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** Copyright (C) 2019 The Qt Company Ltd.
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#include <QtQuick3DRuntimeRender/private/qssgrendererimpllayerrenderhelper_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendererutil_p.h>
QT_BEGIN_NAMESPACE
QSSGLayerRenderHelper::QSSGLayerRenderHelper(const QRectF &inViewport,
const QRectF &inScissor,
QSSGRenderLayer &inLayer)
: m_layer(&inLayer)
{
m_viewport = inViewport;
m_scissor = m_viewport;
m_scissor &= inScissor; // ensureInBounds/intersected
Q_ASSERT(m_scissor.width() >= 0.0f);
Q_ASSERT(m_scissor.height() >= 0.0f);
}
// This is the viewport the camera will use to setup the projection.
QRectF QSSGLayerRenderHelper::layerRenderViewport() const
{
return m_viewport;
}
QSize QSSGLayerRenderHelper::textureDimensions() const
{
quint32 width = (quint32)m_viewport.width();
quint32 height = (quint32)m_viewport.height();
return QSize(QSSGRendererUtil::nextMultipleOf4(width), QSSGRendererUtil::nextMultipleOf4(height));
}
QSSGCameraGlobalCalculationResult QSSGLayerRenderHelper::setupCameraForRender(QSSGRenderCamera &inCamera)
{
return inCamera.calculateGlobalVariables(layerRenderViewport());
}
QSSGOption<QVector2D> QSSGLayerRenderHelper::layerMouseCoords(const QRectF &viewport,
const QVector2D &inMouseCoords,
const QVector2D &inWindowDimensions,
bool inForceIntersect)
{
// First invert the y so we are dealing with numbers in a normal coordinate space.
// Second, move into our layer's coordinate space
QVector2D correctCoords(inMouseCoords.x(), inWindowDimensions.y() - inMouseCoords.y());
QVector2D theLocalMouse = toRectRelative(viewport, correctCoords);
const float theRenderRectWidth = float(viewport.width());
const float theRenderRectHeight = float(viewport.height());
// Crop the mouse to the rect. Apply no further translations.
if (inForceIntersect == false
&& (theLocalMouse.x() < 0.0f || theLocalMouse.x() >= theRenderRectWidth || theLocalMouse.y() < 0.0f
|| theLocalMouse.y() >= theRenderRectHeight)) {
return QSSGEmpty();
}
return theLocalMouse;
}
QSSGOption<QSSGRenderRay> QSSGLayerRenderHelper::pickRay(const QSSGRenderCamera &camera,
const QRectF &viewport,
const QVector2D &inMouseCoords,
const QVector2D &inWindowDimensions,
bool inForceIntersect)
{
QSSGOption<QVector2D> theCoords(layerMouseCoords(viewport, inMouseCoords, inWindowDimensions, inForceIntersect));
if (theCoords.hasValue()) {
// The cameras projection is different if we are onscreen vs. offscreen.
// When offscreen, we need to move the mouse coordinates into a local space
// to the layer.
return camera.unproject(*theCoords, viewport);
}
return QSSGEmpty();
}
bool QSSGLayerRenderHelper::isLayerVisible() const
{
return m_scissor.height() >= 2.0f && m_scissor.width() >= 2.0f;
}
QT_END_NAMESPACE