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| |
| #ifndef QSSG_RENDER_IMPL_RENDERABLE_OBJECTS_H |
| #define QSSG_RENDER_IMPL_RENDERABLE_OBJECTS_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/qssgrendermodel_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrenderableimage_p.h> |
| |
| #include <QtQuick3DUtils/private/qssginvasivelinkedlist_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| enum class QSSGRenderableObjectFlag |
| { |
| HasTransparency = 1 << 0, |
| CompletelyTransparent = 1 << 1, |
| Dirty = 1 << 2, |
| Pickable = 1 << 3, |
| DefaultMaterialMeshSubset = 1 << 4, |
| Custom = 1 << 6, |
| CustomMaterialMeshSubset = 1 << 7, |
| HasRefraction = 1 << 8, |
| CastsShadows = 1 << 9, |
| ReceivesShadows = 1 << 10 |
| }; |
| |
| struct QSSGRenderableObjectFlags : public QFlags<QSSGRenderableObjectFlag> |
| { |
| void setHasTransparency(bool inHasTransparency) |
| { |
| setFlag(QSSGRenderableObjectFlag::HasTransparency, inHasTransparency); |
| } |
| bool hasTransparency() const { return this->operator&(QSSGRenderableObjectFlag::HasTransparency); } |
| bool hasRefraction() const { return this->operator&(QSSGRenderableObjectFlag::HasRefraction); } |
| void setCompletelyTransparent(bool inTransparent) |
| { |
| setFlag(QSSGRenderableObjectFlag::CompletelyTransparent, inTransparent); |
| } |
| bool isCompletelyTransparent() const |
| { |
| return this->operator&(QSSGRenderableObjectFlag::CompletelyTransparent); |
| } |
| void setDirty(bool inDirty) { setFlag(QSSGRenderableObjectFlag::Dirty, inDirty); } |
| bool isDirty() const { return this->operator&(QSSGRenderableObjectFlag::Dirty); } |
| void setPickable(bool inPickable) { setFlag(QSSGRenderableObjectFlag::Pickable, inPickable); } |
| bool isPickable() const { return this->operator&(QSSGRenderableObjectFlag::Pickable); } |
| |
| void setCastsShadows(bool inCastsShadows) { setFlag(QSSGRenderableObjectFlag::CastsShadows, inCastsShadows); } |
| bool castsShadows() const { return this->operator&(QSSGRenderableObjectFlag::CastsShadows); } |
| |
| void setReceivesShadows(bool inReceivesShadows) { setFlag(QSSGRenderableObjectFlag::ReceivesShadows, inReceivesShadows); } |
| bool receivesShadows() const { return this->operator&(QSSGRenderableObjectFlag::ReceivesShadows); } |
| |
| // Mutually exclusive values |
| void setDefaultMaterialMeshSubset(bool inMeshSubset) |
| { |
| setFlag(QSSGRenderableObjectFlag::DefaultMaterialMeshSubset, inMeshSubset); |
| } |
| bool isDefaultMaterialMeshSubset() const |
| { |
| return this->operator&(QSSGRenderableObjectFlag::DefaultMaterialMeshSubset); |
| } |
| |
| void setCustomMaterialMeshSubset(bool inMeshSubset) |
| { |
| setFlag(QSSGRenderableObjectFlag::CustomMaterialMeshSubset, inMeshSubset); |
| } |
| bool isCustomMaterialMeshSubset() const |
| { |
| return this->operator&(QSSGRenderableObjectFlag::CustomMaterialMeshSubset); |
| } |
| |
| void setCustom(bool inCustom) { setFlag(QSSGRenderableObjectFlag::Custom, inCustom); } |
| bool isCustom() const { return this->operator&(QSSGRenderableObjectFlag::Custom); } |
| }; |
| |
| struct QSSGNodeLightEntry |
| { |
| QSSGRenderLight *light = nullptr; |
| qint32 lightIndex; |
| QSSGNodeLightEntry *nextNode = nullptr; |
| QSSGNodeLightEntry() = default; |
| QSSGNodeLightEntry(QSSGRenderLight *inLight, qint32 inLightIndex) |
| : light(inLight), lightIndex(inLightIndex), nextNode(nullptr) |
| { |
| } |
| }; |
| |
| DEFINE_INVASIVE_SINGLE_LIST(QSSGNodeLightEntry) |
| IMPLEMENT_INVASIVE_SINGLE_LIST(QSSGNodeLightEntry, nextNode) |
| |
| struct QSSGRenderableObject; |
| |
| typedef void (*TRenderFunction)(QSSGRenderableObject &inObject, const QVector2D &inCameraProperties); |
| |
| struct QSSGRenderableObject; |
| |
| // Used for sorting |
| struct QSSGRenderableObjectHandle |
| { |
| QSSGRenderableObject *obj; |
| float cameraDistanceSq; |
| static inline QSSGRenderableObjectHandle create(QSSGRenderableObject *o, float camDistSq = 0.0f) { return {o, camDistSq};} |
| }; |
| Q_DECLARE_TYPEINFO(QSSGRenderableObjectHandle, Q_PRIMITIVE_TYPE); |
| |
| struct QSSGRenderableObject |
| { |
| // Variables used for picking |
| const QMatrix4x4 &globalTransform; |
| const QSSGBounds3 &bounds; |
| QSSGRenderableObjectFlags renderableFlags; |
| // For rough sorting for transparency and for depth |
| QVector3D worldCenterPoint; |
| TessellationModeValues tessellationMode; |
| // For custom renderable objects the render function must be defined |
| TRenderFunction renderFunction; |
| QSSGNodeLightEntryList scopedLights; |
| QSSGRenderableObject(QSSGRenderableObjectFlags inFlags, |
| const QVector3D &inWorldCenterPt, |
| const QMatrix4x4 &inGlobalTransform, |
| const QSSGBounds3 &inBounds, |
| TessellationModeValues inTessMode = TessellationModeValues::NoTessellation, |
| TRenderFunction inFunction = nullptr) |
| |
| : globalTransform(inGlobalTransform) |
| , bounds(inBounds) |
| , renderableFlags(inFlags) |
| , worldCenterPoint(inWorldCenterPt) |
| , tessellationMode(inTessMode) |
| , renderFunction(inFunction) |
| { |
| } |
| }; |
| |
| Q_STATIC_ASSERT(std::is_trivially_destructible<QSSGRenderableObject>::value); |
| |
| // Different subsets from the same model will get the same |
| // model context so we can generate the MVP and normal matrix once |
| // and only once per subset. |
| struct QSSGModelContext |
| { |
| const QSSGRenderModel &model; |
| QMatrix4x4 modelViewProjection; |
| QMatrix3x3 normalMatrix; |
| |
| QSSGModelContext(const QSSGRenderModel &inModel, const QMatrix4x4 &inViewProjection) : model(inModel) |
| { |
| model.calculateMVPAndNormalMatrix(inViewProjection, modelViewProjection, normalMatrix); |
| } |
| }; |
| |
| Q_STATIC_ASSERT(std::is_trivially_destructible<QSSGModelContext>::value); |
| |
| class QSSGRendererImpl; |
| struct QSSGLayerRenderData; |
| struct QSSGShadowMapEntry; |
| |
| struct QSSGSubsetRenderableBase : public QSSGRenderableObject |
| { |
| const QSSGRef<QSSGRendererImpl> &generator; |
| const QSSGModelContext &modelContext; |
| const QSSGRenderSubset ⊂ |
| float opacity; |
| |
| QSSGSubsetRenderableBase(QSSGRenderableObjectFlags inFlags, |
| const QVector3D &inWorldCenterPt, |
| const QSSGRef<QSSGRendererImpl> &gen, |
| const QSSGRenderSubset &inSubset, |
| const QSSGModelContext &inModelContext, |
| float inOpacity); |
| void renderShadowMapPass(const QVector2D &inCameraVec, |
| const QSSGRenderLight *inLight, |
| const QSSGRenderCamera &inCamera, |
| QSSGShadowMapEntry *inShadowMapEntry) const; |
| |
| void renderDepthPass(const QVector2D &inCameraVec, QSSGRenderableImage *inDisplacementImage, float inDisplacementAmount, QSSGCullFaceMode cullFaceMode = QSSGCullFaceMode::Back); |
| }; |
| |
| Q_STATIC_ASSERT(std::is_trivially_destructible<QSSGSubsetRenderableBase>::value); |
| |
| /** |
| * A renderable that corresponds to a subset (a part of a model). |
| * These are created per subset per layer and are responsible for actually |
| * rendering this type of object. |
| */ |
| struct QSSGSubsetRenderable : public QSSGSubsetRenderableBase |
| { |
| const QSSGRenderDefaultMaterial &material; |
| QSSGRenderableImage *firstImage; |
| QSSGShaderDefaultMaterialKey shaderDescription; |
| QSSGDataView<QMatrix4x4> bones; |
| |
| QSSGSubsetRenderable(QSSGRenderableObjectFlags inFlags, |
| const QVector3D &inWorldCenterPt, |
| const QSSGRef<QSSGRendererImpl> &gen, |
| const QSSGRenderSubset &inSubset, |
| const QSSGRenderDefaultMaterial &mat, |
| const QSSGModelContext &inModelContext, |
| float inOpacity, |
| QSSGRenderableImage *inFirstImage, |
| QSSGShaderDefaultMaterialKey inShaderKey, |
| const QSSGDataView<QMatrix4x4> &inBoneGlobals); |
| |
| void render(const QVector2D &inCameraVec, const ShaderFeatureSetList &inFeatureSet); |
| |
| void renderDepthPass(const QVector2D &inCameraVec); |
| |
| QSSGRenderDefaultMaterial::MaterialBlendMode getBlendingMode() { return material.blendMode; } |
| }; |
| |
| Q_STATIC_ASSERT(std::is_trivially_destructible<QSSGSubsetRenderable>::value); |
| |
| struct QSSGCustomMaterialRenderable : public QSSGSubsetRenderableBase |
| { |
| const QSSGRenderCustomMaterial &material; |
| QSSGRenderableImage *firstImage; |
| QSSGShaderDefaultMaterialKey shaderDescription; |
| |
| QSSGCustomMaterialRenderable(QSSGRenderableObjectFlags inFlags, |
| const QVector3D &inWorldCenterPt, |
| const QSSGRef<QSSGRendererImpl> &gen, |
| const QSSGRenderSubset &inSubset, |
| const QSSGRenderCustomMaterial &mat, |
| const QSSGModelContext &inModelContext, |
| float inOpacity, |
| QSSGRenderableImage *inFirstImage, |
| QSSGShaderDefaultMaterialKey inShaderKey); |
| |
| void render(const QVector2D &inCameraVec, |
| const QSSGLayerRenderData &inLayerData, |
| const QSSGRenderLayer &inLayer, |
| const QVector<QSSGRenderLight *> &inLights, |
| const QSSGRenderCamera &inCamera, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthTexture, |
| const QSSGRef<QSSGRenderTexture2D> &inSsaoTexture, |
| const ShaderFeatureSetList &inFeatureSet); |
| |
| void renderDepthPass(const QVector2D &inCameraVec, |
| const QSSGRenderLayer &inLayer, |
| const QVector<QSSGRenderLight *> &inLights, |
| const QSSGRenderCamera &inCamera, |
| const QSSGRenderTexture2D *inDepthTexture); |
| }; |
| |
| Q_STATIC_ASSERT(std::is_trivially_destructible<QSSGCustomMaterialRenderable>::value); |
| |
| QT_END_NAMESPACE |
| |
| #endif |