| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
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| 40 | |
| 41 | #include "qrenderpass.h" |
| 42 | #include "qrenderpass_p.h" |
| 43 | #include "qparameter.h" |
| 44 | #include "qfilterkey.h" |
| 45 | #include "qrenderstate.h" |
| 46 | #include <Qt3DCore/private/qnode_p.h> |
| 47 | |
| 48 | QT_BEGIN_NAMESPACE |
| 49 | |
| 50 | using namespace Qt3DCore; |
| 51 | |
| 52 | namespace Qt3DRender { |
| 53 | |
| 54 | QRenderPassPrivate::QRenderPassPrivate() |
| 55 | : QNodePrivate() |
| 56 | , m_shader(nullptr) |
| 57 | { |
| 58 | } |
| 59 | /*! |
| 60 | \qmltype RenderPass |
| 61 | \instantiates Qt3DRender::QRenderPass |
| 62 | \inqmlmodule Qt3D.Render |
| 63 | \inherits Node |
| 64 | \since 5.7 |
| 65 | \brief Encapsulates a Render Pass. |
| 66 | |
| 67 | A RenderPass specifies a single rendering pass - an instance of shader program |
| 68 | execution - used by Technique. A Render pass consists of a ShaderProgram and |
| 69 | a list of FilterKey objects, a list of RenderState objects and a list |
| 70 | of \l Parameter objects. |
| 71 | |
| 72 | RenderPass executes the ShaderProgram using the given RenderState and |
| 73 | Parameter nodes when at least one of FilterKey nodes being referenced |
| 74 | matches any of the FilterKey nodes in RenderPassFilter or when no FilterKey |
| 75 | nodes are specified and no RenderPassFilter is present in the FrameGraph. |
| 76 | |
| 77 | If the RenderPass defines a Parameter, it will be overridden by a Parameter |
| 78 | with the same name if it exists in any of the Technique, Effect, Material, |
| 79 | TechniqueFilter, RenderPassFilter associated with the pass at runtime. This |
| 80 | still can be useful to define sane default values. |
| 81 | |
| 82 | At render time, for each leaf node of the FrameGraph a base render state is |
| 83 | recorded by accumulating states defined by all RenderStateSet nodes in the |
| 84 | FrameGraph branch. Each RenderPass can overload this base render state by |
| 85 | specifying its own RenderState nodes. |
| 86 | |
| 87 | \qml |
| 88 | Technique { |
| 89 | filterKeys: [ |
| 90 | FilterKey { name: "renderingStyle"; value: "forward" } |
| 91 | ] |
| 92 | graphicsApiFilter: { |
| 93 | api: GraphicsApiFilter.OpenGL |
| 94 | profile: GraphicsApiFilter.CoreProfile |
| 95 | majorVersion: 3 |
| 96 | minorVersion: 1 |
| 97 | } |
| 98 | renderPasses: [ |
| 99 | RenderPass { |
| 100 | id: pass |
| 101 | shaderProgram: ShaderProgram { |
| 102 | // ... |
| 103 | } |
| 104 | parameters: [ |
| 105 | Parameter { name: "color"; value: "red" } |
| 106 | ] |
| 107 | renderStates: [ |
| 108 | DepthTest {} |
| 109 | ] |
| 110 | } |
| 111 | ] |
| 112 | } |
| 113 | \endqml |
| 114 | |
| 115 | \sa RenderPassFilter, FilterKey, Parameter, RenderState, Effect, Technique |
| 116 | */ |
| 117 | |
| 118 | /*! |
| 119 | \class Qt3DRender::QRenderPass |
| 120 | \inmodule Qt3DRender |
| 121 | \since 5.7 |
| 122 | \brief Encapsulates a Render Pass. |
| 123 | |
| 124 | A Qt3DRender::QRenderPass specifies a single rendering pass - an instance of shader |
| 125 | program execution - used by Qt3DRender::QTechnique. Render pass consists |
| 126 | of a Qt3DRender::QShaderProgram and a list of Qt3DRender::QFilterKey objects, |
| 127 | a list of Qt3DRender::QRenderState objects and a list of Qt3DRender::QParameter objects. |
| 128 | |
| 129 | QRenderPass executes the QShaderProgram using the given QRenderState and |
| 130 | QParameter nodes when at least one of QFilterKey nodes being referenced |
| 131 | matches any of the QFilterKey nodes in QRenderPassFilter or when no |
| 132 | QFilterKey nodes are specified and no QRenderPassFilter is present in the |
| 133 | FrameGraph. |
| 134 | |
| 135 | If the QRenderPass defines a QParameter, it will be overridden by a |
| 136 | QParameter with the same name if it exists in any of the QTechnique, |
| 137 | QEffect, QMaterial, QTechniqueFilter, QRenderPassFilter associated with the |
| 138 | pass at runtime. This still can be useful to define sane default values. |
| 139 | |
| 140 | At render time, for each leaf node of the FrameGraph a base render state is |
| 141 | recorded by accumulating states defined by all QRenderStateSet nodes in the |
| 142 | FrameGraph branch. Each QRenderPass can overload this base render state by |
| 143 | specifying its own QRenderState nodes. |
| 144 | |
| 145 | \code |
| 146 | // Create the render passes |
| 147 | QRenderPass *pass = new QRenderPass(); |
| 148 | |
| 149 | // Create shader program |
| 150 | QShaderProgram *glShader = new QShaderProgram(); |
| 151 | |
| 152 | // Set the shader on the render pass |
| 153 | pass->setShaderProgram(glShader); |
| 154 | |
| 155 | // Create a FilterKey |
| 156 | QFilterKey *filterKey = new QFilterKey(); |
| 157 | filterKey->setName(QStringLiteral("name")); |
| 158 | fitlerKey->setValue(QStringLiteral("zFillPass")); |
| 159 | |
| 160 | // Add the FilterKey to the pass |
| 161 | pass->addFilterKey(filterKey); |
| 162 | |
| 163 | // Create a QParameter |
| 164 | QParameter *colorParameter = new QParameter(QStringLiteral("color"), QColor::fromRgbF(0.0f, 0.0f, 1.0f, 1.0f)); |
| 165 | |
| 166 | // Add parameter to pass |
| 167 | pass->addParameter(colorParameter); |
| 168 | |
| 169 | // Create a QRenderState |
| 170 | QDepthTest *depthTest = new QDepthTest(); |
| 171 | |
| 172 | // Add the render state to the pass |
| 173 | pass->addRenderState(depthTest); |
| 174 | \endcode |
| 175 | |
| 176 | \sa QRenderPassFilter, QFilterKey, QParameter, QRenderState, QEffect, QTechnique |
| 177 | */ |
| 178 | /*! |
| 179 | \typedef ParameterList |
| 180 | \relates Qt3DRender::QRenderPass |
| 181 | |
| 182 | A list of Qt3DRender::QParameter parameters. |
| 183 | */ |
| 184 | /*! |
| 185 | \qmlproperty ShaderProgram Qt3D.Render::RenderPass::shaderProgram |
| 186 | Holds the shader program to be used for this render pass. |
| 187 | */ |
| 188 | /*! |
| 189 | \qmlproperty list<FilterKey> Qt3D.Render::RenderPass::filterKeys |
| 190 | Holds the filter keys enabling the use of this render pass. |
| 191 | */ |
| 192 | /*! |
| 193 | \qmlproperty list<RenderState> Qt3D.Render::RenderPass::renderStates |
| 194 | Holds the render states used by the render pass. |
| 195 | */ |
| 196 | /*! |
| 197 | \qmlproperty list<Parameter> Qt3D.Render::RenderPass::parameters |
| 198 | Holds the shader parameter values used by the render pass. |
| 199 | */ |
| 200 | |
| 201 | /*! |
| 202 | \property Qt3DRender::QRenderPass::shaderProgram |
| 203 | Specifies the shader program to be used for this render pass. |
| 204 | */ |
| 205 | |
| 206 | /*! |
| 207 | \fn Qt3DRender::QRenderPass::QRenderPass(Qt3DCore::QNode *parent) |
| 208 | Constructs a new QRenderPass with the specified \a parent. |
| 209 | */ |
| 210 | QRenderPass::QRenderPass(QNode *parent) |
| 211 | : QNode(*new QRenderPassPrivate, parent) |
| 212 | { |
| 213 | } |
| 214 | |
| 215 | /*! \internal */ |
| 216 | QRenderPass::~QRenderPass() |
| 217 | { |
| 218 | } |
| 219 | |
| 220 | /*! \internal */ |
| 221 | QRenderPass::QRenderPass(QRenderPassPrivate &dd, QNode *parent) |
| 222 | : QNode(dd, parent) |
| 223 | { |
| 224 | } |
| 225 | |
| 226 | void QRenderPass::setShaderProgram(QShaderProgram *shaderProgram) |
| 227 | { |
| 228 | Q_D(QRenderPass); |
| 229 | if (d->m_shader != shaderProgram) { |
| 230 | |
| 231 | if (d->m_shader) |
| 232 | d->unregisterDestructionHelper(node: d->m_shader); |
| 233 | |
| 234 | // We need to add it as a child of the current node if it has been declared inline |
| 235 | // Or not previously added as a child of the current node so that |
| 236 | // 1) The backend gets notified about it's creation |
| 237 | // 2) When the current node is destroyed, it gets destroyed as well |
| 238 | if (shaderProgram && !shaderProgram->parent()) |
| 239 | shaderProgram->setParent(this); |
| 240 | |
| 241 | d->m_shader = shaderProgram; |
| 242 | |
| 243 | // Ensures proper bookkeeping |
| 244 | if (d->m_shader) |
| 245 | d->registerDestructionHelper(node: d->m_shader, func: &QRenderPass::setShaderProgram, d->m_shader); |
| 246 | |
| 247 | emit shaderProgramChanged(shaderProgram); |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | QShaderProgram *QRenderPass::shaderProgram() const |
| 252 | { |
| 253 | Q_D(const QRenderPass); |
| 254 | return d->m_shader; |
| 255 | } |
| 256 | |
| 257 | /*! |
| 258 | Adds \a filterKey to the Qt3DRender::QRenderPass local filter keys. |
| 259 | */ |
| 260 | void QRenderPass::addFilterKey(QFilterKey *filterKey) |
| 261 | { |
| 262 | Q_ASSERT(filterKey); |
| 263 | Q_D(QRenderPass); |
| 264 | if (!d->m_filterKeyList.contains(t: filterKey)) { |
| 265 | d->m_filterKeyList.append(t: filterKey); |
| 266 | |
| 267 | // Ensures proper bookkeeping |
| 268 | d->registerDestructionHelper(node: filterKey, func: &QRenderPass::removeFilterKey, d->m_filterKeyList); |
| 269 | |
| 270 | // We need to add it as a child of the current node if it has been declared inline |
| 271 | // Or not previously added as a child of the current node so that |
| 272 | // 1) The backend gets notified about it's creation |
| 273 | // 2) When the current node is destroyed, it gets destroyed as well |
| 274 | if (!filterKey->parent()) |
| 275 | filterKey->setParent(this); |
| 276 | |
| 277 | d->updateNode(node: filterKey, property: "filterKeys" , change: Qt3DCore::PropertyValueAdded); |
| 278 | } |
| 279 | } |
| 280 | |
| 281 | /*! |
| 282 | Removes \a filterKey from the Qt3DRender::QRenderPass local filter keys. |
| 283 | */ |
| 284 | void QRenderPass::removeFilterKey(QFilterKey *filterKey) |
| 285 | { |
| 286 | Q_ASSERT(filterKey); |
| 287 | Q_D(QRenderPass); |
| 288 | if (!d->m_filterKeyList.removeOne(t: filterKey)) |
| 289 | return; |
| 290 | d->updateNode(node: filterKey, property: "filterKeys" , change: Qt3DCore::PropertyValueRemoved); |
| 291 | // Remove bookkeeping connection |
| 292 | d->unregisterDestructionHelper(node: filterKey); |
| 293 | } |
| 294 | |
| 295 | /*! |
| 296 | Returns the list of Qt3DRender::QFilterKey key objects making up the filter keys |
| 297 | of the Qt3DRender::QRenderPass. |
| 298 | */ |
| 299 | QVector<QFilterKey *> QRenderPass::filterKeys() const |
| 300 | { |
| 301 | Q_D(const QRenderPass); |
| 302 | return d->m_filterKeyList; |
| 303 | } |
| 304 | |
| 305 | /*! |
| 306 | Adds a render \a state to the rendering pass. That implies that |
| 307 | when the pass is executed at render time, the globally set render state will |
| 308 | be modified by the states defined locally by the Qt3DRender::QRenderPass. |
| 309 | |
| 310 | \note not defining any Qt3DRender::QRenderState in a pass will result in the pass using |
| 311 | the globally set render state for a given FrameGraph branch execution path. |
| 312 | */ |
| 313 | void QRenderPass::addRenderState(QRenderState *state) |
| 314 | { |
| 315 | Q_ASSERT(state); |
| 316 | Q_D(QRenderPass); |
| 317 | if (!d->m_renderStates.contains(t: state)) { |
| 318 | d->m_renderStates.append(t: state); |
| 319 | |
| 320 | // Ensures proper bookkeeping |
| 321 | d->registerDestructionHelper(node: state, func: &QRenderPass::removeRenderState, d->m_renderStates); |
| 322 | |
| 323 | if (!state->parent()) |
| 324 | state->setParent(this); |
| 325 | |
| 326 | d->updateNode(node: state, property: "renderState" , change: Qt3DCore::PropertyValueAdded); |
| 327 | } |
| 328 | } |
| 329 | |
| 330 | /*! |
| 331 | Removes \a state from the Qt3DRender::QRenderPass local render state. |
| 332 | */ |
| 333 | void QRenderPass::removeRenderState(QRenderState *state) |
| 334 | { |
| 335 | Q_ASSERT(state); |
| 336 | Q_D(QRenderPass); |
| 337 | if (!d->m_renderStates.removeOne(t: state)) |
| 338 | return; |
| 339 | d->updateNode(node: state, property: "renderState" , change: Qt3DCore::PropertyValueRemoved); |
| 340 | // Remove bookkeeping connection |
| 341 | d->unregisterDestructionHelper(node: state); |
| 342 | } |
| 343 | |
| 344 | /*! |
| 345 | Returns the list of Qt3DRender::QRenderState state objects making up the render |
| 346 | state of the Qt3DRender::QRenderPass. |
| 347 | */ |
| 348 | QVector<QRenderState *> QRenderPass::renderStates() const |
| 349 | { |
| 350 | Q_D(const QRenderPass); |
| 351 | return d->m_renderStates; |
| 352 | } |
| 353 | |
| 354 | /*! |
| 355 | Add \a parameter to the render pass' parameters. |
| 356 | */ |
| 357 | void QRenderPass::addParameter(QParameter *parameter) |
| 358 | { |
| 359 | Q_ASSERT(parameter); |
| 360 | Q_D(QRenderPass); |
| 361 | if (!d->m_parameters.contains(t: parameter)) { |
| 362 | d->m_parameters.append(t: parameter); |
| 363 | |
| 364 | // Ensures proper bookkeeping |
| 365 | d->registerDestructionHelper(node: parameter, func: &QRenderPass::removeParameter, d->m_parameters); |
| 366 | |
| 367 | // We need to add it as a child of the current node if it has been declared inline |
| 368 | // Or not previously added as a child of the current node so that |
| 369 | // 1) The backend gets notified about it's creation |
| 370 | // 2) When the current node is destroyed, the child parameters get destroyed as well |
| 371 | if (!parameter->parent()) |
| 372 | parameter->setParent(this); |
| 373 | |
| 374 | d->updateNode(node: parameter, property: "parameter" , change: Qt3DCore::PropertyValueAdded); |
| 375 | } |
| 376 | } |
| 377 | |
| 378 | /*! |
| 379 | Remove \a parameter from the render pass' parameters. |
| 380 | */ |
| 381 | void QRenderPass::removeParameter(QParameter *parameter) |
| 382 | { |
| 383 | Q_ASSERT(parameter); |
| 384 | Q_D(QRenderPass); |
| 385 | if (!d->m_parameters.removeOne(t: parameter)) |
| 386 | return; |
| 387 | d->updateNode(node: parameter, property: "parameter" , change: Qt3DCore::PropertyValueRemoved); |
| 388 | // Remove bookkeeping connection |
| 389 | d->unregisterDestructionHelper(node: parameter); |
| 390 | } |
| 391 | |
| 392 | /*! |
| 393 | Returns a vector of the render pass' current parameters |
| 394 | */ |
| 395 | ParameterList QRenderPass::parameters() const |
| 396 | { |
| 397 | Q_D(const QRenderPass); |
| 398 | return d->m_parameters; |
| 399 | } |
| 400 | |
| 401 | Qt3DCore::QNodeCreatedChangeBasePtr QRenderPass::createNodeCreationChange() const |
| 402 | { |
| 403 | auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QRenderPassData>::create(arguments: this); |
| 404 | auto &data = creationChange->data; |
| 405 | Q_D(const QRenderPass); |
| 406 | data.filterKeyIds = qIdsForNodes(nodes: d->m_filterKeyList); |
| 407 | data.parameterIds = qIdsForNodes(nodes: d->m_parameters); |
| 408 | data.renderStateIds = qIdsForNodes(nodes: d->m_renderStates); |
| 409 | data.shaderId = qIdForNode(node: d->m_shader); |
| 410 | return creationChange; |
| 411 | } |
| 412 | |
| 413 | } // namespace Qt3DRender |
| 414 | |
| 415 | QT_END_NAMESPACE |
| 416 | |