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#ifndef QSSG_RENDER_LAYER_HELPER_IMPL_H
#define QSSG_RENDER_LAYER_HELPER_IMPL_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 <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercontextcore_p.h>
QT_BEGIN_NAMESPACE
/** An independent, testable entity to encapsulate taking at least:
* layer, current viewport rect, current scissor rect, presentation design dimensions
* and producing a set of rectangles:
* layer viewport rect (inside viewport rect and calculated using outer viewport rect info)
* layer scissor rect (inside current scissor rect)
* layer camera rect (may be the viewport rect)
*
* In the case where we have to render offscreen for this layer then we need to handle produce
* a set of texture dimensions and the layer camera rect ends up being same size but with no
*offsets.
*
* This object should handle part of any translation from screenspace to global space.
* I am using language level access control on this object because it needs specific
* interface design that will enable future modifications.
*/
struct QSSGLayerRenderHelper
{
private:
QSSGRenderLayer *m_layer = nullptr;
QSSGRenderCamera *m_camera = nullptr;
QRectF m_viewport;
QRectF m_scissor;
public:
QSSGLayerRenderHelper() = default;
QSSGLayerRenderHelper(const QRectF &inViewport,
const QRectF &inScissor,
QSSGRenderLayer &inLayer);
QSSGRenderLayer *layer() const { return m_layer; }
QSSGRenderCamera *camera() const { return m_camera; }
// Does not differ whether offscreen or not, simply states how this layer maps to the
// presentation
QRectF viewport() const { return m_viewport; }
// Does not differ whether offscreen or not, scissor rect of how this layer maps to
// presentation.
QRectF scissor() const { return m_scissor; }
QSize textureDimensions() const;
QSSGCameraGlobalCalculationResult setupCameraForRender(QSSGRenderCamera &inCamera);
static QSSGOption<QVector2D> layerMouseCoords(const QRectF &viewport, const QVector2D &inMouseCoords, const QVector2D &inWindowDimensions, bool inForceIntersect);
static QSSGOption<QSSGRenderRay> pickRay(const QSSGRenderCamera &camera, const QRectF &viewport, const QVector2D &inMouseCoords, const QVector2D &inWindowDimensions, bool inForceIntersect);
// Checks the various viewports and determines if the layer is visible or not.
bool isLayerVisible() const;
private:
// Viewport used when actually rendering. In the case where this is an offscreen item then
// it may be different than the layer to presentation viewport.
QRectF layerRenderViewport() const;
};
QT_END_NAMESPACE
#endif // QSSG_RENDER_LAYER_HELPER_IMPL_H