| /**************************************************************************** |
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| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). |
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| ** Public license version 3 or any later version approved by the KDE Free |
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| ****************************************************************************/ |
| |
| #ifndef QT3DRENDER_RENDER_OPENGL_RENDERVIEW_H |
| #define QT3DRENDER_RENDER_OPENGL_RENDERVIEW_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists for the convenience |
| // of other Qt classes. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| #include <Qt3DRender/qparameter.h> |
| #include <Qt3DRender/qclearbuffers.h> |
| #include <Qt3DRender/qlayerfilter.h> |
| #include <Qt3DRender/private/clearbuffers_p.h> |
| #include <Qt3DRender/private/cameralens_p.h> |
| #include <Qt3DRender/private/attachmentpack_p.h> |
| #include <Qt3DRender/private/handle_types_p.h> |
| #include <Qt3DRender/private/qsortpolicy_p.h> |
| #include <Qt3DRender/private/lightsource_p.h> |
| #include <Qt3DRender/private/qmemorybarrier_p.h> |
| #include <Qt3DRender/private/qrendercapture_p.h> |
| #include <Qt3DRender/private/qblitframebuffer_p.h> |
| #include <Qt3DRender/private/qwaitfence_p.h> |
| |
| #include <Qt3DCore/private/qframeallocator_p.h> |
| #include <Qt3DRender/private/aligned_malloc_p.h> |
| |
| #include <renderer_p.h> |
| // TODO: Move out once this is all refactored |
| #include <renderviewjobutils_p.h> |
| |
| #include <QVector> |
| #include <QSurface> |
| #include <QMutex> |
| #include <QColor> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| class QRenderPass; |
| |
| namespace Render { |
| |
| class NodeManagers; |
| class RenderPassFilter; |
| class TechniqueFilter; |
| class ViewportNode; |
| class Effect; |
| class RenderPass; |
| |
| namespace OpenGL { |
| |
| class Renderer; |
| class RenderCommand; |
| |
| typedef QPair<ShaderUniform, QVariant> ActivePropertyContent; |
| typedef QPair<QString, ActivePropertyContent > ActiveProperty; |
| |
| struct Q_AUTOTEST_EXPORT ClearBufferInfo |
| { |
| int drawBufferIndex = 0; |
| QRenderTargetOutput::AttachmentPoint attchmentPoint = QRenderTargetOutput::Color0; |
| QVector4D clearColor; |
| }; |
| |
| struct Q_AUTOTEST_EXPORT BlitFramebufferInfo |
| { |
| Qt3DCore::QNodeId sourceRenderTargetId; |
| Qt3DCore::QNodeId destinationRenderTargetId; |
| QRect sourceRect; |
| QRect destinationRect; |
| Qt3DRender::QRenderTargetOutput::AttachmentPoint sourceAttachmentPoint; |
| Qt3DRender::QRenderTargetOutput::AttachmentPoint destinationAttachmentPoint; |
| QBlitFramebuffer::InterpolationMethod interpolationMethod; |
| }; |
| |
| // This class is kind of analogous to RenderBin but I want to avoid trampling |
| // on that until we get this working |
| |
| class Q_AUTOTEST_EXPORT RenderView |
| { |
| public: |
| RenderView(); |
| ~RenderView(); |
| |
| QT3D_ALIGNED_MALLOC_AND_FREE() |
| |
| // TODO: Add a way to specify a sort predicate for the RenderCommands |
| void sort(); |
| |
| void setRenderer(Renderer *renderer); |
| inline void setSurfaceSize(const QSize &size) Q_DECL_NOTHROW { m_surfaceSize = size; } |
| inline Renderer *renderer() const Q_DECL_NOTHROW { return m_renderer; } |
| inline NodeManagers *nodeManagers() const Q_DECL_NOTHROW { return m_manager; } |
| inline const QSize &surfaceSize() const Q_DECL_NOTHROW { return m_surfaceSize; } |
| inline void setDevicePixelRatio(qreal r) Q_DECL_NOTHROW { m_devicePixelRatio = r; } |
| inline qreal devicePixelRatio() const Q_DECL_NOTHROW { return m_devicePixelRatio; } |
| |
| inline void setRenderCameraLens(CameraLens *renderCameraLens) Q_DECL_NOTHROW { m_renderCameraLens = renderCameraLens; } |
| inline CameraLens *renderCameraLens() const Q_DECL_NOTHROW { return m_renderCameraLens; } |
| |
| inline void setRenderCameraEntity(Entity *renderCameraNode) Q_DECL_NOTHROW { m_renderCameraNode = renderCameraNode; } |
| inline Entity *renderCameraEntity() const Q_DECL_NOTHROW { return m_renderCameraNode; } |
| |
| inline void setViewMatrix(const Matrix4x4 &viewMatrix) Q_DECL_NOTHROW { m_viewMatrix = viewMatrix; } |
| inline Matrix4x4 viewMatrix() const Q_DECL_NOTHROW { return m_viewMatrix; } |
| |
| inline void setViewProjectionMatrix(const Matrix4x4 &viewProjectionMatrix) Q_DECL_NOTHROW { m_viewProjectionMatrix = viewProjectionMatrix; } |
| inline Matrix4x4 viewProjectionMatrix() const Q_DECL_NOTHROW { return m_viewProjectionMatrix; } |
| |
| inline void setEyePosition(const Vector3D &eyePos) Q_DECL_NOTHROW { m_eyePos = eyePos; } |
| inline Vector3D eyePosition() const Q_DECL_NOTHROW { return m_eyePos; } |
| |
| inline void setEyeViewDirection(const Vector3D &dir) Q_DECL_NOTHROW { m_eyeViewDir = dir; } |
| inline Vector3D eyeViewDirection() const Q_DECL_NOTHROW { return m_eyeViewDir; } |
| |
| inline void appendLayerFilter(const Qt3DCore::QNodeId layerFilterId) Q_DECL_NOTHROW { m_layerFilterIds.push_back(layerFilterId); } |
| inline Qt3DCore::QNodeIdVector layerFilters() const Q_DECL_NOTHROW { return m_layerFilterIds; } |
| |
| inline void appendProximityFilterId(const Qt3DCore::QNodeId proximityFilterId) { m_proximityFilterIds.push_back(proximityFilterId); } |
| inline Qt3DCore::QNodeIdVector proximityFilterIds() const { return m_proximityFilterIds; } |
| |
| inline void appendInsertFenceId(const Qt3DCore::QNodeId setFenceId) { m_insertFenceIds.push_back(setFenceId); } |
| // We prefix with get to avoid confusion when it is called |
| inline Qt3DCore::QNodeIdVector insertFenceIds() const { return m_insertFenceIds; } |
| |
| inline void appendWaitFence(const QWaitFenceData &data) { m_waitFences.push_back(data); } |
| inline QVector<QWaitFenceData> waitFences() const { return m_waitFences; } |
| |
| inline void setRenderPassFilter(const RenderPassFilter *rpFilter) Q_DECL_NOTHROW { m_passFilter = rpFilter; } |
| inline const RenderPassFilter *renderPassFilter() const Q_DECL_NOTHROW { return m_passFilter; } |
| |
| inline void setTechniqueFilter(const TechniqueFilter *filter) Q_DECL_NOTHROW { m_techniqueFilter = filter; } |
| inline const TechniqueFilter *techniqueFilter() const Q_DECL_NOTHROW { return m_techniqueFilter; } |
| |
| inline void setRenderCommandDataView(const EntityRenderCommandDataViewPtr &renderCommandDataView) Q_DECL_NOTHROW { m_renderCommandDataView = renderCommandDataView; } |
| inline EntityRenderCommandDataViewPtr renderCommandDataView() const Q_DECL_NOTHROW { return m_renderCommandDataView; } |
| |
| RenderStateSet *getOrCreateStateSet(); |
| RenderStateSet *stateSet() const Q_DECL_NOTHROW { return m_stateSet.data(); } |
| |
| inline bool noDraw() const Q_DECL_NOTHROW { return m_noDraw; } |
| void setNoDraw(bool noDraw) Q_DECL_NOTHROW { m_noDraw = noDraw; } |
| |
| inline bool isCompute() const Q_DECL_NOTHROW { return m_compute; } |
| void setCompute(bool compute) Q_DECL_NOTHROW { m_compute = compute; } |
| |
| void setComputeWorkgroups(int x, int y, int z) Q_DECL_NOTHROW { m_workGroups[0] = x; m_workGroups[1] = y; m_workGroups[2] = z; } |
| const int *computeWorkGroups() const Q_DECL_NOTHROW { return m_workGroups; } |
| inline bool frustumCulling() const Q_DECL_NOTHROW { return m_frustumCulling; } |
| void setFrustumCulling(bool frustumCulling) Q_DECL_NOTHROW { m_frustumCulling = frustumCulling; } |
| bool showDebugOverlay() const Q_DECL_NOTHROW { return m_showDebugOverlay; } |
| void setShowDebugOverlay(bool showDebugOverlay) Q_DECL_NOTHROW { m_showDebugOverlay = showDebugOverlay; } |
| |
| inline void setMaterialParameterTable(const MaterialParameterGathererData ¶meters) Q_DECL_NOTHROW { m_parameters = parameters; } |
| |
| // TODO: Get rid of this overly complex memory management by splitting out the |
| // InnerData as a RenderViewConfig struct. This can be created by setRenderViewConfigFromFrameGraphLeafNode |
| // and passed along with the RenderView to the functions that populate the renderview |
| inline void setViewport(const QRectF &vp) Q_DECL_NOTHROW { m_viewport = vp; } |
| inline QRectF viewport() const Q_DECL_NOTHROW { return m_viewport; } |
| |
| inline float gamma() const Q_DECL_NOTHROW { return m_gamma; } |
| inline void setGamma(float gamma) Q_DECL_NOTHROW { m_gamma = gamma; } |
| |
| // depth and stencil ClearBuffers are cached locally |
| // color ClearBuffers are collected, as there may be multiple |
| // color buffers to be cleared. we need to apply all these at rendering |
| void addClearBuffers(const ClearBuffers *cb); |
| inline QVector<ClearBufferInfo> specificClearColorBufferInfo() const { return m_specificClearColorBuffers; } |
| inline QVector<ClearBufferInfo> &specificClearColorBufferInfo() { return m_specificClearColorBuffers; } |
| inline ClearBufferInfo globalClearColorBufferInfo() const { return m_globalClearColorBuffer; } |
| |
| inline QClearBuffers::BufferTypeFlags clearTypes() const { return m_clearBuffer; } |
| inline float clearDepthValue() const { return m_clearDepthValue; } |
| inline int clearStencilValue() const { return m_clearStencilValue; } |
| |
| RenderPassList passesAndParameters(ParameterInfoList *parameter, Entity *node, bool useDefaultMaterials = true); |
| |
| EntityRenderCommandData buildDrawRenderCommands(const QVector<Entity *> &entities, |
| int offset, int count) const; |
| EntityRenderCommandData buildComputeRenderCommands(const QVector<Entity *> &entities, |
| int offset, int count) const; |
| |
| void updateRenderCommand(const EntityRenderCommandDataSubView &subView); |
| |
| void setAttachmentPack(const AttachmentPack &pack) { m_attachmentPack = pack; } |
| const AttachmentPack &attachmentPack() const { return m_attachmentPack; } |
| |
| void setRenderTargetId(Qt3DCore::QNodeId renderTargetId) Q_DECL_NOTHROW { m_renderTarget = renderTargetId; } |
| Qt3DCore::QNodeId renderTargetId() const Q_DECL_NOTHROW { return m_renderTarget; } |
| |
| void addSortType(const QVector<Qt3DRender::QSortPolicy::SortType> &sortTypes) { m_sortingTypes.append(sortTypes); } |
| |
| void setSurface(QSurface *surface) { m_surface = surface; } |
| QSurface *surface() const { return m_surface; } |
| |
| void setLightSources(const QVector<LightSource> &lightSources) Q_DECL_NOTHROW { m_lightSources = lightSources; } |
| void setEnvironmentLight(EnvironmentLight *environmentLight) Q_DECL_NOTHROW { m_environmentLight = environmentLight; } |
| |
| void updateMatrices(); |
| |
| inline void setRenderCaptureNodeId(const Qt3DCore::QNodeId nodeId) Q_DECL_NOTHROW { m_renderCaptureNodeId = nodeId; } |
| inline const Qt3DCore::QNodeId renderCaptureNodeId() const Q_DECL_NOTHROW { return m_renderCaptureNodeId; } |
| inline void setRenderCaptureRequest(const QRenderCaptureRequest& request) Q_DECL_NOTHROW { m_renderCaptureRequest = request; } |
| inline const QRenderCaptureRequest renderCaptureRequest() const Q_DECL_NOTHROW { return m_renderCaptureRequest; } |
| |
| void setMemoryBarrier(QMemoryBarrier::Operations barrier) Q_DECL_NOTHROW { m_memoryBarrier = barrier; } |
| QMemoryBarrier::Operations memoryBarrier() const Q_DECL_NOTHROW { return m_memoryBarrier; } |
| |
| bool isDownloadBuffersEnable() const; |
| void setIsDownloadBuffersEnable(bool isDownloadBuffersEnable); |
| |
| BlitFramebufferInfo blitFrameBufferInfo() const; |
| void setBlitFrameBufferInfo(const BlitFramebufferInfo &blitFrameBufferInfo); |
| |
| bool hasBlitFramebufferInfo() const; |
| void setHasBlitFramebufferInfo(bool hasBlitFramebufferInfo); |
| |
| bool shouldSkipSubmission() const; |
| |
| template<typename F> |
| inline void forEachCommand(F func) const |
| { |
| if (!m_renderCommandDataView) |
| return; |
| m_renderCommandDataView->forEachCommand(func); |
| } |
| |
| template<typename F> |
| inline void forEachCommand(F func) |
| { |
| if (!m_renderCommandDataView) |
| return; |
| m_renderCommandDataView->forEachCommand(func); |
| } |
| |
| inline int commandCount() const { return m_renderCommandDataView ? m_renderCommandDataView->size() : 0; } |
| |
| private: |
| void setShaderAndUniforms(RenderCommand *command, |
| const ParameterInfoList ¶meters, |
| const Entity *entity) const; |
| |
| void updateLightUniforms(RenderCommand *command, |
| const Entity *entity) const; |
| |
| mutable QThreadStorage<UniformBlockValueBuilder*> m_localData; |
| |
| Renderer *m_renderer = nullptr; |
| NodeManagers *m_manager = nullptr; |
| EntityRenderCommandDataViewPtr m_renderCommandDataView; |
| |
| QSize m_surfaceSize; |
| float m_devicePixelRatio = 1.0f; |
| QRectF m_viewport = QRectF(0.0f, 0.0f, 1.0f, 1.0f); |
| float m_gamma = 2.2f; |
| |
| Qt3DCore::QNodeId m_renderCaptureNodeId; |
| QRenderCaptureRequest m_renderCaptureRequest; |
| bool m_isDownloadBuffersEnable = false; |
| |
| bool m_hasBlitFramebufferInfo = false; |
| BlitFramebufferInfo m_blitFrameBufferInfo; |
| |
| QSurface *m_surface = nullptr; |
| Qt3DCore::QNodeId m_renderTarget; |
| AttachmentPack m_attachmentPack; |
| QClearBuffers::BufferTypeFlags m_clearBuffer = QClearBuffers::None; |
| float m_clearDepthValue = 1.0f; |
| int m_clearStencilValue = 0; |
| ClearBufferInfo m_globalClearColorBuffer; // global ClearColor |
| QVector<ClearBufferInfo> m_specificClearColorBuffers; // different draw buffers with distinct colors |
| |
| QScopedPointer<RenderStateSet> m_stateSet; |
| CameraLens *m_renderCameraLens = nullptr; |
| Entity *m_renderCameraNode = nullptr; |
| const TechniqueFilter *m_techniqueFilter = nullptr; |
| const RenderPassFilter *m_passFilter = nullptr; |
| bool m_noDraw = false; |
| bool m_compute = false; |
| bool m_frustumCulling = false; |
| bool m_showDebugOverlay = false; |
| int m_workGroups[3] = { 1, 1, 1}; |
| QMemoryBarrier::Operations m_memoryBarrier = QMemoryBarrier::None; |
| QVector<Qt3DCore::QNodeId> m_insertFenceIds; |
| QVector<QWaitFenceData> m_waitFences; |
| QVector<Qt3DRender::QSortPolicy::SortType> m_sortingTypes; |
| Qt3DCore::QNodeIdVector m_proximityFilterIds; |
| Qt3DCore::QNodeIdVector m_layerFilterIds; |
| Matrix4x4 m_viewMatrix; |
| Matrix4x4 m_viewProjectionMatrix; |
| Vector3D m_eyePos; |
| Vector3D m_eyeViewDir; |
| |
| MaterialParameterGathererData m_parameters; |
| mutable QVector<LightSource> m_lightSources; |
| EnvironmentLight *m_environmentLight = nullptr; |
| |
| enum StandardUniform |
| { |
| ModelMatrix, |
| ViewMatrix, |
| ProjectionMatrix, |
| ModelViewMatrix, |
| ViewProjectionMatrix, |
| ModelViewProjectionMatrix, |
| InverseModelMatrix, |
| InverseViewMatrix, |
| InverseProjectionMatrix, |
| InverseModelViewMatrix, |
| InverseViewProjectionMatrix, |
| InverseModelViewProjectionMatrix, |
| ModelNormalMatrix, |
| ModelViewNormalMatrix, |
| ViewportMatrix, |
| InverseViewportMatrix, |
| AspectRatio, |
| Time, |
| Exposure, |
| Gamma, |
| EyePosition, |
| SkinningPalette |
| }; |
| |
| typedef QHash<int, StandardUniform> StandardUniformsNameToTypeHash; |
| static StandardUniformsNameToTypeHash ms_standardUniformSetters; |
| static StandardUniformsNameToTypeHash initializeStandardUniformSetters(); |
| |
| UniformValue standardUniformValue(StandardUniform standardUniformType, |
| const Entity *entity) const; |
| |
| void setUniformValue(ShaderParameterPack &uniformPack, int nameId, const UniformValue &value) const; |
| void setStandardUniformValue(ShaderParameterPack &uniformPack, |
| int nameId, |
| const Entity *entity) const; |
| void setUniformBlockValue(ShaderParameterPack &uniformPack, |
| const ShaderUniformBlock &block, |
| const UniformValue &value) const; |
| void setShaderStorageValue(ShaderParameterPack &uniformPack, |
| const ShaderStorageBlock &block, |
| const UniformValue &value) const; |
| void setDefaultUniformBlockShaderDataValue(ShaderParameterPack &uniformPack, |
| const GLShader *shader, |
| const ShaderData *shaderData, |
| const QString &structName) const; |
| void applyParameter(const Parameter *param, |
| RenderCommand *command, |
| const GLShader *shader) const noexcept; |
| }; |
| |
| } // namespace OpenGL |
| } // namespace Render |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |
| |
| #endif // QT3DRENDER_RENDER_OPENGL_ENDERVIEW_H |