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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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****************************************************************************/
#ifndef QSSGSCENERENDERER_H
#define QSSGSCENERENDERER_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 <QtQuick3DRender/private/qssgrendercontext_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercontextcore_p.h>
#include <qsgtextureprovider.h>
#include <qsgrendernode.h>
#include <QSGSimpleTextureNode>
#include <QtQuick3D/private/qquick3dviewport_p.h>
QT_BEGIN_NAMESPACE
class QQuick3DSceneManager;
class QQuick3DViewport;
struct QSSGRenderLayer;
class QQuick3DSceneRenderer
{
public:
struct FramebufferObject {
FramebufferObject(const QSize &s, const QSSGRef<QSSGRenderContext> &context,
int msaaSamples = 1);
~FramebufferObject();
QSize size;
QSSGRef<QSSGRenderContext> renderContext;
QSSGRef<QSSGRenderFrameBuffer> fbo;
QSSGRef<QSSGRenderTexture2D> color0;
QSSGRef<QSSGRenderTexture2D> depthStencil;
int samples;
};
QQuick3DSceneRenderer(QWindow *window);
~QQuick3DSceneRenderer();
protected:
GLuint render();
void render(const QRect &viewport, bool clearFirst = false);
void synchronize(QQuick3DViewport *item, const QSize &size, bool useFBO = true);
void update();
void invalidateFramebufferObject();
QSize surfaceSize() const { return m_surfaceSize; }
QSSGRenderPickResult pick(const QPointF &pos);
QSSGRenderPickResult syncPick(const QPointF &pos);
QQuick3DRenderStats *renderStats();
private:
void updateLayerNode(QQuick3DViewport *view3D);
void addNodeToLayer(QSSGRenderNode *node);
void removeNodeFromLayer(QSSGRenderNode *node);
QQuick3DSceneManager *m_sceneManager = nullptr;
QSSGRenderLayer *m_layer = nullptr;
QSSGRenderContextInterface::QSSGRenderContextInterfacePtr m_sgContext;
QSSGRef<QSSGRenderContext> m_renderContext;
QSize m_surfaceSize;
void *data = nullptr;
bool m_layerSizeIsDirty = true;
QWindow *m_window = nullptr;
FramebufferObject *m_multisampleFbo = nullptr;
FramebufferObject *m_supersampleFbo = nullptr;
FramebufferObject *m_fbo = nullptr;
QQuick3DRenderStats *m_renderStats = nullptr;
QSSGRenderNode *m_sceneRootNode = nullptr;
QSSGRenderNode *m_importRootNode = nullptr;
const int SSAA_Multiplier = 2;
friend class SGFramebufferObjectNode;
friend class QQuick3DSGRenderNode;
friend class QQuick3DSGDirectRenderer;
friend class QQuick3DViewport;
};
class QOpenGLVertexArrayObjectHelper;
class SGFramebufferObjectNode final : public QSGTextureProvider, public QSGSimpleTextureNode
{
Q_OBJECT
public:
SGFramebufferObjectNode();
~SGFramebufferObjectNode() override;
void scheduleRender();
QSGTexture *texture() const override;
void preprocess() override;
public Q_SLOTS:
void render();
void handleScreenChange();
public:
QQuickWindow *window;
QQuick3DSceneRenderer *renderer;
QQuick3DViewport *quickFbo;
bool renderPending;
bool invalidatePending;
qreal devicePixelRatio;
};
class QQuick3DSGRenderNode final : public QSGRenderNode
{
public:
StateFlags changedStates() const override;
void render(const RenderState *state) override;
void releaseResources() override;
RenderingFlags flags() const override;
public:
QQuickWindow *window = nullptr;
QQuick3DSceneRenderer *renderer = nullptr;
};
class QQuick3DSGDirectRenderer : public QObject
{
Q_OBJECT
public:
enum QQuick3DSGDirectRendererMode {
Underlay,
Overlay
};
QQuick3DSGDirectRenderer(QQuick3DSceneRenderer *renderer, QQuickWindow *window, QQuick3DSGDirectRendererMode mode = Underlay);
~QQuick3DSGDirectRenderer();
QQuick3DSceneRenderer *renderer() { return m_renderer; }
void setViewport(const QRectF &viewport);
void requestRender();
private Q_SLOTS:
void render();
private:
QQuick3DSceneRenderer *m_renderer = nullptr;
QQuickWindow *m_window = nullptr;
QQuick3DSGDirectRendererMode m_mode;
QRectF m_viewport;
};
QT_END_NAMESPACE
#endif // QSSGSCENERENDERER_H