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/****************************************************************************
**
** Copyright (C) 2016 Paul Lemire
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** This file is part of the Qt3D module of the Qt Toolkit.
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#include "filterlayerentityjob_p.h"
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/job_common_p.h>
#include <Qt3DRender/private/layerfilternode_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace {
int layerFilterJobCounter = 0;
} // anonymous
FilterLayerEntityJob::FilterLayerEntityJob()
: Qt3DCore::QAspectJob()
, m_manager(nullptr)
{
SET_JOB_RUN_STAT_TYPE(this, JobTypes::LayerFiltering, layerFilterJobCounter++);
}
void FilterLayerEntityJob::run()
{
m_filteredEntities.clear();
if (hasLayerFilter()) // LayerFilter set -> filter
filterLayerAndEntity();
else // No LayerFilter set -> retrieve all
selectAllEntities();
// sort needed for set_intersection in RenderViewBuilder
std::sort(m_filteredEntities.begin(), m_filteredEntities.end());
}
// We accept the entity if it contains any of the layers that are in the layer filter
void FilterLayerEntityJob::filterAcceptAnyMatchingLayers(Entity *entity,
const Qt3DCore::QNodeIdVector &layerIds)
{
const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds();
for (const Qt3DCore::QNodeId id : entityLayers) {
const bool layerAccepted = layerIds.contains(id);
if (layerAccepted) {
m_filteredEntities.push_back(entity);
break;
}
}
}
// We accept the entity if it contains all the layers that are in the layer
// filter
void FilterLayerEntityJob::filterAcceptAllMatchingLayers(Entity *entity,
const Qt3DCore::QNodeIdVector &layerIds)
{
const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds();
int layersAccepted = 0;
for (const Qt3DCore::QNodeId id : entityLayers) {
if (layerIds.contains(id))
++layersAccepted;
}
if (layersAccepted == layerIds.size())
m_filteredEntities.push_back(entity);
}
// We discard the entity if it contains any of the layers that are in the layer
// filter
// In other words that means we select an entity if one of its layers is not on
// the layer filter
void FilterLayerEntityJob::filterDiscardAnyMatchingLayers(Entity *entity,
const Qt3DCore::QNodeIdVector &layerIds)
{
const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds();
bool entityCanBeDiscarded = false;
for (const Qt3DCore::QNodeId id : entityLayers) {
if (layerIds.contains(id)) {
entityCanBeDiscarded = true;
break;
}
}
if (!entityCanBeDiscarded)
m_filteredEntities.push_back(entity);
}
// We discard the entity if it contains all of the layers that are in the layer
// filter
// In other words that means we select an entity if none of its layers are on
// the layer filter
void FilterLayerEntityJob::filterDiscardAllMatchingLayers(Entity *entity,
const Qt3DCore::QNodeIdVector &layerIds)
{
const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds();
int containedLayers = 0;
for (const Qt3DCore::QNodeId id : layerIds) {
if (entityLayers.contains(id))
++containedLayers;
}
if (containedLayers != layerIds.size())
m_filteredEntities.push_back(entity);
}
void FilterLayerEntityJob::filterLayerAndEntity()
{
EntityManager *entityManager = m_manager->renderNodesManager();
const QVector<HEntity> handles = entityManager->activeHandles();
QVector<Entity *> entitiesToFilter;
entitiesToFilter.reserve(handles.size());
for (const HEntity &handle : handles) {
Entity *entity = entityManager->data(handle);
if (entity->isTreeEnabled())
entitiesToFilter.push_back(entity);
}
FrameGraphManager *frameGraphManager = m_manager->frameGraphManager();
LayerManager *layerManager = m_manager->layerManager();
for (const Qt3DCore::QNodeId layerFilterId : qAsConst(m_layerFilterIds)) {
LayerFilterNode *layerFilter = static_cast<LayerFilterNode *>(frameGraphManager->lookupNode(layerFilterId));
Qt3DCore::QNodeIdVector layerIds = layerFilter->layerIds();
// Remove layerIds which are not active/enabled
for (int i = layerIds.size() - 1; i >= 0; --i) {
Layer *backendLayer = layerManager->lookupResource(layerIds.at(i));
if (backendLayer == nullptr || !backendLayer->isEnabled())
layerIds.removeAt(i);
}
const QLayerFilter::FilterMode filterMode = layerFilter->filterMode();
// Perform filtering
for (Entity *entity : entitiesToFilter) {
switch (filterMode) {
case QLayerFilter::AcceptAnyMatchingLayers: {
filterAcceptAnyMatchingLayers(entity, layerIds);
break;
}
case QLayerFilter::AcceptAllMatchingLayers: {
filterAcceptAllMatchingLayers(entity, layerIds);
break;
}
case QLayerFilter::DiscardAnyMatchingLayers: {
filterDiscardAnyMatchingLayers(entity, layerIds);
break;
}
case QLayerFilter::DiscardAllMatchingLayers: {
filterDiscardAllMatchingLayers(entity, layerIds);
break;
}
default:
Q_UNREACHABLE();
}
}
// Entities to filter for the next frame are the filtered result of the
// current LayerFilter
entitiesToFilter = std::move(m_filteredEntities);
}
m_filteredEntities = std::move(entitiesToFilter);
}
// No layer filter -> retrieve all entities
void FilterLayerEntityJob::selectAllEntities()
{
EntityManager *entityManager = m_manager->renderNodesManager();
const QVector<HEntity> handles = entityManager->activeHandles();
m_filteredEntities.reserve(handles.size());
for (const HEntity &handle : handles) {
Entity *e = entityManager->data(handle);
if (e->isTreeEnabled())
m_filteredEntities.push_back(e);
}
}
} // Render
} // Qt3DRender
QT_END_NAMESPACE