| 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_VERTEX_PIPELINE_IMPL_H |
| 6 | #define QSSG_VERTEX_PIPELINE_IMPL_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/qssgrenderdefaultmaterialshadergenerator_p.h> |
| 20 | #include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h> |
| 21 | |
| 22 | #include <QtCore/QSharedPointer> |
| 23 | |
| 24 | QT_BEGIN_NAMESPACE |
| 25 | |
| 26 | struct QSSGMaterialVertexPipeline |
| 27 | { |
| 28 | enum class GenerationFlag |
| 29 | { |
| 30 | UVCoords = 1, |
| 31 | EnvMapReflection = 1 << 1, |
| 32 | ViewVector = 1 << 2, |
| 33 | WorldNormal = 1 << 3, |
| 34 | ObjectNormal = 1 << 4, |
| 35 | WorldPosition = 1 << 5, |
| 36 | TangentBinormal = 1 << 6, |
| 37 | UVCoords1 = 1 << 7, |
| 38 | VertexColor = 1 << 8, |
| 39 | PerspDivDepth = 1 << 9, |
| 40 | PerspDivWorldPos = 1 << 10 |
| 41 | }; |
| 42 | |
| 43 | typedef QHash<QByteArray, QByteArray> TStrTableStrMap; |
| 44 | typedef TStrTableStrMap::const_iterator TParamIter; |
| 45 | typedef QFlags<GenerationFlag> GenerationFlags; |
| 46 | |
| 47 | QSSGProgramGenerator *m_programGenerator = nullptr; |
| 48 | QString m_tempString; |
| 49 | |
| 50 | GenerationFlags m_generationFlags; |
| 51 | bool m_hasSkinning; |
| 52 | bool m_needsSkinning; |
| 53 | bool m_hasMorphing; |
| 54 | QList<QByteArray> m_addedFunctions; |
| 55 | int m_viewCount = 1; |
| 56 | |
| 57 | const QSSGShaderDefaultMaterialKeyProperties &defaultMaterialShaderKeyProperties; |
| 58 | QSSGShaderMaterialAdapter *materialAdapter; |
| 59 | bool useFloatJointIndices; |
| 60 | bool hasCustomShadedMain; |
| 61 | bool usesInstancing; |
| 62 | bool skipCustomFragmentSnippet; |
| 63 | |
| 64 | QSSGMaterialVertexPipeline(QSSGProgramGenerator &inProgram, |
| 65 | const QSSGShaderDefaultMaterialKeyProperties &materialProperties, |
| 66 | QSSGShaderMaterialAdapter *materialAdapter); |
| 67 | |
| 68 | ~QSSGMaterialVertexPipeline() = default; |
| 69 | |
| 70 | // Trues true if the code was *not* set. |
| 71 | bool setCode(GenerationFlag inCode) |
| 72 | { |
| 73 | if (m_generationFlags & inCode) |
| 74 | return true; |
| 75 | m_generationFlags |= inCode; |
| 76 | return false; |
| 77 | } |
| 78 | bool hasCode(GenerationFlag inCode) { return (m_generationFlags & inCode); } |
| 79 | QSSGProgramGenerator *programGenerator() const { return m_programGenerator; } |
| 80 | |
| 81 | QSSGStageGeneratorBase &vertex() |
| 82 | { |
| 83 | return *programGenerator()->getStage(inStage: QSSGShaderGeneratorStage::Vertex); |
| 84 | } |
| 85 | QSSGStageGeneratorBase &fragment() |
| 86 | { |
| 87 | return *programGenerator()->getStage(inStage: QSSGShaderGeneratorStage::Fragment); |
| 88 | } |
| 89 | |
| 90 | /** |
| 91 | * @brief Generates UV coordinates in shader code |
| 92 | * |
| 93 | * @param[in] inUVSet index of UV data set |
| 94 | * |
| 95 | * @return no return |
| 96 | */ |
| 97 | void generateUVCoords(quint32 inUVSet, const QSSGShaderDefaultMaterialKey &inKey) |
| 98 | { |
| 99 | if (inUVSet == 0 && setCode(GenerationFlag::UVCoords)) |
| 100 | return; |
| 101 | if (inUVSet == 1 && setCode(GenerationFlag::UVCoords1)) |
| 102 | return; |
| 103 | |
| 104 | const bool meshHasUV0 = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::TexCoord0, inKey); |
| 105 | const bool meshHasUV1 = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::TexCoord1, inKey); |
| 106 | |
| 107 | Q_ASSERT(inUVSet == 0 || inUVSet == 1); |
| 108 | |
| 109 | if (inUVSet == 0) { |
| 110 | if (hasCustomShadedMain || meshHasUV0) { |
| 111 | addInterpolationParameter(inParamName: "qt_varTexCoord0" , inParamType: "vec2" ); |
| 112 | if (m_hasMorphing) |
| 113 | vertex().append(data: " qt_vertUV0 = qt_getTargetTex0(qt_vertUV0);" ); |
| 114 | vertex() << " qt_varTexCoord0 = qt_vertUV0;\n" ; |
| 115 | fragment() <<" vec2 qt_texCoord0 = qt_varTexCoord0;\n" ; |
| 116 | } else { |
| 117 | vertex() << " vec2 qt_varTexCoord0 = vec2(0.0);\n" ; |
| 118 | fragment() << " vec2 qt_texCoord0 = vec2(0.0);\n" ; |
| 119 | } |
| 120 | } else if (inUVSet == 1) { |
| 121 | if (hasCustomShadedMain || meshHasUV1) { |
| 122 | addInterpolationParameter(inParamName: "qt_varTexCoord1" , inParamType: "vec2" ); |
| 123 | if (m_hasMorphing) |
| 124 | vertex().append(data: " qt_vertUV1 = qt_getTargetTex0(qt_vertUV1);" ); |
| 125 | vertex() << " qt_varTexCoord1 = qt_vertUV1;\n" ; |
| 126 | fragment() <<" vec2 qt_texCoord1 = qt_varTexCoord1;\n" ; |
| 127 | } else { |
| 128 | vertex() << " vec2 qt_varTexCoord1 = vec2(0.0);\n" ; |
| 129 | fragment() << " vec2 qt_texCoord1 = vec2(0.0);\n" ; |
| 130 | } |
| 131 | } |
| 132 | } |
| 133 | |
| 134 | void generateLightmapUVCoords(const QSSGShaderDefaultMaterialKey &inKey) |
| 135 | { |
| 136 | if (hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::TexCoordLightmap, inKey)) { |
| 137 | addInterpolationParameter(inParamName: "qt_varTexCoordLightmap" , inParamType: "vec2" ); |
| 138 | vertex() << " qt_varTexCoordLightmap = qt_vertLightmapUV;\n" ; |
| 139 | fragment() <<" vec2 qt_texCoordLightmap = qt_varTexCoordLightmap;\n" ; |
| 140 | } else { |
| 141 | vertex() << " vec2 qt_varTexCoordLightmap = vec2(0.0);\n" ; |
| 142 | fragment() << " vec2 qt_texCoordLightmap = vec2(0.0);\n" ; |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | void generateEnvMapReflection(const QSSGShaderDefaultMaterialKey &inKey) |
| 147 | { |
| 148 | if (setCode(GenerationFlag::EnvMapReflection)) |
| 149 | return; |
| 150 | |
| 151 | generateWorldPosition(inKey); |
| 152 | generateWorldNormal(inKey); |
| 153 | QSSGStageGeneratorBase &activeGenerator(activeStage()); |
| 154 | addInterpolationParameter(inParamName: "qt_var_object_to_camera" , inParamType: "vec3" ); |
| 155 | |
| 156 | if (m_viewCount < 2) { |
| 157 | activeGenerator.addUniform(name: "qt_cameraPosition" , type: "vec3" ); |
| 158 | activeGenerator.append(data: " qt_var_object_to_camera = normalize( qt_local_model_world_position - qt_cameraPosition );" ); |
| 159 | } else { |
| 160 | activeGenerator.addUniformArray(name: "qt_cameraPosition" , type: "vec3" , size: m_viewCount); |
| 161 | activeGenerator.append(data: " qt_var_object_to_camera = normalize( qt_local_model_world_position - qt_cameraPosition[qt_viewIndex] );" ); |
| 162 | } |
| 163 | |
| 164 | // World normal cannot be relied upon in the vertex shader because of bump maps. |
| 165 | fragment().append(data: " vec3 environment_map_reflection = reflect( " |
| 166 | "normalize(qt_var_object_to_camera), qt_world_normal.xyz );" ); |
| 167 | fragment().append(data: " environment_map_reflection *= vec3( 0.5, 0.5, 0 );" ); |
| 168 | fragment().append(data: " environment_map_reflection += vec3( 0.5, 0.5, 1.0 );" ); |
| 169 | } |
| 170 | |
| 171 | void generateViewVector(const QSSGShaderDefaultMaterialKey &inKey) |
| 172 | { |
| 173 | if (setCode(GenerationFlag::ViewVector)) |
| 174 | return; |
| 175 | |
| 176 | generateWorldPosition(inKey); |
| 177 | |
| 178 | if (m_viewCount < 2) { |
| 179 | activeStage().addUniform(name: "qt_cameraPosition" , type: "vec3" ); |
| 180 | fragment() << " vec3 qt_view_vector = normalize(qt_cameraPosition - qt_varWorldPos);\n" ; |
| 181 | } else { |
| 182 | activeStage().addUniformArray(name: "qt_cameraPosition" , type: "vec3" , size: m_viewCount); |
| 183 | fragment() << " vec3 qt_view_vector = normalize(qt_cameraPosition[qt_viewIndex] - qt_varWorldPos);\n" ; |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | // fragment shader expects varying vertex normal |
| 188 | // lighting in vertex pipeline expects qt_world_normal |
| 189 | |
| 190 | // qt_world_normal in both vert and frag shader |
| 191 | void generateWorldNormal(const QSSGShaderDefaultMaterialKey &inKey) |
| 192 | { |
| 193 | if (setCode(GenerationFlag::WorldNormal)) |
| 194 | return; |
| 195 | |
| 196 | const bool meshHasNormal = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::Normal, inKey); |
| 197 | |
| 198 | if (hasCustomShadedMain || meshHasNormal) { |
| 199 | addInterpolationParameter(inParamName: "qt_varNormal" , inParamType: "vec3" ); |
| 200 | doGenerateWorldNormal(inKey); |
| 201 | } else { |
| 202 | generateWorldPosition(inKey); |
| 203 | // qt_rhi_properties.x is used to correct for Y inversion for non OpenGL backends |
| 204 | fragment().append(data: " vec3 qt_varNormal = cross(dFdx(qt_varWorldPos), qt_rhi_properties.x * dFdy(qt_varWorldPos));" ); |
| 205 | } |
| 206 | fragment().append(data: " vec3 qt_world_normal = normalize(qt_varNormal);" ); |
| 207 | } |
| 208 | |
| 209 | void generateObjectNormal() |
| 210 | { |
| 211 | if (setCode(GenerationFlag::ObjectNormal)) |
| 212 | return; |
| 213 | |
| 214 | addInterpolationParameter(inParamName: "qt_varObjectNormal" , inParamType: "vec3" ); |
| 215 | vertex().append(data: " qt_varObjectNormal = qt_vertNormal;" ); |
| 216 | fragment().append(data: " vec3 object_normal = normalize(qt_varObjectNormal);" ); |
| 217 | } |
| 218 | |
| 219 | void generateWorldPosition(const QSSGShaderDefaultMaterialKey &inKey) |
| 220 | { |
| 221 | if (setCode(GenerationFlag::WorldPosition)) |
| 222 | return; |
| 223 | |
| 224 | activeStage().addUniform(name: "qt_modelMatrix" , type: "mat4" ); |
| 225 | addInterpolationParameter(inParamName: "qt_varWorldPos" , inParamType: "vec3" ); |
| 226 | const bool usesInstancing = defaultMaterialShaderKeyProperties.m_usesInstancing.getValue(inDataStore: inKey); |
| 227 | if (!usesInstancing) { |
| 228 | if (m_hasSkinning) |
| 229 | vertex().append(data: " vec3 qt_local_model_world_position = qt_vertPosition.xyz;" ); |
| 230 | else |
| 231 | vertex().append(data: " vec3 qt_local_model_world_position = (qt_modelMatrix * qt_vertPosition).xyz;" ); |
| 232 | } else { |
| 233 | vertex().append(data: " vec3 qt_local_model_world_position = (qt_instancedModelMatrix * qt_vertPosition).xyz;" ); |
| 234 | } |
| 235 | |
| 236 | assignOutput(inVarName: "qt_varWorldPos" , inVarValueExpr: "qt_local_model_world_position" ); |
| 237 | } |
| 238 | |
| 239 | void generateDepth() |
| 240 | { |
| 241 | if (setCode(GenerationFlag::PerspDivDepth)) |
| 242 | return; |
| 243 | |
| 244 | addInterpolationParameter(inParamName: "qt_varDepth" , inParamType: "float" ); |
| 245 | vertex().append(data: " qt_varDepth = gl_Position.z / gl_Position.w;" ); |
| 246 | } |
| 247 | |
| 248 | void generateShadowWorldPosition(const QSSGShaderDefaultMaterialKey &inKey) |
| 249 | { |
| 250 | if (setCode(GenerationFlag::PerspDivWorldPos)) |
| 251 | return; |
| 252 | |
| 253 | activeStage().addUniform(name: "qt_modelMatrix" , type: "mat4" ); |
| 254 | addInterpolationParameter(inParamName: "qt_varShadowWorldPos" , inParamType: "vec3" ); |
| 255 | |
| 256 | const bool usesInstancing = defaultMaterialShaderKeyProperties.m_usesInstancing.getValue(inDataStore: inKey); |
| 257 | if (!usesInstancing) { |
| 258 | if (m_hasSkinning) |
| 259 | vertex().append(data: " vec4 qt_shadow_world_tmp = qt_vertPosition;" ); |
| 260 | else |
| 261 | vertex().append(data: " vec4 qt_shadow_world_tmp = qt_modelMatrix * qt_vertPosition;" ); |
| 262 | } else { |
| 263 | vertex().append(data: " vec4 qt_shadow_world_tmp = qt_instancedModelMatrix * qt_vertPosition;" ); |
| 264 | } |
| 265 | vertex().append(data: " qt_varShadowWorldPos = qt_shadow_world_tmp.xyz / qt_shadow_world_tmp.w;" ); |
| 266 | } |
| 267 | |
| 268 | void generateVarTangentAndBinormal(const QSSGShaderDefaultMaterialKey &inKey, bool &genTangent, bool &genBinormal) |
| 269 | { |
| 270 | if (setCode(GenerationFlag::TangentBinormal)) |
| 271 | return; |
| 272 | |
| 273 | const bool meshHasTangent = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::Tangent, inKey); |
| 274 | const bool meshHasBinormal = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::Binormal, inKey); |
| 275 | |
| 276 | // I assume that there is no mesh having only binormal without tangent |
| 277 | // since it is an abnormal case |
| 278 | if (hasCustomShadedMain || meshHasTangent) { |
| 279 | addInterpolationParameter(inParamName: "qt_varTangent" , inParamType: "vec3" ); |
| 280 | doGenerateVarTangent(inKey); |
| 281 | fragment() << " vec3 qt_tangent = normalize(qt_varTangent);\n" ; |
| 282 | |
| 283 | if (hasCustomShadedMain || meshHasBinormal) { |
| 284 | addInterpolationParameter(inParamName: "qt_varBinormal" , inParamType: "vec3" ); |
| 285 | doGenerateVarBinormal(inKey); |
| 286 | fragment() << " vec3 qt_binormal = normalize(qt_varBinormal);\n" ; |
| 287 | genBinormal = true; |
| 288 | } else { |
| 289 | fragment() << " vec3 qt_binormal = vec3(0.0);\n" ; |
| 290 | } |
| 291 | genTangent = true; |
| 292 | } else { |
| 293 | fragment() << " vec3 qt_tangent = vec3(0.0);\n" |
| 294 | << " vec3 qt_binormal = vec3(0.0);\n" ; |
| 295 | } |
| 296 | } |
| 297 | void generateVertexColor(const QSSGShaderDefaultMaterialKey &inKey) |
| 298 | { |
| 299 | if (setCode(GenerationFlag::VertexColor)) |
| 300 | return; |
| 301 | |
| 302 | const bool meshHasColor = hasAttributeInKey(inAttr: QSSGShaderKeyVertexAttribute::Color, inKey); |
| 303 | |
| 304 | const bool vColorEnabled = defaultMaterialShaderKeyProperties.m_vertexColorsEnabled.getValue(inDataStore: inKey); |
| 305 | const bool vColorMaskEnabled = defaultMaterialShaderKeyProperties.m_vertexColorsMaskEnabled.getValue(inDataStore: inKey); |
| 306 | const bool usesVarColor = defaultMaterialShaderKeyProperties.m_usesVarColor.getValue(inDataStore: inKey); |
| 307 | const bool usesInstancing = defaultMaterialShaderKeyProperties.m_usesInstancing.getValue(inDataStore: inKey); |
| 308 | const bool usesBlendParticles = defaultMaterialShaderKeyProperties.m_blendParticles.getValue(inDataStore: inKey); |
| 309 | |
| 310 | const bool vertexColorsEnabled = (vColorEnabled && meshHasColor) || usesInstancing || usesBlendParticles || usesVarColor; |
| 311 | const bool vertexColorsMaskEnabled = (vColorMaskEnabled && meshHasColor); |
| 312 | |
| 313 | if (vertexColorsEnabled || vertexColorsMaskEnabled) { |
| 314 | addInterpolationParameter(inParamName: "qt_varColor" , inParamType: "vec4" ); |
| 315 | if (m_hasMorphing) |
| 316 | vertex().append(data: " qt_vertColor = qt_getTargetColor(qt_vertColor);" ); |
| 317 | vertex().append(data: " qt_varColor = qt_vertColor;" ); |
| 318 | |
| 319 | fragment().append(data: " vec4 qt_vertColorMask = qt_varColor;\n" ); |
| 320 | if (vertexColorsEnabled) |
| 321 | fragment().append(data: " vec4 qt_vertColor = qt_varColor;\n" ); |
| 322 | else |
| 323 | fragment().append(data: " vec4 qt_vertColor = vec4(1.0);\n" ); |
| 324 | }else { |
| 325 | fragment().append(data: " vec4 qt_vertColorMask = vec4(1.0);\n" ); |
| 326 | fragment().append(data: " vec4 qt_vertColor = vec4(1.0);\n" ); // must be 1,1,1,1 to not alter when multiplying with it |
| 327 | } |
| 328 | } |
| 329 | |
| 330 | void addIncoming(const QByteArray &name, const QByteArray &type) { activeStage().addIncoming(name, type); } |
| 331 | |
| 332 | void addOutgoing(const QByteArray &name, const QByteArray &type) { addInterpolationParameter(inParamName: name, inParamType: type); } |
| 333 | |
| 334 | void addUniform(const QByteArray &name, const QByteArray &type) { activeStage().addUniform(name, type); } |
| 335 | |
| 336 | void addUniformArray(const QByteArray &name, const QByteArray &type, quint32 size) { activeStage().addUniformArray(name, type, size); } |
| 337 | |
| 338 | void addInclude(const QByteArray &name) { activeStage().addInclude(name); } |
| 339 | |
| 340 | void addFunction(const QByteArray &functionName) |
| 341 | { |
| 342 | if (!m_addedFunctions.contains(t: functionName)) { |
| 343 | m_addedFunctions.push_back(t: functionName); |
| 344 | QByteArray includeName = "func" + functionName + ".glsllib" ; |
| 345 | addInclude(name: includeName); |
| 346 | } |
| 347 | } |
| 348 | |
| 349 | void addConstantBuffer(const QByteArray &name, const QByteArray &layout) |
| 350 | { |
| 351 | activeStage().addConstantBuffer(name, layout); |
| 352 | } |
| 353 | |
| 354 | void addConstantBufferParam(const QByteArray &cbName, const QByteArray ¶mName, const QByteArray &type) |
| 355 | { |
| 356 | activeStage().addConstantBufferParam(cbName, paramName, type); |
| 357 | } |
| 358 | |
| 359 | void addDefinition(const QByteArray &name, const QByteArray &value = QByteArray()) |
| 360 | { |
| 361 | activeStage().addDefinition(name, value); |
| 362 | } |
| 363 | |
| 364 | QSSGStageGeneratorBase &operator<<(const QByteArray &data) |
| 365 | { |
| 366 | activeStage() << data; |
| 367 | return activeStage(); |
| 368 | } |
| 369 | |
| 370 | void append(const QByteArray &data) { activeStage().append(data); } |
| 371 | |
| 372 | QSSGShaderGeneratorStage stage() const |
| 373 | { |
| 374 | return const_cast<QSSGMaterialVertexPipeline *>(this)->activeStage().stage(); |
| 375 | } |
| 376 | |
| 377 | // Responsible for beginning all vertex and fragment generation (void main() { etc). |
| 378 | void beginVertexGeneration(const QSSGShaderDefaultMaterialKey &inKey, |
| 379 | const QSSGShaderFeatures &inFeatureSet, |
| 380 | QSSGShaderLibraryManager &shaderLibraryManager); |
| 381 | // The fragment shader expects a floating point constant, qt_objectOpacity to be defined |
| 382 | // post this method. |
| 383 | void beginFragmentGeneration(QSSGShaderLibraryManager &shaderLibraryManager); |
| 384 | // Output variables may be mangled in some circumstances so the shader generation system |
| 385 | // needs an abstraction |
| 386 | // mechanism around this. |
| 387 | void assignOutput(const QByteArray &inVarName, const QByteArray &inVarValueExpr); |
| 388 | |
| 389 | // responsible for closing all vertex and fragment generation |
| 390 | void endVertexGeneration(); |
| 391 | void endFragmentGeneration(); |
| 392 | |
| 393 | QSSGStageGeneratorBase &activeStage(); |
| 394 | void addInterpolationParameter(const QByteArray &inParamName, const QByteArray &inParamType); |
| 395 | void addFlatParameter(const QByteArray &inParamName, const QByteArray &inParamType); |
| 396 | |
| 397 | void doGenerateWorldNormal(const QSSGShaderDefaultMaterialKey &inKey); |
| 398 | void doGenerateVarTangent(const QSSGShaderDefaultMaterialKey &inKey); |
| 399 | void doGenerateVarBinormal(const QSSGShaderDefaultMaterialKey &inKey); |
| 400 | bool hasAttributeInKey(QSSGShaderKeyVertexAttribute::VertexAttributeBits inAttr, const QSSGShaderDefaultMaterialKey &inKey); |
| 401 | }; |
| 402 | |
| 403 | QT_END_NAMESPACE |
| 404 | |
| 405 | #endif |
| 406 | |