1// Copyright (C) 2008-2012 NVIDIA Corporation.
2// Copyright (C) 2019 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
4
5
6#include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
7#include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
8#include <QtQuick3DRuntimeRender/private/qssglayerrenderdata_p.h>
9
10QT_BEGIN_NAMESPACE
11
12QSSGRenderLayer::QSSGRenderLayer()
13 : QSSGRenderNode(QSSGRenderNode::Type::Layer)
14 , firstEffect(nullptr)
15 , antialiasingMode(QSSGRenderLayer::AAMode::NoAA)
16 , antialiasingQuality(QSSGRenderLayer::AAQuality::High)
17 , background(QSSGRenderLayer::Background::Transparent)
18 , lightProbe(nullptr)
19 , probeExposure(1.0f)
20 , probeHorizon(-1.0f)
21 , temporalAAEnabled(false)
22 , temporalAAStrength(0.3f)
23 , ssaaEnabled(false)
24 , ssaaMultiplier(1.5f)
25 , specularAAEnabled(false)
26 , explicitCamera(nullptr)
27 , renderedCamera(nullptr)
28 , tonemapMode(TonemapMode::Linear)
29{
30 flags = { FlagT(LocalState::Active) | FlagT(GlobalState::Active) }; // The layer node is alway active and not dirty.
31}
32
33QSSGRenderLayer::~QSSGRenderLayer()
34{
35 delete importSceneNode;
36 importSceneNode = nullptr;
37 delete renderData;
38}
39
40void QSSGRenderLayer::setProbeOrientation(const QVector3D &angles)
41{
42 if (angles != probeOrientationAngles) {
43 probeOrientationAngles = angles;
44 probeOrientation = QQuaternion::fromEulerAngles(eulerAngles: probeOrientationAngles).toRotationMatrix();
45 }
46}
47
48void QSSGRenderLayer::addEffect(QSSGRenderEffect &inEffect)
49{
50 // Effects need to be rendered in reverse order as described in the file.
51 inEffect.m_nextEffect = firstEffect;
52 firstEffect = &inEffect;
53}
54
55bool QSSGRenderLayer::hasEffect(QSSGRenderEffect *inEffect) const
56{
57 for (auto currentEffect = firstEffect; currentEffect != nullptr; currentEffect = currentEffect->m_nextEffect) {
58 if (currentEffect == inEffect)
59 return true;
60 }
61 return false;
62}
63
64void QSSGRenderLayer::setImportScene(QSSGRenderNode &rootNode)
65{
66 // We create a dummy node to represent the imported scene tree, as we
67 // do absolutely not want to change the node links in that tree!
68 if (importSceneNode == nullptr) {
69 importSceneNode = new QSSGRenderNode(QSSGRenderGraphObject::Type::ImportScene);
70 // Now we can add the dummy node to the layers child list
71 children.push_back(inObj&: *importSceneNode);
72 } else {
73 importSceneNode->children.clear(); // Clear the list (or the list will modify the rootNode)
74 }
75
76 // The imported scene root node is now a child of the dummy node
77 auto &importChildren = importSceneNode->children;
78 Q_ASSERT(importChildren.isEmpty());
79 // We don't want the list to modify our node, so we set the tail and head manually.
80 importChildren.m_head = importChildren.m_tail = &rootNode;
81}
82
83void QSSGRenderLayer::removeImportScene(QSSGRenderNode &rootNode)
84{
85 if (importSceneNode && !importSceneNode->children.isEmpty()) {
86 if (&importSceneNode->children.back() == &rootNode)
87 importSceneNode->children.clear();
88 }
89}
90
91QT_END_NAMESPACE
92

source code of qtquick3d/src/runtimerender/graphobjects/qssgrenderlayer.cpp