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| |
| #ifndef QSSG_RENDER_EFFECT_SYSTEM_H |
| #define QSSG_RENDER_EFFECT_SYSTEM_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/qssgrenderbasetypes_p.h> |
| #include <QtQuick3DUtils/private/qssgoption_p.h> |
| #include <QtQuick3DRuntimeRender/private/qssgrenderdynamicobjectsystem_p.h> |
| #include <QtGui/QVector2D> |
| |
| QT_BEGIN_NAMESPACE |
| struct QSSGRenderEffect; |
| struct QSSGEffectContext; |
| struct QSSGEffectShader; |
| class QSSGEffectSystemInterface; |
| class QSSGResourceManager; |
| class QSSGRenderDepthStencilState; |
| |
| namespace dynamic { |
| struct QSSGCommand; |
| struct QSSGApplyInstanceValue; |
| struct QSSGBindBuffer; |
| struct QSSGApplyValue; |
| struct QSSGApplyBlending; |
| struct QSSGAllocateBuffer; |
| struct QSSGBindShader; |
| struct QSSGAllocateImage; |
| struct QSSGAllocateDataBuffer; |
| struct QSSGApplyBufferValue; |
| struct QSSGApplyDepthValue; |
| struct QSSGApplyDataBufferValue; |
| struct QSSGApplyRenderState; |
| struct QSSGApplyImageValue; |
| struct QSSGDepthStencil; |
| } |
| |
| struct QSSGEffectRenderArgument |
| { |
| QSSGRenderEffect *m_effect; |
| QSSGRef<QSSGRenderTexture2D> m_colorBuffer; |
| // Some effects need the camera near and far ranges. |
| QVector2D m_cameraClipRange; |
| // Some effects require the depth buffer from the rendering of the layer |
| // most do not. |
| QSSGRef<QSSGRenderTexture2D> m_depthTexture; |
| // this is a depth pre-pass texture we need for some effects like bloom |
| // actually we need the stencil values |
| QSSGRef<QSSGRenderTexture2D> m_depthStencilBuffer; |
| |
| QSSGEffectRenderArgument(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderTexture2D> &inColorBuffer, |
| const QVector2D &inCameraClipRange, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthTexture = nullptr, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthBuffer = nullptr); |
| }; |
| |
| struct QSSGEffectTextureData |
| { |
| QSSGRef<QSSGRenderTexture2D> texture; |
| bool needsAlphaMultiply = false; |
| QSSGEffectTextureData(const QSSGRef<QSSGRenderTexture2D> &inTexture, bool inNeedsMultiply); |
| QSSGEffectTextureData() = default; |
| }; |
| |
| /** |
| * An effect is essentially a function that takes a image and produces a new image. |
| * The source and dest images aren't guaranteed to be the same size, the effect may enlarge or |
| * shrink the result. |
| * A specialization is when you want the effect to render to the final render target instead of |
| * to a separate image. In this case the effect cannot enlarge or shrink the final target and it |
| * will render to the destination buffer using the given MVP. |
| */ |
| class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGEffectSystem |
| { |
| Q_DISABLE_COPY(QSSGEffectSystem) |
| |
| typedef QHash<QString, char *> TPathDataMap; |
| typedef QSet<QString> TPathSet; |
| typedef QHash<TStrStrPair, QSSGRef<QSSGEffectShader>> TShaderMap; |
| typedef QVector<QSSGRef<QSSGEffectContext>> TContextList; |
| |
| QSSGRenderContextInterface *m_context; |
| QSSGRef<QSSGResourceManager> m_resourceManager; |
| QVector<QByteArray> m_effectList; |
| TContextList m_contexts; |
| QString m_textureStringBuilder; |
| QString m_textureStringBuilder2; |
| TShaderMap m_shaderMap; |
| QSSGRef<QSSGRenderDepthStencilState> m_defaultStencilState; |
| QVector<QSSGRef<QSSGRenderDepthStencilState>> m_depthStencilStates; |
| |
| public: |
| QAtomicInt ref; |
| QSSGEffectSystem(QSSGRenderContextInterface *inContext); |
| |
| ~QSSGEffectSystem(); |
| |
| QSSGEffectContext &getEffectContext(QSSGRenderEffect &inEffect); |
| |
| void allocateBuffer(QSSGRenderEffect &inEffect, |
| const dynamic::QSSGAllocateBuffer &inCommand, |
| qint32 inFinalWidth, |
| qint32 inFinalHeight, |
| QSSGRenderTextureFormat inSourceTextureFormat); |
| |
| void allocateImage(QSSGRenderEffect &inEffect, const dynamic::QSSGAllocateImage &inCommand, qint32 inFinalWidth, qint32 inFinalHeight); |
| |
| void allocateDataBuffer(QSSGRenderEffect &inEffect, const dynamic::QSSGAllocateDataBuffer &inCommand); |
| |
| QSSGRef<QSSGRenderTexture2D> findTexture(QSSGRenderEffect *inEffect, const QByteArray &inName); |
| |
| QSSGRef<QSSGRenderFrameBuffer> bindBuffer(QSSGRenderEffect &inEffect, |
| const dynamic::QSSGBindBuffer &inCommand, |
| QMatrix4x4 &outMVP, |
| QVector2D &outDestSize); |
| |
| QSSGRef<QSSGEffectShader> bindShader(const QSSGRenderEffect &effect, const dynamic::QSSGBindShader &inCommand); |
| |
| void doApplyInstanceValue(QSSGRenderEffect *inEffect, |
| const QByteArray &inPropertyName, |
| const QVariant &propertyValue, |
| QSSGRenderShaderDataType inPropertyType, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader); |
| |
| void applyInstanceValue(QSSGRenderEffect &inEffect, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader, |
| const dynamic::QSSGApplyInstanceValue &inCommand); |
| |
| void applyValue(QSSGRenderEffect &inEffect, const QSSGRef<QSSGRenderShaderProgram> &inShader, const dynamic::QSSGApplyValue &inCommand); |
| |
| bool applyBlending(const dynamic::QSSGApplyBlending &inCommand); |
| |
| // This has the potential to change the source texture for the current render pass |
| QSSGEffectTextureData applyBufferValue(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader, |
| const dynamic::QSSGApplyBufferValue &inCommand, |
| const QSSGRef<QSSGRenderTexture2D> &inSourceTexture, |
| const QSSGEffectTextureData &inCurrentSourceTexture); |
| |
| void applyDepthValue(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader, |
| const dynamic::QSSGApplyDepthValue &inCommand, |
| const QSSGRef<QSSGRenderTexture2D> &inTexture); |
| |
| void applyImageValue(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader, |
| const dynamic::QSSGApplyImageValue &inCommand); |
| |
| void applyDataBufferValue(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderShaderProgram> &inShader, |
| const dynamic::QSSGApplyDataBufferValue &inCommand); |
| |
| void applyRenderStateValue(const QSSGRef<QSSGRenderFrameBuffer> &inTarget, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthStencilTexture, |
| const dynamic::QSSGApplyRenderState &theCommand); |
| |
| static bool compareDepthStencilState(QSSGRenderDepthStencilState &inState, dynamic::QSSGDepthStencil &inStencil); |
| |
| void renderPass(QSSGEffectShader &inShader, |
| const QMatrix4x4 &inMVP, |
| const QSSGEffectTextureData &inSourceTexture, |
| const QSSGRef<QSSGRenderFrameBuffer> &inFrameBuffer, |
| QVector2D &inDestSize, |
| const QVector2D &inCameraClipRange, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthStencil, |
| QSSGOption<dynamic::QSSGDepthStencil> inDepthStencilCommand); |
| |
| void doRenderEffect(QSSGRenderEffect *inEffect, |
| const QSSGRef<QSSGRenderTexture2D> &inSourceTexture, |
| QMatrix4x4 &inMVP, |
| const QSSGRef<QSSGRenderFrameBuffer> inTarget, |
| bool inEnableBlendWhenRenderToTarget, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthTexture, |
| const QSSGRef<QSSGRenderTexture2D> &inDepthStencilTexture, |
| const QVector2D &inCameraClipRange); |
| |
| // Render this effect. Returns false in the case the effect wasn't rendered and |
| // the render state is guaranteed to be the same as before. |
| // The texture returned is allocated using the resource manager, and it is up to the caller |
| // to deallocate it or return it to the temporary pool if items when necessary. |
| // Pass in true if you want the result image premultiplied. Most of the functions in the |
| // system assume non-premultiplied color for images so probably this is false. |
| QSSGRef<QSSGRenderTexture2D> renderEffect(const QSSGEffectRenderArgument &inRenderArgument); |
| |
| // Render the effect to the currently bound render target using this MVP and optionally |
| // enabling blending when rendering to the target |
| bool renderEffect(const QSSGEffectRenderArgument &inRenderArgument, QMatrix4x4 &inMVP, bool inEnableBlendWhenRenderToTarget); |
| |
| // Calling release effect context with no context results in no problems. |
| void releaseEffectContext(QSSGEffectContext *inContext); |
| |
| // If the effect has a context you can call this to clear persistent buffers back to their |
| // original value. |
| void resetEffectFrameData(QSSGEffectContext &inContext); |
| |
| // Set the shader data for a given path. Used when a path doesn't correspond to a file but |
| // the data has been auto-generated. The system will look for data under this path key |
| // during the BindShader effect command. |
| void setShaderData(const QByteArray &path, const char *data, const char *inShaderType, const char *inShaderVersion, bool inHasGeomShader, bool inIsComputeShader); |
| |
| void init(); |
| |
| QSSGRef<QSSGResourceManager> getResourceManager(); |
| }; |
| |
| QT_END_NAMESPACE |
| #endif |