4#ifndef QSSGRENDERHELPERS_P_H
5#define QSSGRENDERHELPERS_P_H
18#include <QtQuick3DRuntimeRender/qtquick3druntimerenderglobal.h>
20#include <QtQuick3DUtils/private/qssgaosettings_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
26class QSSGRenderShadowMap;
27class QRhiRenderPassDescriptor;
28class QSSGRenderReflectionMap;
31class QSSGRhiShaderPipeline;
37 const QSSGRenderableObjectList &sortedTransparentObjects);
41 QSSGRhiGraphicsPipelineState &ps,
42 QSSGRenderShadowMap &shadowMapManager,
43 const QSSGRenderCamera &camera,
44 QSSGRenderCamera *debugCamera,
46 const QSSGRenderableObjectList &sortedOpaqueObjects,
48 const QSSGBounds3 &castingObjectsBox,
49 const QSSGBounds3 &receivingObjectsBox);
54 QSSGRhiGraphicsPipelineState *ps,
55 QSSGRenderReflectionMap &reflectionMapManager,
56 const QVector<QSSGRenderReflectionProbe *> &reflectionProbes,
57 const QSSGRenderableObjectList &reflectionPassObjects,
62 const QSSGRhiGraphicsPipelineState &basePipelineState,
63 QRhiRenderPassDescriptor *rpDesc,
65 const QSSGRenderableObjectList &sortedOpaqueObjects,
66 const QSSGRenderableObjectList &sortedTransparentObjects,
71 const QSSGRenderableObjectList &sortedOpaqueObjects,
72 const QSSGRenderableObjectList &sortedTransparentObjects,
73 bool *needsSetViewport);
77 const QSSGRhiGraphicsPipelineState &basePipelineState,
78 QRhiRenderPassDescriptor *rpDesc,
80 const QSSGRenderableObjectList &sortedOpaqueObjects);
83 const QSSGRenderableObjectList &sortedOpaqueObjects,
84 bool *needsSetViewport);
88 QSSGRhiRenderableTexture *renderableTex,
94 QSSGRhiShaderPipeline &shaderPipeline,
95 QSSGRhiGraphicsPipelineState &ps,
96 const QSSGAmbientOcclusionSettings &ao,
97 const QSSGRhiRenderableTexture &rhiAoTexture,
98 const QSSGRhiRenderableTexture &rhiDepthTexture,
99 const QSSGRenderCamera &camera);
104 QSSGRhiRenderableTexture *renderableTex,
109 QSSGRenderLayer &layer,
110 QSSGRenderCameraList &cameras,
116 QSSGRenderLayer &layer,
117 QSSGRenderCameraList &cameras,
122 QSSGRenderLayer &layer,
123 QSSGRenderCamera &inCamera,
126 QSSGRenderTextureCubeFace cubeFace);
132 QRhiRenderPassDescriptor *renderPassDescriptor,
133 QSSGRhiGraphicsPipelineState *ps,
134 QSSGShaderFeatures featureSet,
137 QSSGRenderCamera *alteredCamera =
nullptr,
138 QMatrix4x4 *alteredModelViewProjection =
nullptr,
144 const QSSGRhiGraphicsPipelineState &state,
146 bool *needsSetViewport,
151 QSSGRhiRenderableTexture *renderableTex,
157 const int y = deviceRect.bottom() - layerViewport.bottom() + 1;
158 return QRect(layerViewport.x(), y, layerViewport.width(), layerViewport.height());
bool isLayerVisible() const
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
QSize textureDimensions() const
friend class QSSGLayerRenderData
friend class QSSGRenderer
friend class QSSGRenderContextInterface
void rhiRenderShadowMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGRenderShadowMap &shadowMapManager, const QSSGRenderCamera &camera, QSSGRenderCamera *debugCamera, const QSSGShaderLightList &globalLights, const QSSGRenderableObjectList &sortedOpaqueObjects, QSSGRenderer &renderer, const QSSGBounds3 &castingObjectsBox, const QSSGBounds3 &receivingObjectsBox)
void rhiPrepareGrid(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer)
void rhiPrepareSkyBoxForReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCamera &inCamera, QSSGRenderer &renderer, QSSGReflectionMapEntry *entry, QSSGRenderTextureCubeFace cubeFace)
void rhiRenderAoTexture(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderer &renderer, QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiGraphicsPipelineState &ps, const QSSGAmbientOcclusionSettings &ao, const QSSGRhiRenderableTexture &rhiAoTexture, const QSSGRhiRenderableTexture &rhiDepthTexture, const QSSGRenderCamera &camera)
bool rhiPrepareNormalPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiPrepareRenderable(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRenderableObject &inObject, QRhiRenderPassDescriptor *renderPassDescriptor, QSSGRhiGraphicsPipelineState *ps, QSSGShaderFeatures featureSet, int samples, int viewCount, QSSGRenderCamera *alteredCamera=nullptr, QMatrix4x4 *alteredModelViewProjection=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, QSSGReflectionMapEntry *entry=nullptr, bool oit=false)
void rhiRenderNormalPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, bool *needsSetViewport)
Q_QUICK3DRUNTIMERENDER_EXPORT void rhiRenderRenderable(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &state, QSSGRenderableObject &object, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone)
bool rhiPrepareDepthPass(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGRhiGraphicsPipelineState &basePipelineState, QRhiRenderPassDescriptor *rpDesc, QSSGLayerRenderData &inData, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, int samples, int viewCount)
std::pair< QSSGBounds3, QSSGBounds3 > calculateSortedObjectBounds(const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects)
bool rhiPrepareScreenTexture(QSSGRhiContext *rhiCtx, const QSize &size, bool wantsMips, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
QRect correctViewportCoordinates(const QRectF &layerViewport, const QRect &deviceRect)
void rhiPrepareSkyBox(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, QSSGRenderLayer &layer, QSSGRenderCameraList &cameras, QSSGRenderer &renderer)
bool rhiPrepareDepthTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount, int samples=1)
void rhiRenderReflectionMap(QSSGRhiContext *rhiCtx, QSSGPassKey passKey, const QSSGLayerRenderData &inData, QSSGRhiGraphicsPipelineState *ps, QSSGRenderReflectionMap &reflectionMapManager, const QVector< QSSGRenderReflectionProbe * > &reflectionProbes, const QSSGRenderableObjectList &reflectionPassObjects, QSSGRenderer &renderer)
bool rhiPrepareAoTexture(QSSGRhiContext *rhiCtx, const QSize &size, QSSGRhiRenderableTexture *renderableTex, quint8 viewCount)
void rhiRenderDepthPass(QSSGRhiContext *rhiCtx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects, const QSSGRenderableObjectList &sortedTransparentObjects, bool *needsSetViewport)
static constexpr size_t getPrepContextIndex(QSSGPrepContextId id)
static bool scopeLight(QSSGRenderNode *node, QSSGRenderNode *lightScope)
static constexpr bool furthestToNearestCompare(const QSSGRenderableObjectHandle &lhs, const QSSGRenderableObjectHandle &rhs) noexcept
static int effectiveMaxDirectionalLightCount(const QSSGShaderFeatures &features)
static constexpr bool verifyPrepContext(QSSGPrepContextId id, const QSSGRenderer &renderer)
#define MAX_MORPH_TARGET_INDEX_SUPPORTS_NORMALS
static void clearTable(std::vector< T > &entry)
static constexpr quint16 PREP_CTX_INDEX_MASK
#define MAX_MORPH_TARGET_INDEX_SUPPORTS_TANGENTS
static void updateDirtySkeletons(const QSSGLayerRenderData &renderData, const QSSGLayerRenderData::QSSGModelsView &renderableNodes)
static bool hasCustomBlendMode(const QSSGRenderCustomMaterial &material)
static const int REDUCED_MAX_LIGHT_COUNT_THRESHOLD_BYTES
static bool checkParticleSupport(QRhi *rhi)
#define BONEDATASIZE4ID(x)
static void collectBoneTransforms(const QSSGLayerRenderData &renderData, QSSGRenderNode *node, QSSGRenderSkeleton *skeletonNode, const QVector< QMatrix4x4 > &poses)
static void sortInstances(QByteArray &sortedData, QList< QSSGRhiSortData > &sortData, const void *instances, int stride, int count, const QVector3D &cameraDirection)
#define CHECK_IMAGE_AND_PREPARE(img, imgtype, shadercomponent)
static constexpr bool nearestToFurthestCompare(const QSSGRenderableObjectHandle &lhs, const QSSGRenderableObjectHandle &rhs) noexcept
static constexpr size_t pipelineStateIndex(QSSGRenderablesFilter filter)
static void cullLodInstances(QByteArray &lodData, const void *instances, int count, const QVector3D &cameraPosition, float minThreshold, float maxThreshold)
QSSGDataRef< T > RENDER_FRAME_NEW_BUFFER(QSSGRenderContextInterface &ctx, size_t count)
static const QVector2D s_ProgressiveAAVertexOffsets[QSSGLayerRenderData::MAX_AA_LEVELS]
static bool hasDirtyNonJointNodes(QSSGRenderNode *node, bool &hasChildJoints)
static int effectiveMaxLightCount(const QSSGShaderFeatures &features)
static constexpr QSSGPrepContextId createPrepId(size_t index, quint32 frame)
T * RENDER_FRAME_NEW(QSSGRenderContextInterface &ctx, Args &&... args)
static LayerNodeStatResult statLayerNodes(const QSSGLayerRenderData::LayerNodes &layerNodes, quint32 layerMask)
static float getCameraDistanceSq(const QSSGRenderableObject &obj, const QSSGRenderCameraData &camera) noexcept
static void createRenderablesHelper(QSSGLayerRenderData &layer, const QSSGRenderNode::ChildList &children, QSSGLayerRenderData::RenderableNodeEntries &renderables, QSSGRenderHelpers::CreateFlags createFlags)
QVarLengthArray< QSSGShaderLight, 16 > QSSGShaderLightList
friend QDebug operator<<(QDebug dbg, const LayerNodeStatResult &stat)
friend LayerNodeStatResult & operator+=(LayerNodeStatResult &lhs, const LayerNodeStatResult &rhs)
qsizetype reflectionProbeCount
QSSGDefaultMaterialPreparationResult(QSSGShaderDefaultMaterialKey inMaterialKey)