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**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
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** This file is part of Qt Quick 3D.
**
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** Alternatively, this file may be used under the terms of the GNU
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#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
QT_BEGIN_NAMESPACE
QSSGRenderLayer::QSSGRenderLayer()
: QSSGRenderNode(QSSGRenderNode::Type::Layer)
, firstEffect(nullptr)
, antialiasingMode(QSSGRenderLayer::AAMode::NoAA)
, antialiasingQuality(QSSGRenderLayer::AAQuality::High)
, background(QSSGRenderLayer::Background::Transparent)
, blendType(QSSGRenderLayer::BlendMode::SourceOver)
, horizontalFieldValues(QSSGRenderLayer::HorizontalField::LeftWidth)
, m_left(0)
, leftUnits(QSSGRenderLayer::UnitType::Percent)
, m_width(100.0f)
, widthUnits(QSSGRenderLayer::UnitType::Percent)
, m_right(0)
, rightUnits(QSSGRenderLayer::UnitType::Percent)
, verticalFieldValues(QSSGRenderLayer::VerticalField::TopHeight)
, m_top(0)
, topUnits(QSSGRenderLayer::UnitType::Percent)
, m_height(100.0f)
, heightUnits(QSSGRenderLayer::UnitType::Percent)
, m_bottom(0)
, bottomUnits(QSSGRenderLayer::UnitType::Percent)
, aoStrength(0)
, aoDistance(5.0f)
, aoSoftness(50.0f)
, aoBias(0)
, aoSamplerate(2)
, aoDither(false)
, shadowStrength(0)
, shadowDist(10)
, shadowSoftness(100.0f)
, shadowBias(0)
, lightProbe(nullptr)
, probeBright(100.0f)
, fastIbl(false)
, probeHorizon(-1.0f)
, probeFov(180.0f)
, lightProbe2(nullptr)
, probe2Fade(1.0f)
, probe2Window(1.0f)
, probe2Pos(0.5f)
, temporalAAEnabled(false)
, temporalAAStrength(0.3f)
, ssaaMultiplier(1.5f)
, activeCamera(nullptr)
, renderedCamera(nullptr)
{
flags.setFlag(Flag::LayerRenderToTarget);
flags.setFlag(Flag::LayerEnableDepthTest);
flags.setFlag(Flag::LayerEnableDepthPrePass);
}
void QSSGRenderLayer::addEffect(QSSGRenderEffect &inEffect)
{
// Effects need to be rendered in reverse order as described in the file.
inEffect.m_nextEffect = firstEffect;
firstEffect = &inEffect;
inEffect.m_layer = this;
}
QSSGRenderEffect *QSSGRenderLayer::getLastEffect()
{
if (firstEffect) {
QSSGRenderEffect *theEffect = firstEffect;
// Empty loop intentional
for (; theEffect->m_nextEffect; theEffect = theEffect->m_nextEffect);
Q_ASSERT(theEffect->m_nextEffect == nullptr);
return theEffect;
}
return nullptr;
}
QT_END_NAMESPACE