
sizeof(
float), &cui.fogDepthPropertiesIdx);
2444 const float fogHeightProperties[4] = {
2445 inRenderProperties.layer.fog.heightMin,
2446 inRenderProperties.layer.fog.heightMax,
2447 inRenderProperties.layer.fog.heightCurve,
2448 inRenderProperties.layer.fog.heightEnabled ? 1.0f : 0.0f
2450 shaders.setUniform(ubufData,
"qt_fogHeightProperties", fogHeightProperties, 4 *
sizeof(
float), &cui.fogHeightPropertiesIdx);
2451 const float fogTransmitProperties[4] = {
2452 inRenderProperties.layer.fog.transmitCurve,
2455 inRenderProperties.layer.fog.transmitEnabled ? 1.0f : 0.0f
2457 shaders.setUniform(ubufData,
"qt_fogTransmitProperties", fogTransmitProperties, 4 *
sizeof(
float), &cui.fogTransmitPropertiesIdx);
2460 inPipelineState->lineWidth = materialAdapter->lineWidth();