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/****************************************************************************
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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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#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 &parameters) 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 &parameters,
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