| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). | 
| 4 | ** Contact: https://www.qt.io/licensing/ | 
| 5 | ** | 
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. | 
| 7 | ** | 
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ | 
| 9 | ** Commercial License Usage | 
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in | 
| 11 | ** accordance with the commercial license agreement provided with the | 
| 12 | ** Software or, alternatively, in accordance with the terms contained in | 
| 13 | ** a written agreement between you and The Qt Company. For licensing terms | 
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further | 
| 15 | ** information use the contact form at https://www.qt.io/contact-us. | 
| 16 | ** | 
| 17 | ** GNU Lesser General Public License Usage | 
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
| 19 | ** General Public License version 3 as published by the Free Software | 
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the | 
| 21 | ** packaging of this file. Please review the following information to | 
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements | 
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. | 
| 24 | ** | 
| 25 | ** GNU General Public License Usage | 
| 26 | ** Alternatively, this file may be used under the terms of the GNU | 
| 27 | ** General Public License version 2.0 or (at your option) the GNU General | 
| 28 | ** Public license version 3 or any later version approved by the KDE Free | 
| 29 | ** Qt Foundation. The licenses are as published by the Free Software | 
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 | 
| 31 | ** included in the packaging of this file. Please review the following | 
| 32 | ** information to ensure the GNU General Public License requirements will | 
| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and | 
| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. | 
| 35 | ** | 
| 36 | ** $QT_END_LICENSE$ | 
| 37 | ** | 
| 38 | ****************************************************************************/ | 
| 39 |  | 
| 40 | #include "glshader_p.h" | 
| 41 | #include <QMutexLocker> | 
| 42 | #include <Qt3DRender/private/stringtoint_p.h> | 
| 43 | #include <graphicscontext_p.h> | 
| 44 | #include <logging_p.h> | 
| 45 | #include <gllights_p.h> | 
| 46 |  | 
| 47 | QT_BEGIN_NAMESPACE | 
| 48 |  | 
| 49 | namespace Qt3DRender { | 
| 50 |  | 
| 51 | namespace Render { | 
| 52 |  | 
| 53 | namespace OpenGL { | 
| 54 |  | 
| 55 | namespace { | 
| 56 |  | 
| 57 | QVector<int> getLightUniformNameIds() | 
| 58 | { | 
| 59 |     QVector<int> names; | 
| 60 |     names.reserve(MAX_LIGHTS * 18 + 1); | 
| 61 |  | 
| 62 |     names << GLLights::LIGHT_COUNT_NAME_ID; | 
| 63 |     for (int i = 0; i < MAX_LIGHTS; ++i) { | 
| 64 |         names << GLLights::LIGHT_TYPE_NAMES[i] | 
| 65 |               << GLLights::LIGHT_COLOR_NAMES[i] | 
| 66 |               << GLLights::LIGHT_POSITION_NAMES[i] | 
| 67 |               << GLLights::LIGHT_INTENSITY_NAMES[i] | 
| 68 |               << GLLights::LIGHT_DIRECTION_NAMES[i] | 
| 69 |               << GLLights::LIGHT_LINEAR_ATTENUATION_NAMES[i] | 
| 70 |               << GLLights::LIGHT_QUADRATIC_ATTENUATION_NAMES[i] | 
| 71 |               << GLLights::LIGHT_CONSTANT_ATTENUATION_NAMES[i] | 
| 72 |               << GLLights::LIGHT_CUT_OFF_ANGLE_NAMES[i] | 
| 73 |               << GLLights::LIGHT_TYPE_UNROLL_NAMES[i] | 
| 74 |               << GLLights::LIGHT_COLOR_UNROLL_NAMES[i] | 
| 75 |               << GLLights::LIGHT_POSITION_UNROLL_NAMES[i] | 
| 76 |               << GLLights::LIGHT_INTENSITY_UNROLL_NAMES[i] | 
| 77 |               << GLLights::LIGHT_DIRECTION_UNROLL_NAMES[i] | 
| 78 |               << GLLights::LIGHT_LINEAR_ATTENUATION_UNROLL_NAMES[i] | 
| 79 |               << GLLights::LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAMES[i] | 
| 80 |               << GLLights::LIGHT_CONSTANT_ATTENUATION_UNROLL_NAMES[i] | 
| 81 |               << GLLights::LIGHT_CUT_OFF_ANGLE_UNROLL_NAMES[i]; | 
| 82 |     } | 
| 83 |  | 
| 84 |     return names; | 
| 85 | } | 
| 86 |  | 
| 87 | template<typename Vector> | 
| 88 | bool fastContains(const Vector &v, int value) | 
| 89 | { | 
| 90 |     return std::binary_search(v.cbegin(), v.cend(), value); | 
| 91 | } | 
| 92 |  | 
| 93 | } | 
| 94 |  | 
| 95 | GLShader::GLShader() | 
| 96 |     : m_isLoaded(false) | 
| 97 |     , m_graphicsContext(nullptr) | 
| 98 |     , m_parameterPackSize(0) | 
| 99 |     , m_hasActiveVariables(false) | 
| 100 | { | 
| 101 |     m_shaderCode.resize(asize: static_cast<int>(QShaderProgram::Compute) + 1); | 
| 102 | } | 
| 103 |  | 
| 104 | GLShader::~GLShader() | 
| 105 | { | 
| 106 |     if (m_contextConnection) | 
| 107 |         QObject::disconnect(m_contextConnection); | 
| 108 | } | 
| 109 |  | 
| 110 | void GLShader::setGraphicsContext(GraphicsContext *context) | 
| 111 | { | 
| 112 |     QMutexLocker lock(&m_mutex); | 
| 113 |     m_graphicsContext = context; | 
| 114 |     if (m_graphicsContext) { | 
| 115 |         m_contextConnection = QObject::connect(sender: m_graphicsContext->openGLContext(), | 
| 116 |                                                signal: &QOpenGLContext::aboutToBeDestroyed, | 
| 117 |                                                slot: [this] { setGraphicsContext(nullptr); }); | 
| 118 |     } | 
| 119 | } | 
| 120 |  | 
| 121 | GraphicsContext *GLShader::graphicsContext() | 
| 122 | { | 
| 123 |     QMutexLocker lock(&m_mutex); | 
| 124 |     return m_graphicsContext; | 
| 125 | } | 
| 126 |  | 
| 127 |  | 
| 128 | QVector<QString> GLShader::uniformsNames() const | 
| 129 | { | 
| 130 |     return m_uniformsNames; | 
| 131 | } | 
| 132 |  | 
| 133 | QVector<QString> GLShader::attributesNames() const | 
| 134 | { | 
| 135 |     return m_attributesNames; | 
| 136 | } | 
| 137 |  | 
| 138 | QVector<QString> GLShader::uniformBlockNames() const | 
| 139 | { | 
| 140 |     return m_uniformBlockNames; | 
| 141 | } | 
| 142 |  | 
| 143 | QVector<QString> GLShader::storageBlockNames() const | 
| 144 | { | 
| 145 |     return m_shaderStorageBlockNames; | 
| 146 | } | 
| 147 |  | 
| 148 | QVector<QByteArray> GLShader::shaderCode() const | 
| 149 | { | 
| 150 |     return m_shaderCode; | 
| 151 | } | 
| 152 |  | 
| 153 | QHash<QString, ShaderUniform> GLShader::activeUniformsForUniformBlock(int blockIndex) const | 
| 154 | { | 
| 155 |     return m_uniformBlockIndexToShaderUniforms.value(akey: blockIndex); | 
| 156 | } | 
| 157 |  | 
| 158 | ShaderUniformBlock GLShader::uniformBlockForBlockIndex(int blockIndex) const noexcept | 
| 159 | { | 
| 160 |     for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { | 
| 161 |         if (m_uniformBlocks[i].m_index == blockIndex) { | 
| 162 |             return m_uniformBlocks[i]; | 
| 163 |         } | 
| 164 |     } | 
| 165 |     return ShaderUniformBlock(); | 
| 166 | } | 
| 167 |  | 
| 168 | ShaderUniformBlock GLShader::uniformBlockForBlockNameId(int blockNameId) const noexcept | 
| 169 | { | 
| 170 |     for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { | 
| 171 |         if (m_uniformBlocks[i].m_nameId == blockNameId) { | 
| 172 |             return m_uniformBlocks[i]; | 
| 173 |         } | 
| 174 |     } | 
| 175 |     return ShaderUniformBlock(); | 
| 176 | } | 
| 177 |  | 
| 178 | ShaderUniformBlock GLShader::uniformBlockForBlockName(const QString &blockName) const noexcept | 
| 179 | { | 
| 180 |     for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { | 
| 181 |         if (m_uniformBlocks[i].m_name == blockName) { | 
| 182 |             return m_uniformBlocks[i]; | 
| 183 |         } | 
| 184 |     } | 
| 185 |     return ShaderUniformBlock(); | 
| 186 | } | 
| 187 |  | 
| 188 | ShaderStorageBlock GLShader::storageBlockForBlockIndex(int blockIndex) const noexcept | 
| 189 | { | 
| 190 |     for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { | 
| 191 |         if (m_shaderStorageBlocks[i].m_index == blockIndex) | 
| 192 |             return m_shaderStorageBlocks[i]; | 
| 193 |     } | 
| 194 |     return ShaderStorageBlock(); | 
| 195 | } | 
| 196 |  | 
| 197 | ShaderStorageBlock GLShader::storageBlockForBlockNameId(int blockNameId) const noexcept | 
| 198 | { | 
| 199 |     for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { | 
| 200 |         if (m_shaderStorageBlocks[i].m_nameId == blockNameId) | 
| 201 |             return m_shaderStorageBlocks[i]; | 
| 202 |     } | 
| 203 |     return ShaderStorageBlock(); | 
| 204 | } | 
| 205 |  | 
| 206 | ShaderStorageBlock GLShader::storageBlockForBlockName(const QString &blockName) const noexcept | 
| 207 | { | 
| 208 |     for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { | 
| 209 |         if (m_shaderStorageBlocks[i].m_name == blockName) | 
| 210 |             return m_shaderStorageBlocks[i]; | 
| 211 |     } | 
| 212 |     return ShaderStorageBlock(); | 
| 213 | } | 
| 214 |  | 
| 215 | GLShader::ParameterKind GLShader::categorizeVariable(int nameId) const noexcept | 
| 216 | { | 
| 217 |     if (fastContains(v: m_uniformsNamesIds, value: nameId)) | 
| 218 |         return ParameterKind::Uniform; | 
| 219 |     if (fastContains(v: m_uniformBlockNamesIds, value: nameId)) | 
| 220 |         return ParameterKind::UBO; | 
| 221 |     if (fastContains(v: m_shaderStorageBlockNamesIds, value: nameId)) | 
| 222 |         return ParameterKind::SSBO; | 
| 223 |     return ParameterKind::Struct; | 
| 224 | } | 
| 225 |  | 
| 226 | bool GLShader::hasUniform(int nameId) const noexcept | 
| 227 | { | 
| 228 |     return m_uniformsNamesIds.contains(t: nameId); | 
| 229 | } | 
| 230 |  | 
| 231 | void GLShader::prepareUniforms(ShaderParameterPack &pack) | 
| 232 | { | 
| 233 |     const PackUniformHash &values = pack.uniforms(); | 
| 234 |  | 
| 235 |     auto it = values.keys.cbegin(); | 
| 236 |     const auto end = values.keys.cend(); | 
| 237 |  | 
| 238 |     const int shaderUniformsCount = m_uniforms.size(); | 
| 239 |     const auto uIt = m_uniforms.cbegin(); | 
| 240 |  | 
| 241 |     while (it != end) { | 
| 242 |         // Find if there's a uniform with the same name id | 
| 243 |  | 
| 244 |         int i = 0; | 
| 245 |         const int targetNameId = *it; | 
| 246 |         while (i < shaderUniformsCount && (uIt + i)->m_nameId < targetNameId) | 
| 247 |             ++i; | 
| 248 |  | 
| 249 |         if (i < shaderUniformsCount && (uIt + i)->m_nameId == targetNameId) | 
| 250 |             pack.setSubmissionUniformIndex(i); | 
| 251 |  | 
| 252 |         ++it; | 
| 253 |     } | 
| 254 | } | 
| 255 |  | 
| 256 | void GLShader::setFragOutputs(const QHash<QString, int> &fragOutputs) | 
| 257 | { | 
| 258 |     { | 
| 259 |         QMutexLocker lock(&m_mutex); | 
| 260 |         m_fragOutputs = fragOutputs; | 
| 261 |     } | 
| 262 | } | 
| 263 |  | 
| 264 | const QHash<QString, int> GLShader::fragOutputs() const | 
| 265 | { | 
| 266 |     QMutexLocker lock(&m_mutex); | 
| 267 |     return m_fragOutputs; | 
| 268 | } | 
| 269 |  | 
| 270 | void GLShader::initializeUniforms(const QVector<ShaderUniform> &uniformsDescription) | 
| 271 | { | 
| 272 |     m_uniforms = uniformsDescription; | 
| 273 |     m_uniformsNames.resize(asize: uniformsDescription.size()); | 
| 274 |     m_uniformsNamesIds.reserve(asize: uniformsDescription.size()); | 
| 275 |     m_standardUniformNamesIds.reserve(asize: 5); | 
| 276 |     m_lightUniformsNamesIds.reserve(MAX_LIGHTS * 8 + 1); | 
| 277 |     QHash<QString, ShaderUniform> activeUniformsInDefaultBlock; | 
| 278 |  | 
| 279 |     static const QVector<int> standardUniformNameIds = { | 
| 280 |         Shader::modelMatrixNameId, | 
| 281 |         Shader::viewMatrixNameId, | 
| 282 |         Shader::projectionMatrixNameId, | 
| 283 |         Shader::modelViewMatrixNameId, | 
| 284 |         Shader::viewProjectionMatrixNameId, | 
| 285 |         Shader::modelViewProjectionNameId, | 
| 286 |         Shader::mvpNameId, | 
| 287 |         Shader::inverseModelMatrixNameId, | 
| 288 |         Shader::inverseViewMatrixNameId, | 
| 289 |         Shader::inverseProjectionMatrixNameId, | 
| 290 |         Shader::inverseModelViewNameId, | 
| 291 |         Shader::inverseViewProjectionMatrixNameId, | 
| 292 |         Shader::inverseModelViewProjectionNameId, | 
| 293 |         Shader::modelNormalMatrixNameId, | 
| 294 |         Shader::modelViewNormalNameId, | 
| 295 |         Shader::viewportMatrixNameId, | 
| 296 |         Shader::inverseViewportMatrixNameId, | 
| 297 |         Shader::aspectRatioNameId, | 
| 298 |         Shader::exposureNameId, | 
| 299 |         Shader::gammaNameId, | 
| 300 |         Shader::timeNameId, | 
| 301 |         Shader::eyePositionNameId, | 
| 302 |         Shader::skinningPaletteNameId, | 
| 303 |     }; | 
| 304 |  | 
| 305 |     static const QVector<int> lightUniformNameIds = getLightUniformNameIds(); | 
| 306 |  | 
| 307 |     for (int i = 0, m = uniformsDescription.size(); i < m; i++) { | 
| 308 |         m_uniformsNames[i] = m_uniforms[i].m_name; | 
| 309 |         const int nameId = StringToInt::lookupId(str: m_uniformsNames[i]); | 
| 310 |         m_uniforms[i].m_nameId = nameId; | 
| 311 |  | 
| 312 |         // Is the uniform a Qt3D "Standard" uniform, a light uniform or a user defined one? | 
| 313 |         if (standardUniformNameIds.contains(t: nameId)) | 
| 314 |             m_standardUniformNamesIds.push_back(t: nameId); | 
| 315 |         else if (lightUniformNameIds.contains(t: nameId)) | 
| 316 |             m_lightUniformsNamesIds.push_back(t: nameId); | 
| 317 |         else | 
| 318 |             m_uniformsNamesIds.push_back(t: nameId); | 
| 319 |  | 
| 320 |         if (uniformsDescription[i].m_blockIndex == -1) { // Uniform is in default block | 
| 321 |             qCDebug(Shaders) << "Active Uniform in Default Block "  << uniformsDescription[i].m_name << uniformsDescription[i].m_blockIndex; | 
| 322 |             activeUniformsInDefaultBlock.insert(akey: uniformsDescription[i].m_name, avalue: uniformsDescription[i]); | 
| 323 |         } | 
| 324 |     } | 
| 325 |     m_uniformBlockIndexToShaderUniforms.insert(akey: -1, avalue: activeUniformsInDefaultBlock); | 
| 326 |  | 
| 327 |     m_parameterPackSize += m_standardUniformNamesIds.size() + m_lightUniformsNamesIds.size() + m_uniformsNamesIds.size(); | 
| 328 |     m_hasActiveVariables |= (m_parameterPackSize > 0); | 
| 329 |  | 
| 330 |     // Sort by ascending order to make contains check faster | 
| 331 |     std::sort(first: m_uniformsNamesIds.begin(), last: m_uniformsNamesIds.end()); | 
| 332 |     std::sort(first: m_lightUniformsNamesIds.begin(), last: m_lightUniformsNamesIds.end()); | 
| 333 |     std::sort(first: m_standardUniformNamesIds.begin(), last: m_standardUniformNamesIds.end()); | 
| 334 |     std::sort(first: m_uniforms.begin(), last: m_uniforms.end(), | 
| 335 |               comp: [] (const ShaderUniform &a, const ShaderUniform &b) { | 
| 336 |         return a.m_nameId < b.m_nameId; | 
| 337 |     }); | 
| 338 | } | 
| 339 |  | 
| 340 | void GLShader::initializeAttributes(const QVector<ShaderAttribute> &attributesDescription) | 
| 341 | { | 
| 342 |     m_attributes = attributesDescription; | 
| 343 |     m_attributesNames.resize(asize: attributesDescription.size()); | 
| 344 |     m_attributeNamesIds.resize(asize: attributesDescription.size()); | 
| 345 |     for (int i = 0, m = attributesDescription.size(); i < m; i++) { | 
| 346 |         m_attributesNames[i] = attributesDescription[i].m_name; | 
| 347 |         m_attributes[i].m_nameId = StringToInt::lookupId(str: m_attributesNames[i]); | 
| 348 |         m_attributeNamesIds[i] = m_attributes[i].m_nameId; | 
| 349 |         qCDebug(Shaders) << "Active Attribute "  << attributesDescription[i].m_name; | 
| 350 |     } | 
| 351 |     m_hasActiveVariables |= (m_attributeNamesIds.size() > 0); | 
| 352 | } | 
| 353 |  | 
| 354 | void GLShader::initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription) | 
| 355 | { | 
| 356 |     m_uniformBlocks = uniformBlockDescription; | 
| 357 |     m_uniformBlockNames.resize(asize: uniformBlockDescription.size()); | 
| 358 |     m_uniformBlockNamesIds.resize(asize: uniformBlockDescription.size()); | 
| 359 |     for (int i = 0, m = uniformBlockDescription.size(); i < m; ++i) { | 
| 360 |         m_uniformBlockNames[i] = m_uniformBlocks[i].m_name; | 
| 361 |         m_uniformBlockNamesIds[i] = StringToInt::lookupId(str: m_uniformBlockNames[i]); | 
| 362 |         m_uniformBlocks[i].m_nameId = m_uniformBlockNamesIds[i]; | 
| 363 |         qCDebug(Shaders) << "Initializing Uniform Block {"  << m_uniformBlockNames[i] << "}" ; | 
| 364 |  | 
| 365 |         // Find all active uniforms for the shader block | 
| 366 |         QVector<ShaderUniform>::const_iterator uniformsIt = m_uniforms.cbegin(); | 
| 367 |         const QVector<ShaderUniform>::const_iterator uniformsEnd = m_uniforms.cend(); | 
| 368 |  | 
| 369 |         QVector<QString>::const_iterator uniformNamesIt = m_uniformsNames.cbegin(); | 
| 370 |         const QVector<QString>::const_iterator uniformNamesEnd = m_attributesNames.cend(); | 
| 371 |  | 
| 372 |         QHash<QString, ShaderUniform> activeUniformsInBlock; | 
| 373 |  | 
| 374 |         while (uniformsIt != uniformsEnd && uniformNamesIt != uniformNamesEnd) { | 
| 375 |             if (uniformsIt->m_blockIndex == uniformBlockDescription[i].m_index) { | 
| 376 |                 QString uniformName = *uniformNamesIt; | 
| 377 |                 if (!m_uniformBlockNames[i].isEmpty() && !uniformName.startsWith(s: m_uniformBlockNames[i])) | 
| 378 |                     uniformName = m_uniformBlockNames[i] + QLatin1Char('.') + *uniformNamesIt; | 
| 379 |                 activeUniformsInBlock.insert(akey: uniformName, avalue: *uniformsIt); | 
| 380 |                 qCDebug(Shaders) << "Active Uniform Block "  << uniformName << " in block "  << m_uniformBlockNames[i] << " at index "  << uniformsIt->m_blockIndex; | 
| 381 |             } | 
| 382 |             ++uniformsIt; | 
| 383 |             ++uniformNamesIt; | 
| 384 |         } | 
| 385 |         m_uniformBlockIndexToShaderUniforms.insert(akey: uniformBlockDescription[i].m_index, avalue: activeUniformsInBlock); | 
| 386 |     } | 
| 387 |  | 
| 388 |     m_parameterPackSize += m_uniformsNamesIds.size(); | 
| 389 |     m_hasActiveVariables |= (m_parameterPackSize > 0); | 
| 390 |  | 
| 391 |     // Sort by ascending order to make contains check faster | 
| 392 |     std::sort(first: m_uniformBlockNamesIds.begin(), last: m_uniformBlockNamesIds.end()); | 
| 393 | } | 
| 394 |  | 
| 395 | void GLShader::initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription) | 
| 396 | { | 
| 397 |     m_shaderStorageBlocks = shaderStorageBlockDescription; | 
| 398 |     m_shaderStorageBlockNames.resize(asize: shaderStorageBlockDescription.size()); | 
| 399 |     m_shaderStorageBlockNamesIds.resize(asize: shaderStorageBlockDescription.size()); | 
| 400 |  | 
| 401 |     for (int i = 0, m = shaderStorageBlockDescription.size(); i < m; ++i) { | 
| 402 |         m_shaderStorageBlockNames[i] = m_shaderStorageBlocks[i].m_name; | 
| 403 |         m_shaderStorageBlockNamesIds[i] = StringToInt::lookupId(str: m_shaderStorageBlockNames[i]); | 
| 404 |         m_shaderStorageBlocks[i].m_nameId =m_shaderStorageBlockNamesIds[i]; | 
| 405 |         qCDebug(Shaders) << "Initializing Shader Storage Block {"  << m_shaderStorageBlockNames[i] << "}" ; | 
| 406 |     } | 
| 407 |  | 
| 408 |     m_parameterPackSize += m_shaderStorageBlockNamesIds.size(); | 
| 409 |     m_hasActiveVariables |= (m_parameterPackSize > 0); | 
| 410 |  | 
| 411 |     // Sort by ascending order to make contains check faster | 
| 412 |     std::sort(first: m_shaderStorageBlockNamesIds.begin(), last: m_shaderStorageBlockNamesIds.end()); | 
| 413 | } | 
| 414 |  | 
| 415 | } // OpenGL | 
| 416 |  | 
| 417 | } // Render | 
| 418 |  | 
| 419 | } // Qt3DRender | 
| 420 |  | 
| 421 | QT_END_NAMESPACE | 
| 422 |  |