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 | |