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#include "qrenderpass.h"
#include "qrenderpass_p.h"
#include "qparameter.h"
#include "qfilterkey.h"
#include "qrenderstate.h"
#include <Qt3DCore/private/qnode_p.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
QRenderPassPrivate::QRenderPassPrivate()
: QNodePrivate()
, m_shader(nullptr)
{
}
/*!
\qmltype RenderPass
\instantiates Qt3DRender::QRenderPass
\inqmlmodule Qt3D.Render
\inherits Node
\since 5.7
\brief Encapsulates a Render Pass.
A RenderPass specifies a single rendering pass - an instance of shader program
execution - used by Technique. A Render pass consists of a ShaderProgram and
a list of FilterKey objects, a list of RenderState objects and a list
of \l Parameter objects.
RenderPass executes the ShaderProgram using the given RenderState and
Parameter nodes when at least one of FilterKey nodes being referenced
matches any of the FilterKey nodes in RenderPassFilter or when no FilterKey
nodes are specified and no RenderPassFilter is present in the FrameGraph.
If the RenderPass defines a Parameter, it will be overridden by a Parameter
with the same name if it exists in any of the Technique, Effect, Material,
TechniqueFilter, RenderPassFilter associated with the pass at runtime. This
still can be useful to define sane default values.
At render time, for each leaf node of the FrameGraph a base render state is
recorded by accumulating states defined by all RenderStateSet nodes in the
FrameGraph branch. Each RenderPass can overload this base render state by
specifying its own RenderState nodes.
\qml
Technique {
filterKeys: [
FilterKey { name: "renderingStyle"; value: "forward" }
]
graphicsApiFilter: {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}
renderPasses: [
RenderPass {
id: pass
shaderProgram: ShaderProgram {
// ...
}
parameters: [
Parameter { name: "color"; value: "red" }
]
renderStates: [
DepthTest {}
]
}
]
}
\endqml
\sa RenderPassFilter, FilterKey, Parameter, RenderState, Effect, Technique
*/
/*!
\class Qt3DRender::QRenderPass
\inmodule Qt3DRender
\since 5.7
\brief Encapsulates a Render Pass.
A Qt3DRender::QRenderPass specifies a single rendering pass - an instance of shader
program execution - used by Qt3DRender::QTechnique. Render pass consists
of a Qt3DRender::QShaderProgram and a list of Qt3DRender::QFilterKey objects,
a list of Qt3DRender::QRenderState objects and a list of Qt3DRender::QParameter objects.
QRenderPass executes the QShaderProgram using the given QRenderState and
QParameter nodes when at least one of QFilterKey nodes being referenced
matches any of the QFilterKey nodes in QRenderPassFilter or when no
QFilterKey nodes are specified and no QRenderPassFilter is present in the
FrameGraph.
If the QRenderPass defines a QParameter, it will be overridden by a
QParameter with the same name if it exists in any of the QTechnique,
QEffect, QMaterial, QTechniqueFilter, QRenderPassFilter associated with the
pass at runtime. This still can be useful to define sane default values.
At render time, for each leaf node of the FrameGraph a base render state is
recorded by accumulating states defined by all QRenderStateSet nodes in the
FrameGraph branch. Each QRenderPass can overload this base render state by
specifying its own QRenderState nodes.
\code
// Create the render passes
QRenderPass *pass = new QRenderPass();
// Create shader program
QShaderProgram *glShader = new QShaderProgram();
// Set the shader on the render pass
pass->setShaderProgram(glShader);
// Create a FilterKey
QFilterKey *filterKey = new QFilterKey();
filterKey->setName(QStringLiteral("name"));
fitlerKey->setValue(QStringLiteral("zFillPass"));
// Add the FilterKey to the pass
pass->addFilterKey(filterKey);
// Create a QParameter
QParameter *colorParameter = new QParameter(QStringLiteral("color"), QColor::fromRgbF(0.0f, 0.0f, 1.0f, 1.0f));
// Add parameter to pass
pass->addParameter(colorParameter);
// Create a QRenderState
QDepthTest *depthTest = new QDepthTest();
// Add the render state to the pass
pass->addRenderState(depthTest);
\endcode
\sa QRenderPassFilter, QFilterKey, QParameter, QRenderState, QEffect, QTechnique
*/
/*!
\typedef ParameterList
\relates Qt3DRender::QRenderPass
A list of Qt3DRender::QParameter parameters.
*/
/*!
\qmlproperty ShaderProgram Qt3D.Render::RenderPass::shaderProgram
Holds the shader program to be used for this render pass.
*/
/*!
\qmlproperty list<FilterKey> Qt3D.Render::RenderPass::filterKeys
Holds the filter keys enabling the use of this render pass.
*/
/*!
\qmlproperty list<RenderState> Qt3D.Render::RenderPass::renderStates
Holds the render states used by the render pass.
*/
/*!
\qmlproperty list<Parameter> Qt3D.Render::RenderPass::parameters
Holds the shader parameter values used by the render pass.
*/
/*!
\property Qt3DRender::QRenderPass::shaderProgram
Specifies the shader program to be used for this render pass.
*/
/*!
\fn Qt3DRender::QRenderPass::QRenderPass(Qt3DCore::QNode *parent)
Constructs a new QRenderPass with the specified \a parent.
*/
QRenderPass::QRenderPass(QNode *parent)
: QNode(*new QRenderPassPrivate, parent)
{
}
/*! \internal */
QRenderPass::~QRenderPass()
{
}
/*! \internal */
QRenderPass::QRenderPass(QRenderPassPrivate &dd, QNode *parent)
: QNode(dd, parent)
{
}
void QRenderPass::setShaderProgram(QShaderProgram *shaderProgram)
{
Q_D(QRenderPass);
if (d->m_shader != shaderProgram) {
if (d->m_shader)
d->unregisterDestructionHelper(d->m_shader);
// We need to add it as a child of the current node if it has been declared inline
// Or not previously added as a child of the current node so that
// 1) The backend gets notified about it's creation
// 2) When the current node is destroyed, it gets destroyed as well
if (shaderProgram && !shaderProgram->parent())
shaderProgram->setParent(this);
d->m_shader = shaderProgram;
// Ensures proper bookkeeping
if (d->m_shader)
d->registerDestructionHelper(d->m_shader, &QRenderPass::setShaderProgram, d->m_shader);
emit shaderProgramChanged(shaderProgram);
}
}
QShaderProgram *QRenderPass::shaderProgram() const
{
Q_D(const QRenderPass);
return d->m_shader;
}
/*!
Adds \a filterKey to the Qt3DRender::QRenderPass local filter keys.
*/
void QRenderPass::addFilterKey(QFilterKey *filterKey)
{
Q_ASSERT(filterKey);
Q_D(QRenderPass);
if (!d->m_filterKeyList.contains(filterKey)) {
d->m_filterKeyList.append(filterKey);
// Ensures proper bookkeeping
d->registerDestructionHelper(filterKey, &QRenderPass::removeFilterKey, d->m_filterKeyList);
// We need to add it as a child of the current node if it has been declared inline
// Or not previously added as a child of the current node so that
// 1) The backend gets notified about it's creation
// 2) When the current node is destroyed, it gets destroyed as well
if (!filterKey->parent())
filterKey->setParent(this);
d->updateNode(filterKey, "filterKeys", Qt3DCore::PropertyValueAdded);
}
}
/*!
Removes \a filterKey from the Qt3DRender::QRenderPass local filter keys.
*/
void QRenderPass::removeFilterKey(QFilterKey *filterKey)
{
Q_ASSERT(filterKey);
Q_D(QRenderPass);
if (!d->m_filterKeyList.removeOne(filterKey))
return;
d->updateNode(filterKey, "filterKeys", Qt3DCore::PropertyValueRemoved);
// Remove bookkeeping connection
d->unregisterDestructionHelper(filterKey);
}
/*!
Returns the list of Qt3DRender::QFilterKey key objects making up the filter keys
of the Qt3DRender::QRenderPass.
*/
QVector<QFilterKey *> QRenderPass::filterKeys() const
{
Q_D(const QRenderPass);
return d->m_filterKeyList;
}
/*!
Adds a render \a state to the rendering pass. That implies that
when the pass is executed at render time, the globally set render state will
be modified by the states defined locally by the Qt3DRender::QRenderPass.
\note not defining any Qt3DRender::QRenderState in a pass will result in the pass using
the globally set render state for a given FrameGraph branch execution path.
*/
void QRenderPass::addRenderState(QRenderState *state)
{
Q_ASSERT(state);
Q_D(QRenderPass);
if (!d->m_renderStates.contains(state)) {
d->m_renderStates.append(state);
// Ensures proper bookkeeping
d->registerDestructionHelper(state, &QRenderPass::removeRenderState, d->m_renderStates);
if (!state->parent())
state->setParent(this);
d->updateNode(state, "renderState", Qt3DCore::PropertyValueAdded);
}
}
/*!
Removes \a state from the Qt3DRender::QRenderPass local render state.
*/
void QRenderPass::removeRenderState(QRenderState *state)
{
Q_ASSERT(state);
Q_D(QRenderPass);
if (!d->m_renderStates.removeOne(state))
return;
d->updateNode(state, "renderState", Qt3DCore::PropertyValueRemoved);
// Remove bookkeeping connection
d->unregisterDestructionHelper(state);
}
/*!
Returns the list of Qt3DRender::QRenderState state objects making up the render
state of the Qt3DRender::QRenderPass.
*/
QVector<QRenderState *> QRenderPass::renderStates() const
{
Q_D(const QRenderPass);
return d->m_renderStates;
}
/*!
Add \a parameter to the render pass' parameters.
*/
void QRenderPass::addParameter(QParameter *parameter)
{
Q_ASSERT(parameter);
Q_D(QRenderPass);
if (!d->m_parameters.contains(parameter)) {
d->m_parameters.append(parameter);
// Ensures proper bookkeeping
d->registerDestructionHelper(parameter, &QRenderPass::removeParameter, d->m_parameters);
// We need to add it as a child of the current node if it has been declared inline
// Or not previously added as a child of the current node so that
// 1) The backend gets notified about it's creation
// 2) When the current node is destroyed, the child parameters get destroyed as well
if (!parameter->parent())
parameter->setParent(this);
d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueAdded);
}
}
/*!
Remove \a parameter from the render pass' parameters.
*/
void QRenderPass::removeParameter(QParameter *parameter)
{
Q_ASSERT(parameter);
Q_D(QRenderPass);
if (!d->m_parameters.removeOne(parameter))
return;
d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueRemoved);
// Remove bookkeeping connection
d->unregisterDestructionHelper(parameter);
}
/*!
Returns a vector of the render pass' current parameters
*/
ParameterList QRenderPass::parameters() const
{
Q_D(const QRenderPass);
return d->m_parameters;
}
Qt3DCore::QNodeCreatedChangeBasePtr QRenderPass::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QRenderPassData>::create(this);
auto &data = creationChange->data;
Q_D(const QRenderPass);
data.filterKeyIds = qIdsForNodes(d->m_filterKeyList);
data.parameterIds = qIdsForNodes(d->m_parameters);
data.renderStateIds = qIdsForNodes(d->m_renderStates);
data.shaderId = qIdForNode(d->m_shader);
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE