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| |
| #ifndef QSSG_RENDER_LAYER_H |
| #define QSSG_RENDER_LAYER_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 <QtQuick3DRuntimeRender/private/qssgrendernode_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| class QSSGRenderContextInterface; |
| struct QSSGRenderPresentation; |
| struct QSSGRenderEffect; |
| struct QSSGRenderImage; |
| |
| // A layer is a special node. It *always* presents its global transform |
| // to children as the identity. It also can optionally have a width or height |
| // different than the overlying context. You can think of layers as the transformation |
| // between a 3d scene graph and a 2D texture. |
| struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLayer : public QSSGRenderNode |
| { |
| enum class AAMode : quint8 |
| { |
| NoAA = 0, |
| SSAA, |
| MSAA, |
| ProgressiveAA |
| }; |
| |
| enum class AAQuality : quint8 |
| { |
| Normal = 2, |
| High = 4, |
| VeryHigh = 8 |
| }; |
| |
| enum class HorizontalField : quint8 |
| { |
| LeftWidth = 0, |
| LeftRight, |
| WidthRight |
| }; |
| |
| enum class VerticalField : quint8 |
| { |
| TopHeight = 0, |
| TopBottom, |
| HeightBottom |
| }; |
| |
| enum class UnitType : quint8 |
| { |
| Percent = 0, |
| Pixels |
| }; |
| |
| enum class Background : quint8 |
| { |
| Transparent = 0, |
| Unspecified, |
| Color, |
| SkyBox |
| }; |
| |
| enum class BlendMode : quint8 |
| { |
| SourceOver = 0, |
| Screen, |
| Multiply, |
| Add, |
| Subtract, |
| Overlay, |
| ColorBurn, |
| ColorDodge |
| }; |
| |
| // First effect in a list of effects. |
| QSSGRenderEffect *firstEffect; |
| |
| // If a layer has a valid texture path (one that resolves to either a |
| // an on-disk image or a offscreen renderer), then it does not render its |
| // own source path. Instead, it renders the offscreen renderer. Used in this manner, |
| // offscreen renderer's also have the option (if they support it) to render directly to the |
| // render target given a specific viewport (that is also scissored if necessary). |
| QString texturePath; |
| |
| //SRenderPlugin *renderPlugin; // Overrides texture path if available. |
| |
| QSSGRenderLayer::AAMode antialiasingMode; |
| QSSGRenderLayer::AAQuality antialiasingQuality; |
| |
| QSSGRenderLayer::Background background; |
| QVector3D clearColor; |
| |
| BlendMode blendType; |
| |
| // TODO: pack |
| HorizontalField horizontalFieldValues; |
| float m_left; |
| UnitType leftUnits; |
| float m_width; |
| UnitType widthUnits; |
| float m_right; |
| UnitType rightUnits; |
| |
| VerticalField verticalFieldValues; |
| float m_top; |
| UnitType topUnits; |
| float m_height; |
| UnitType heightUnits; |
| float m_bottom; |
| UnitType bottomUnits; |
| |
| // Ambient occlusion |
| float aoStrength; |
| float aoDistance; |
| float aoSoftness; |
| float aoBias; |
| qint32 aoSamplerate; |
| bool aoDither; |
| |
| // Direct occlusion |
| float shadowStrength; |
| float shadowDist; |
| float shadowSoftness; |
| float shadowBias; |
| |
| // IBL |
| QSSGRenderImage *lightProbe; |
| float probeBright; |
| bool fastIbl; |
| float probeHorizon; |
| float probeFov; |
| QSSGRenderImage *lightProbe2; |
| float probe2Fade; |
| float probe2Window; |
| float probe2Pos; |
| |
| bool temporalAAEnabled; |
| float temporalAAStrength; |
| float ssaaMultiplier; |
| |
| QSSGRenderCamera *activeCamera; |
| // It is the used camera for the scene. |
| // If activeCamera is not GloballyActive, |
| // the first GloballyActive one will be used for render. |
| QSSGRenderCamera *renderedCamera; |
| |
| QSSGRenderLayer(); |
| |
| void addEffect(QSSGRenderEffect &inEffect); |
| |
| QSSGRenderEffect *getLastEffect(); |
| |
| QSSGRenderLayer::BlendMode getLayerBlend() { return blendType; } |
| }; |
| QT_END_NAMESPACE |
| |
| #endif |