Revision control

Copy as Markdown

// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
#define QSSG_RENDER_DEFAULT_MATERIAL_SHADER_GENERATOR_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadowmap_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderableimage_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
QT_BEGIN_NAMESPACE
struct QSSGLayerGlobalRenderProperties;
struct QSSGMaterialVertexPipeline;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGMaterialShaderGenerator
{
~QSSGMaterialShaderGenerator() = default;
static const char* getSamplerName(QSSGRenderableImage::Type type);
static QSSGRhiShaderPipelinePtr generateMaterialRhiShader(const QByteArray &inShaderKeyPrefix,
const QByteArray &inCacheKey,
QSSGMaterialVertexPipeline &vertexGenerator,
const QSSGShaderDefaultMaterialKey &key,
const QSSGShaderDefaultMaterialKeyProperties &inProperties,
const QSSGShaderFeatures &inFeatureSet,
const QSSGRenderGraphObject &inMaterial,
QSSGShaderLibraryManager &shaderLibraryManager,
QSSGShaderCache &theCache,
const QSSGUserShaderAugmentation &shaderAugmentation = {});
static void setRhiMaterialProperties(const QSSGRenderContextInterface &,
QSSGRhiShaderPipeline &shaders,
char *ubufData,
QSSGRhiGraphicsPipelineState *inPipelineState,
const QSSGRenderGraphObject &inMaterial,
const QSSGShaderDefaultMaterialKey &inKey,
const QSSGShaderDefaultMaterialKeyProperties &inProperties,
const QSSGRenderCameraList &inCameras,
const QSSGRenderMvpArray &inModelViewProjections,
const QMatrix3x3 &inNormalMatrix,
const QMatrix4x4 &inGlobalTransform,
const QMatrix4x4 &clipSpaceCorrMatrix,
const QMatrix4x4 &localInstanceTransform,
const QMatrix4x4 &globalInstanceTransform,
const QSSGDataView<float> &inMorphWeights,
QSSGRenderableImage *inFirstImage,
float inOpacity,
const QSSGLayerRenderData &inRenderProperties,
const QSSGShaderLightListView &inLights,
const QSSGShaderReflectionProbe &reflectionProbe,
bool receivesShadows,
bool receivesReflections,
const QVector2D *shadowDepthAdjust,
QRhiTexture *lightmapTexture);
static const char *directionalLightProcessorArgumentList();
static const char *pointLightProcessorArgumentList();
static const char *spotLightProcessorArgumentList();
static const char *ambientLightProcessorArgumentList();
static const char *specularLightProcessorArgumentList();
static const char *shadedFragmentMainArgumentList();
static const char *postProcessorArgumentList();
static const char *iblProbeProcessorArgumentList();
static const char *vertexMainArgumentList();
static const char *vertexInstancedMainArgumentList();
private:
QSSGMaterialShaderGenerator() = delete;
Q_DISABLE_COPY(QSSGMaterialShaderGenerator)
};
namespace QtQuick3DEditorHelpers {
namespace CustomMaterial {
// NOTE: Returns a copy of the actual list, cache as needed!
[[nodiscard]] Q_QUICK3DRUNTIMERENDER_EXPORT QList<QByteArrayView> reservedArgumentNames();
}
}
QT_END_NAMESPACE
#endif