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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
#include <QtQuick3DRuntimeRender/private/qssglayerrenderdata_p.h>
QT_BEGIN_NAMESPACE
QSSGRenderLayer::QSSGRenderLayer()
: QSSGRenderNode(QSSGRenderNode::Type::Layer)
, firstEffect(nullptr)
, antialiasingMode(QSSGRenderLayer::AAMode::NoAA)
, antialiasingQuality(QSSGRenderLayer::AAQuality::High)
, background(QSSGRenderLayer::Background::Transparent)
, temporalAAStrength(0.3f)
, ssaaMultiplier(1.5f)
, specularAAEnabled(false)
, oitMethod(OITMethod::None)
, oitMethodDirty(false)
, tonemapMode(TonemapMode::Linear)
{
flags = { FlagT(LocalState::Active) | FlagT(GlobalState::Active) }; // The layer node is alway active and not dirty.
}
QSSGRenderLayer::~QSSGRenderLayer()
{
delete importSceneNode;
importSceneNode = nullptr;
delete renderData;
}
void QSSGRenderLayer::setProbeOrientation(const QVector3D &angles)
{
if (angles != lightProbeSettings.probeOrientationAngles) {
lightProbeSettings.probeOrientationAngles = angles;
lightProbeSettings.probeOrientation = QQuaternion::fromEulerAngles(lightProbeSettings.probeOrientationAngles).toRotationMatrix();
}
}
void QSSGRenderLayer::addEffect(QSSGRenderEffect &inEffect)
{
// Effects need to be rendered in reverse order as described in the file.
inEffect.m_nextEffect = firstEffect;
firstEffect = &inEffect;
}
bool QSSGRenderLayer::hasEffect(QSSGRenderEffect *inEffect) const
{
for (auto currentEffect = firstEffect; currentEffect != nullptr; currentEffect = currentEffect->m_nextEffect) {
if (currentEffect == inEffect)
return true;
}
return false;
}
void QSSGRenderLayer::setImportScene(QSSGRenderNode &rootNode)
{
// We create a dummy node to represent the imported scene tree, as we
// do absolutely not want to change the node links in that tree!
if (importSceneNode == nullptr) {
importSceneNode = new QSSGRenderNode(QSSGRenderGraphObject::Type::ImportScene);
// Now we can add the dummy node to the layers child list
children.push_back(*importSceneNode);
} else {
importSceneNode->children.clear(); // Clear the list (or the list will modify the rootNode)
}
// The imported scene root node is now a child of the dummy node
auto &importChildren = importSceneNode->children;
Q_ASSERT(importChildren.isEmpty());
// We don't want the list to modify our node, so we set the tail and head manually.
importChildren.m_head = importChildren.m_tail = &rootNode;
}
void QSSGRenderLayer::removeImportScene(QSSGRenderNode &rootNode)
{
if (importSceneNode && !importSceneNode->children.isEmpty()) {
if (&importSceneNode->children.back() == &rootNode)
importSceneNode->children.clear();
}
}
QT_END_NAMESPACE
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