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/qtquick3druntimerenderglobal.h> |
20 | #include <QtQuick3DRuntimeRender/private/qssgrendershaderlibrarymanager_p.h> |
21 | #include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h> |
22 | #include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h> |
23 | #include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h> |
24 | #include <QtQuick3DRuntimeRender/private/qssgshadermapkey_p.h> |
25 | #include <QtCore/qhash.h> |
26 | #include <QtGui/QMatrix4x4> |
27 | |
28 | QT_BEGIN_NAMESPACE |
29 | |
30 | struct QSSGRenderCustomMaterial; |
31 | struct QSSGRenderSubset; |
32 | struct QSSGRenderModel; |
33 | class QSSGLayerRenderData; |
34 | struct QSSGRenderableImage; |
35 | struct QSSGRenderLayer; |
36 | struct QSSGRenderLight; |
37 | struct QSSGRenderCamera; |
38 | struct QSSGReflectionMapEntry; |
39 | class QRhiTexture; |
40 | |
41 | |
42 | class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGCustomMaterialSystem |
43 | { |
44 | Q_DISABLE_COPY(QSSGCustomMaterialSystem) |
45 | typedef QPair<QByteArray, QByteArray> TStrStrPair; |
46 | typedef QHash<QSSGShaderMapKey, QSSGRhiShaderPipelinePtr> TShaderMap; |
47 | |
48 | QSSGRenderContextInterface *context = nullptr; |
49 | TShaderMap shaderMap; |
50 | |
51 | void setShaderResources(char *ubufData, |
52 | const QSSGRenderCustomMaterial &inMaterial, |
53 | const QByteArray &inPropertyName, |
54 | const QVariant &propertyValue, |
55 | QSSGRenderShaderValue::Type inPropertyType, |
56 | QSSGRhiShaderPipeline &shaderPipeline); |
57 | |
58 | public: |
59 | QSSGCustomMaterialSystem(); |
60 | ~QSSGCustomMaterialSystem(); |
61 | |
62 | void setRenderContextInterface(QSSGRenderContextInterface *inContext); |
63 | |
64 | void releaseCachedResources(); |
65 | |
66 | // Returns true if the material is dirty and thus will produce a different render result |
67 | // than previously. This effects things like progressive AA. |
68 | bool prepareForRender(const QSSGRenderModel &inModel, |
69 | const QSSGRenderSubset &inSubset, |
70 | QSSGRenderCustomMaterial &inMaterial); |
71 | |
72 | QSSGRhiShaderPipelinePtr shadersForCustomMaterial(QSSGRhiGraphicsPipelineState *ps, |
73 | const QSSGRenderCustomMaterial &material, |
74 | QSSGSubsetRenderable &renderable, |
75 | const QSSGShaderDefaultMaterialKeyProperties &defaultMaterialShaderKeyProperties, |
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 QSSGRenderCameraList &cameras, |
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 | int viewCount, |
98 | QSSGRenderCamera *camera = nullptr, |
99 | QSSGRenderTextureCubeFace cubeFace = QSSGRenderTextureCubeFaceNone, |
100 | QMatrix4x4 *modelViewProjection = nullptr, |
101 | QSSGReflectionMapEntry *entry = nullptr); |
102 | void applyRhiShaderPropertyValues(char *ubufData, |
103 | const QSSGRenderCustomMaterial &inMaterial, |
104 | QSSGRhiShaderPipeline &shaderPipeline); |
105 | void rhiRenderRenderable(QSSGRhiContext *rhiCtx, |
106 | QSSGSubsetRenderable &renderable, |
107 | bool *needsSetViewport, |
108 | QSSGRenderTextureCubeFace cubeFace, |
109 | const QSSGRhiGraphicsPipelineState &state); |
110 | }; |
111 | |
112 | QT_END_NAMESPACE |
113 | |
114 | #endif |
115 | |