5#ifndef QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
6#define QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
19#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
20#include <QtQuick3DRuntimeRender/private/qssgrendershadowmap_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
22#include <QtQuick3DRuntimeRender/private/qssgrenderableimage_p.h>
23#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
28struct QSSGShaderDefaultMaterialKeyProperties;
30struct QSSGLayerGlobalRenderProperties;
31struct QSSGMaterialVertexPipeline;
35 ~QSSGMaterialShaderGenerator() =
default;
37 static const char* getSamplerName(QSSGRenderableImage::Type type);
39 static QSSGRhiShaderPipelinePtr generateMaterialRhiShader(
const QByteArray &inShaderKeyPrefix,
40 QSSGMaterialVertexPipeline &vertexGenerator,
41 const QSSGShaderDefaultMaterialKey &key,
42 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
43 const QSSGShaderFeatures &inFeatureSet,
44 const QSSGRenderGraphObject &inMaterial,
45 QSSGRenderableImage *inFirstImage,
46 QSSGShaderLibraryManager &shaderLibraryManager,
47 QSSGShaderCache &theCache);
49 static void setRhiMaterialProperties(
const QSSGRenderContextInterface &,
50 QSSGRhiShaderPipeline &shaders,
52 QSSGRhiGraphicsPipelineState *inPipelineState,
53 const QSSGRenderGraphObject &inMaterial,
54 const QSSGShaderDefaultMaterialKey &inKey,
55 const QSSGShaderDefaultMaterialKeyProperties &inProperties,
56 const QSSGRenderCameraList &inCameras,
57 const QSSGRenderMvpArray &inModelViewProjections,
58 const QMatrix3x3 &inNormalMatrix,
59 const QMatrix4x4 &inGlobalTransform,
60 const QMatrix4x4 &clipSpaceCorrMatrix,
61 const QMatrix4x4 &localInstanceTransform,
62 const QMatrix4x4 &globalInstanceTransform,
63 const QSSGDataView<
float> &inMorphWeights,
64 QSSGRenderableImage *inFirstImage,
66 const QSSGLayerRenderData &inRenderProperties,
67 const QSSGShaderLightListView &inLights,
68 const QSSGShaderReflectionProbe &reflectionProbe,
70 bool receivesReflections,
71 const QVector2D *shadowDepthAdjust,
72 QRhiTexture *lightmapTexture);
74 static const char *directionalLightProcessorArgumentList();
75 static const char *pointLightProcessorArgumentList();
76 static const char *spotLightProcessorArgumentList();
77 static const char *ambientLightProcessorArgumentList();
78 static const char *specularLightProcessorArgumentList();
79 static const char *shadedFragmentMainArgumentList();
80 static const char *postProcessorArgumentList();
81 static const char *iblProbeProcessorArgumentList();
82 static const char *vertexMainArgumentList();
83 static const char *vertexInstancedMainArgumentList();
86 QSSGMaterialShaderGenerator() =
delete;
87 Q_DISABLE_COPY(QSSGMaterialShaderGenerator)
friend class QSSGLayerRenderData
friend class QSSGRenderer
void rhiRenderAoTexture(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderer &renderer, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiGraphicsPipelineState &ps, const QSSGAmbientOcclusionSettings &ao, const QSSGRhiRenderableTexture &rhiAoTexture, const QSSGRhiRenderableTexture &rhiDepthTexture, const QSSGRenderCamera &camera)
bool rhiPrepareNormalPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects)
void rhiRenderNormalPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, bool *needsSetViewport)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiRenderRenderable(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, QSSGRenderableObject &object, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone)
bool rhiPrepareDepthPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, int samples, int viewCount)
std::pair< QSSGBounds3, QSSGBounds3 > calculateSortedObjectBounds(const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects)
bool rhiPrepareScreenTexture(QSSGRhiContext *rhiCtx, const QSize &size, bool wantsMips, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
bool rhiPrepareDepthTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount, int samples=1)
void rhiRenderReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRhiGraphicsPipelineState *ps, QSSGRenderReflectionMap &reflectionMapManager, const QVector< QSSGRenderReflectionProbe * > &reflectionProbes, const QSSGRenderableObjectList &reflectionPassObjects, QSSGRenderer &renderer)
bool rhiPrepareAoTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
void rhiRenderDepthPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, bool *needsSetViewport)
void addDebugBox(const QSSGBoxPoints &boxUnsorted, const QColor &color, QSSGDebugDrawSystem *debugDrawSystem)
void addDirectionalLightDebugBox(const QSSGBoxPoints &box, QSSGDebugDrawSystem *debugDrawSystem)
QVarLengthArray< QSSGShaderLight, 16 > QSSGShaderLightList
static void setupCubeShadowCameras(const QSSGLayerRenderData &inData, const QSSGRenderLight *inLight, float shadowMapFar, QSSGRenderCamera inCameras[6])
static void rhiPrepareSkyBox_helper(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer, QSSGReflectionMapEntry *entry=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone)
static std::unique_ptr< QSSGRenderCamera > computeShadowCameraFromFrustum(const QMatrix4x4 &lightMatrix, const QMatrix4x4 &lightMatrixInverted, const QVector3D &lightPivot, const QVector3D &lightForward, const QVector3D &lightUp, const float shadowMapResolution, const float pcfRadius, const QSSGBoxPoints &frustumPoints, float frustumStartT, float frustumEndT, float frustumRadius, bool lockShadowmapTexels, const QSSGBounds3 &castingBox, const QSSGBounds3 &receivingBox, QSSGDebugDrawSystem *debugDrawSystem, const bool drawCascades, const bool drawSceneCascadeIntersection)
static QRhiViewport calculateAtlasViewport(QSize atlasPixelSize, const QSSGShadowMapEntry::AtlasEntry &atlasEntry, bool yIsUp)
static void rhiPrepareResourcesForReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGReflectionMapEntry *pEntry, QSSGRhiGraphicsPipelineState *ps, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderCamera &inCamera, QSSGRenderer &renderer, QSSGRenderTextureCubeFace cubeFace)
static QSSGBoxPoints sliceFrustum(const QSSGBoxPoints &frustumPoints, float t0, float t1)
static void updateUniformsForDefaultMaterial(QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, const QSSGLayerRenderData &inData, char *ubufData, QSSGRhiGraphicsPipelineState *ps, QSSGSubsetRenderable &subsetRenderable, const QSSGRenderCameraList &cameras, const QVector2D *depthAdjust, const QMatrix4x4 *alteredModelViewProjection)
static QT_BEGIN_NAMESPACE constexpr float QSSG_PI
static void rhiPrepareResourcesForShadowMap(QSSGRhiContext *rhiCtx, const QSSGLayerRenderData &inData, QSSGPassKey passKey, QSSGShadowMapEntry *pEntry, QSSGRhiGraphicsPipelineState *ps, const QVector2D *depthAdjust, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderCamera &inCamera, bool orthographic, QSSGRenderTextureCubeFace cubeFace, quint32 cascadeIndex)
static void addDepthTextureBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRhiShaderResourceBindingList &bindings)
static void addOpaqueDepthPrePassBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRenderableImage *renderableImage, QSSGRhiShaderResourceBindingList &bindings, bool isCustomMaterialMeshSubset=false)
static QSSGBoxPoints computeFrustumBounds(const QMatrix4x4 &projection)
static void addNormalTextureBindings(QSSGRhiContext *rhiCtx, QSSGRhiShaderPipeline *shaderPipeline, QSSGRhiShaderResourceBindingList &bindings)
static const QRhiShaderResourceBinding::StageFlags RENDERER_VISIBILITY_ALL
static QSSGRhiShaderPipelinePtr shadersForDefaultMaterial(QSSGRhiGraphicsPipelineState *ps, QSSGSubsetRenderable &subsetRenderable, const QSSGShaderFeatures &featureSet)
static QSSGRhiShaderPipelinePtr shadersForParticleMaterial(QSSGRhiGraphicsPipelineState *ps, QSSGParticlesRenderable &particleRenderable, QSSGRenderLayer::OITMethod method)
static constexpr float QSSG_HALFPI
static int setupInstancing(QSSGSubsetRenderable *renderable, QSSGRhiGraphicsPipelineState *ps, QSSGRhiContext *rhiCtx, const QVector3D &cameraDirection, const QVector3D &cameraPosition)
static void setupCubeReflectionCameras(const QSSGLayerRenderData &inData, const QSSGRenderReflectionProbe *inProbe, QSSGRenderCamera inCameras[6])
static void fillTargetBlend(QRhiGraphicsPipeline::TargetBlend *targetBlend, QSSGRenderDefaultMaterial::MaterialBlendMode materialBlend)
static QVarLengthArray< std::unique_ptr< QSSGRenderCamera >, 4 > setupCascadingCamerasForShadowMap(const QSSGLayerRenderData &data, const QSSGRenderCamera &inCamera, const QSSGRenderLight *inLight, const int shadowMapResolution, const float pcfRadius, const float clipNear, const float clipFar, const QSSGBounds3 &castingObjectsBox, const QSSGBounds3 &receivingObjectsBox, bool lockShadowmapTexels, QSSGDebugDrawSystem *debugDrawSystem, bool drawCascades, bool drawSceneCascadeIntersection)
QSSGRenderableObject * obj