| 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 | |
| 10 | QT_BEGIN_NAMESPACE |
| 11 | |
| 12 | QSSGRenderLayer::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 | , temporalAAStrength(0.3f) |
| 19 | , ssaaMultiplier(1.5f) |
| 20 | , specularAAEnabled(false) |
| 21 | , tonemapMode(TonemapMode::Linear) |
| 22 | { |
| 23 | flags = { FlagT(LocalState::Active) | FlagT(GlobalState::Active) }; // The layer node is alway active and not dirty. |
| 24 | } |
| 25 | |
| 26 | QSSGRenderLayer::~QSSGRenderLayer() |
| 27 | { |
| 28 | delete importSceneNode; |
| 29 | importSceneNode = nullptr; |
| 30 | delete renderData; |
| 31 | } |
| 32 | |
| 33 | void QSSGRenderLayer::setProbeOrientation(const QVector3D &angles) |
| 34 | { |
| 35 | if (angles != lightProbeSettings.probeOrientationAngles) { |
| 36 | lightProbeSettings.probeOrientationAngles = angles; |
| 37 | lightProbeSettings.probeOrientation = QQuaternion::fromEulerAngles(eulerAngles: lightProbeSettings.probeOrientationAngles).toRotationMatrix(); |
| 38 | } |
| 39 | } |
| 40 | |
| 41 | void QSSGRenderLayer::addEffect(QSSGRenderEffect &inEffect) |
| 42 | { |
| 43 | // Effects need to be rendered in reverse order as described in the file. |
| 44 | inEffect.m_nextEffect = firstEffect; |
| 45 | firstEffect = &inEffect; |
| 46 | } |
| 47 | |
| 48 | bool QSSGRenderLayer::hasEffect(QSSGRenderEffect *inEffect) const |
| 49 | { |
| 50 | for (auto currentEffect = firstEffect; currentEffect != nullptr; currentEffect = currentEffect->m_nextEffect) { |
| 51 | if (currentEffect == inEffect) |
| 52 | return true; |
| 53 | } |
| 54 | return false; |
| 55 | } |
| 56 | |
| 57 | void QSSGRenderLayer::setImportScene(QSSGRenderNode &rootNode) |
| 58 | { |
| 59 | // We create a dummy node to represent the imported scene tree, as we |
| 60 | // do absolutely not want to change the node links in that tree! |
| 61 | if (importSceneNode == nullptr) { |
| 62 | importSceneNode = new QSSGRenderNode(QSSGRenderGraphObject::Type::ImportScene); |
| 63 | // Now we can add the dummy node to the layers child list |
| 64 | children.push_back(inObj&: *importSceneNode); |
| 65 | } else { |
| 66 | importSceneNode->children.clear(); // Clear the list (or the list will modify the rootNode) |
| 67 | } |
| 68 | |
| 69 | // The imported scene root node is now a child of the dummy node |
| 70 | auto &importChildren = importSceneNode->children; |
| 71 | Q_ASSERT(importChildren.isEmpty()); |
| 72 | // We don't want the list to modify our node, so we set the tail and head manually. |
| 73 | importChildren.m_head = importChildren.m_tail = &rootNode; |
| 74 | } |
| 75 | |
| 76 | void QSSGRenderLayer::removeImportScene(QSSGRenderNode &rootNode) |
| 77 | { |
| 78 | if (importSceneNode && !importSceneNode->children.isEmpty()) { |
| 79 | if (&importSceneNode->children.back() == &rootNode) |
| 80 | importSceneNode->children.clear(); |
| 81 | } |
| 82 | } |
| 83 | |
| 84 | QT_END_NAMESPACE |
| 85 | |