1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
2 | // Copyright (C) 2019 The Qt Company Ltd. |
3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
4 | |
5 | #ifndef QSSG_RHI_CUSTOM_MATERIAL_SYSTEM_H |
6 | #define QSSG_RHI_CUSTOM_MATERIAL_SYSTEM_H |
7 | |
8 | // |
9 | // W A R N I N G |
10 | // ------------- |
11 | // |
12 | // This file is not part of the Qt API. It exists purely as an |
13 | // implementation detail. This header file may change from version to |
14 | // version without notice, or even be removed. |
15 | // |
16 | // We mean it. |
17 | // |
18 | |
19 | #include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h> |
20 | #include <QtQuick3DRuntimeRender/private/qssgrendershaderlibrarymanager_p.h> |
21 | #include <QtQuick3DRuntimeRender/private/qssgvertexpipelineimpl_p.h> |
22 | #include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h> |
23 | #include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h> |
24 | #include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h> |
25 | #include <QtQuick3DRuntimeRender/private/qssgshadermapkey_p.h> |
26 | #include <QtCore/qhash.h> |
27 | #include <QtGui/QMatrix4x4> |
28 | |
29 | QT_BEGIN_NAMESPACE |
30 | |
31 | struct QSSGRenderCustomMaterial; |
32 | struct QSSGRenderSubset; |
33 | struct QSSGRenderModel; |
34 | class QSSGLayerRenderData; |
35 | struct QSSGRenderableImage; |
36 | struct QSSGRenderLayer; |
37 | struct QSSGRenderLight; |
38 | struct QSSGRenderCamera; |
39 | struct QSSGReflectionMapEntry; |
40 | class QRhiTexture; |
41 | |
42 | |
43 | class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGCustomMaterialSystem |
44 | { |
45 | Q_DISABLE_COPY(QSSGCustomMaterialSystem) |
46 | typedef QPair<QByteArray, QByteArray> TStrStrPair; |
47 | typedef QHash<QSSGShaderMapKey, QSSGRhiShaderPipelinePtr> TShaderMap; |
48 | |
49 | QSSGRenderContextInterface *context = nullptr; |
50 | TShaderMap shaderMap; |
51 | |
52 | void setShaderResources(char *ubufData, |
53 | const QSSGRenderCustomMaterial &inMaterial, |
54 | const QByteArray &inPropertyName, |
55 | const QVariant &propertyValue, |
56 | QSSGRenderShaderValue::Type inPropertyType, |
57 | QSSGRhiShaderPipeline &shaderPipeline); |
58 | |
59 | public: |
60 | QSSGCustomMaterialSystem(); |
61 | ~QSSGCustomMaterialSystem(); |
62 | |
63 | void setRenderContextInterface(QSSGRenderContextInterface *inContext); |
64 | |
65 | void releaseCachedResources(); |
66 | |
67 | // Returns true if the material is dirty and thus will produce a different render result |
68 | // than previously. This effects things like progressive AA. |
69 | bool prepareForRender(const QSSGRenderModel &inModel, |
70 | const QSSGRenderSubset &inSubset, |
71 | QSSGRenderCustomMaterial &inMaterial); |
72 | |
73 | QSSGRhiShaderPipelinePtr shadersForCustomMaterial(QSSGRhiGraphicsPipelineState *ps, |
74 | const QSSGRenderCustomMaterial &material, |
75 | QSSGSubsetRenderable &renderable, |
76 | const QSSGShaderFeatures &featureSet); |
77 | |
78 | void updateUniformsForCustomMaterial(QSSGRhiShaderPipeline &shaderPipeline, |
79 | QSSGRhiContext *rhiCtx, |
80 | const QSSGLayerRenderData &inData, |
81 | char *ubufData, |
82 | QSSGRhiGraphicsPipelineState *ps, |
83 | const QSSGRenderCustomMaterial &material, |
84 | QSSGSubsetRenderable &renderable, |
85 | const QSSGRenderCamera &camera, |
86 | const QVector2D *depthAdjust, |
87 | const QMatrix4x4 *alteredModelViewProjection); |
88 | |
89 | void rhiPrepareRenderable(QSSGRhiGraphicsPipelineState *ps, |
90 | QSSGPassKey passKey, |
91 | QSSGSubsetRenderable &renderable, |
92 | const QSSGShaderFeatures &featureSet, |
93 | const QSSGRenderCustomMaterial &material, |
94 | const QSSGLayerRenderData &layerData, |
95 | QRhiRenderPassDescriptor *renderPassDescriptor, |
96 | int samples, |
97 | QSSGRenderCamera *camera = nullptr, |
98 | QSSGRenderTextureCubeFace cubeFace = QSSGRenderTextureCubeFaceNone, |
99 | QMatrix4x4 *modelViewProjection = nullptr, |
100 | QSSGReflectionMapEntry *entry = nullptr); |
101 | void applyRhiShaderPropertyValues(char *ubufData, |
102 | const QSSGRenderCustomMaterial &inMaterial, |
103 | QSSGRhiShaderPipeline &shaderPipeline); |
104 | void rhiRenderRenderable(QSSGRhiContext *rhiCtx, |
105 | QSSGSubsetRenderable &renderable, |
106 | bool *needsSetViewport, |
107 | QSSGRenderTextureCubeFace cubeFace, |
108 | const QSSGRhiGraphicsPipelineState &state); |
109 | }; |
110 | |
111 | QT_END_NAMESPACE |
112 | |
113 | #endif |
114 | |