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qssgrenderpass_p.h
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1// Copyright (C) 2022 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3
4#ifndef QSSGRENDERPASS_H
5#define QSSGRENDERPASS_H
6
7//
8// W A R N I N G
9// -------------
10//
11// This file is not part of the Qt API. It exists purely as an
12// implementation detail. This header file may change from version to
13// version without notice, or even be removed.
14//
15// We mean it.
16//
17
18#include <QtCore/qglobal.h>
19
20#include <ssg/qssgrenderhelpers.h>
21#include <QtQuick3DUtils/private/qssgaosettings_p.h>
22#include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
23#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrenderableobjects_p.h>
25#include "qssgrenderer_p.h"
26
28
29class QSSGRenderShadowMap;
30class QSSGRenderReflectionMap;
32class QSSGRenderCamera;
33class QSGRenderer;
34
36{
37public:
38 enum class Type
39 {
43 };
44 // Input:
45
46 virtual ~QSSGRenderPass();
47 virtual void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) = 0;
48 virtual void renderPass(QSSGRenderer &renderer) = 0;
49 virtual Type passType() const = 0;
50 virtual void resetForFrame() = 0;
51
52 // Output:
53
54 // Flags: Debug markers(?)
55
56 // Dependency
57};
58
77
79{
80public:
81 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
82 void renderPass(QSSGRenderer &renderer) final;
83 Type passType() const final { return Type::Standalone; }
84 void resetForFrame() final;
85
86 std::shared_ptr<QSSGRenderReflectionMap> reflectionMapManager;
90};
91
105
107{
108public:
109 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
110 void renderPass(QSSGRenderer &renderer) final;
111 Type passType() const final { return Type::Standalone; }
112 void resetForFrame() final;
113
115 const QSSGRenderCamera *camera = nullptr;
120};
121
122class Q_QUICK3DRUNTIMERENDER_EXPORT DepthMapPass : public QSSGRenderPass
123{
124public:
125 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
126 void renderPass(QSSGRenderer &renderer) final;
127 Type passType() const final { return Type::Standalone; }
128 void resetForFrame() final;
129 void setMultisamplingEnabled(bool enabled) { m_multisampling = enabled; }
130 bool isMultisamplingEnabled() const { return m_multisampling; }
131
132 QSSGRenderableObjectList sortedOpaqueObjects;
133 QSSGRenderableObjectList sortedTransparentObjects;
134 QSSGRhiGraphicsPipelineState ps;
135 QSSGRhiRenderableTexture *rhiDepthTexture = nullptr;
136 bool m_multisampling = false;
137};
138
139class Q_QUICK3DRUNTIMERENDER_EXPORT NormalPass : public QSSGRenderPass
140{
141public:
142 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
143 void renderPass(QSSGRenderer &renderer) final;
144 Type passType() const final { return Type::Standalone; }
145 void resetForFrame() final;
146
147 QSSGRenderableObjectList sortedOpaqueObjects;
148 QSSGRhiGraphicsPipelineState ps;
149 QSSGRhiRenderableTexture *normalTexture = nullptr;
150 QSSGRhiRenderableTexture *depthBuffer = nullptr;
151};
152
154{
155public:
156 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
157 void renderPass(QSSGRenderer &renderer) final;
158 Type passType() const final { return Type::Main; }
159 void resetForFrame() final;
160
164 bool skipTonemapping = false;
165 bool skipPrep = false;
166};
167
169{
170public:
171 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
172 void renderPass(QSSGRenderer &renderer) final;
173 Type passType() const final { return Type::Main; }
174 void resetForFrame() final;
175
180 bool skipTonemapping = false;
181};
182
200
202{
203public:
204 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
205 void renderPass(QSSGRenderer &renderer) final;
206 Type passType() const final { return Type::Main; }
207 void resetForFrame() final;
208
212};
213
215{
216public:
217 static void prep(const QSSGRenderContextInterface &ctx,
219 QSSGPassKey passKey,
220 QSSGRhiGraphicsPipelineState &ps,
221 QSSGShaderFeatures shaderFeatures,
222 QRhiRenderPassDescriptor *rpDesc,
223 const QSSGRenderableObjectList &sortedOpaqueObjects);
224
225 static void render(const QSSGRenderContextInterface &ctx,
226 const QSSGRhiGraphicsPipelineState &ps,
227 const QSSGRenderableObjectList &sortedOpaqueObjects);
228
229 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
230 void renderPass(QSSGRenderer &renderer) final;
231 Type passType() const final { return Type::Main; }
232 void resetForFrame() final;
233
236 QSSGShaderFeatures shaderFeatures;
237};
238
239struct QSSGCameraRenderData;
240
242{
243public:
244 static void prep(const QSSGRenderContextInterface &ctx,
246 QSSGPassKey passKey,
247 QSSGRhiGraphicsPipelineState &ps,
248 QSSGShaderFeatures shaderFeatures,
249 QRhiRenderPassDescriptor *rpDesc,
250 const QSSGRenderableObjectList &sortedTransparentObjects,
251 bool oit = false);
252
253 static void render(const QSSGRenderContextInterface &ctx,
254 const QSSGRhiGraphicsPipelineState &ps,
255 const QSSGRenderableObjectList &sortedTransparentObjects);
256
257
258 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
259 void renderPass(QSSGRenderer &renderer) final;
260 Type passType() const final { return Type::Main; }
261 void resetForFrame() final;
262
265 QSSGShaderFeatures shaderFeatures;
266};
267
269{
270public:
271 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
272 void renderPass(QSSGRenderer &renderer) final;
273 Type passType() const final { return Type::Main; }
274 void resetForFrame() final;
275
276protected:
278};
279
281{
282public:
283 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
284 void renderPass(QSSGRenderer &renderer) final;
285 Type passType() const final { return Type::Main; }
286 void resetForFrame() final;
287
291};
292
294{
295public:
296 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
297 void renderPass(QSSGRenderer &renderer) final;
298 Type passType() const final { return Type::Main; }
299 void resetForFrame() final;
300
303};
304
305class QSSGRenderExtension;
306
308{
309public:
310 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
311 void renderPass(QSSGRenderer &renderer) final;
312 Type passType() const final { return Type::Extension; }
313 void resetForFrame() final;
314
315 bool hasData() const { return extensions.size() != 0; }
316
318};
319
342
344{
345public:
346 void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final;
347 void renderPass(QSSGRenderer &renderer) final;
348 Type passType() const final { return Type::Main; }
349 void resetForFrame() final;
350 void setMethod(QSSGRenderLayer::OITMethod m) { method = m; }
354 QSSGShaderFeatures shaderFeatures;
358};
359
360QT_END_NAMESPACE
361
362#endif // QSSGRENDERPASS_H
QSSGRhiShaderPipelinePtr debugObjectShader
QSSGRhiGraphicsPipelineState ps
void renderPass(QSSGRenderer &renderer) final
Type passType() const final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
QSSGRenderLayer * layer
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiShaderPipelinePtr gridShader
void resetForFrame() final
Type passType() const final
Type passType() const final
std::vector< QSGRenderer * > prepdItem2DRenderers
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
QSSGShaderFeatures shaderFeatures
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiRenderableTexture * rhiAccumTexture
QRhiShaderResourceBindings * compositeSrb
QSSGRhiShaderPipelinePtr compositeShaderPipeline
QSSGRenderLayer::OITMethod method
void resetForFrame() final
Type passType() const final
QSSGRhiRenderableTexture * rhiRevealageTexture
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGRhiRenderableTexture * rhiRevealageTexture
void setMethod(QSSGRenderLayer::OITMethod m)
QSSGShaderFeatures shaderFeatures
QSSGRenderLayer::OITMethod method
QRhiShaderResourceBindings * clearSrb
QSSGRenderableObjectList sortedTransparentObjects
QRhiTextureRenderTarget * renderTarget
void resetForFrame() final
QSSGRhiShaderPipelinePtr clearPipeline
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiRenderableTexture * rhiDepthTexture
QSSGRhiGraphicsPipelineState ps
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGRhiRenderableTexture * rhiAccumTexture
static void prep(const QSSGRenderContextInterface &ctx, QSSGLayerRenderData &data, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGShaderFeatures shaderFeatures, QRhiRenderPassDescriptor *rpDesc, const QSSGRenderableObjectList &sortedOpaqueObjects)
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedOpaqueObjects)
QSSGRenderableObjectList sortedOpaqueObjects
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
const QSSGLayerRenderPreparationResultFlags & getFlags() const
virtual ~QSSGRenderPass()
virtual void resetForFrame()=0
virtual Type passType() const =0
virtual void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data)=0
virtual void renderPass(QSSGRenderer &renderer)=0
friend class QSSGRenderContextInterface
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
std::shared_ptr< QSSGRenderReflectionMap > reflectionMapManager
QSSGRenderableObjectList reflectionPassObjects
QSSGRhiGraphicsPipelineState ps
QList< QSSGRenderReflectionProbe * > reflectionProbes
Type passType() const final
Type passType() const final
QSSGRhiRenderableTexture * rhiAoTexture
const QSSGRhiRenderableTexture * rhiDepthTexture
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
QSSGRhiShaderPipelinePtr ssaoShaderPipeline
QSSGAmbientOcclusionSettings aoSettings
void renderPass(QSSGRenderer &renderer) final
const QSSGRenderCamera * camera
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
QSSGRhiGraphicsPipelineState ps
Type passType() const final
std::optional< SkyboxPass > skyboxPass
QSSGShaderFeatures shaderFeatures
QSSGRenderableObjectList sortedOpaqueObjects
std::optional< SkyboxCubeMapPass > skyboxCubeMapPass
QSSGRhiRenderableTexture * rhiScreenTexture
QSSGRenderableObjectList sortedScreenTextureObjects
const QSSGRhiRenderableTexture * rhiScreenTexture
void renderPass(QSSGRenderer &renderer) final
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
Type passType() const final
QSSGRenderCamera * camera
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGBounds3 castingObjectsBox
QSSGShaderLightList globalLights
QSSGRenderableObjectList shadowPassObjects
QSSGRhiGraphicsPipelineState ps
QSSGBounds3 receivingObjectsBox
void resetForFrame() final
std::unique_ptr< QSSGRenderCamera > debugCamera
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
std::shared_ptr< QSSGRenderShadowMap > shadowMapManager
QRhiRenderPassDescriptor * rpDesc
QSSGRenderLayer * layer
void renderPass(QSSGRenderer &renderer) final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRhiShaderPipelinePtr skyBoxCubeShader
QSSGRhiGraphicsPipelineState ps
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
void resetForFrame() final
QRhiRenderPassDescriptor * rpDesc
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
Type passType() const final
QSSGRenderLayer * layer
QSSGRhiGraphicsPipelineState ps
static void prep(const QSSGRenderContextInterface &ctx, QSSGLayerRenderData &data, QSSGPassKey passKey, QSSGRhiGraphicsPipelineState &ps, QSSGShaderFeatures shaderFeatures, QRhiRenderPassDescriptor *rpDesc, const QSSGRenderableObjectList &sortedTransparentObjects, bool oit=false)
QSSGRenderableObjectList sortedTransparentObjects
static void render(const QSSGRenderContextInterface &ctx, const QSSGRhiGraphicsPipelineState &ps, const QSSGRenderableObjectList &sortedTransparentObjects)
void renderPass(QSSGRenderer &renderer) final
QSSGShaderFeatures shaderFeatures
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
Type passType() const final
void renderPass(QSSGRenderer &renderer) final
QList< QSSGRenderExtension * > extensions
Type passType() const final
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
void resetForFrame() final
bool hasData() const
void resetForFrame() final
void renderPass(QSSGRenderer &renderer) final
QSSGRenderableObjectList renderedOpaqueDepthPrepassObjects
Type passType() const final
QSSGRhiGraphicsPipelineState ps
void renderPrep(QSSGRenderer &renderer, QSSGLayerRenderData &data) final
QSSGRenderableObjectList renderedDepthWriteObjects
QSSGLayerRenderPreparationResultFlag
static const char * effect_fragment_main_with_tonemapping
static const char * effect_vertex_main_post
static const char * effect_vertex_main_pre
static const char * effect_vertex_main_position
static const char * effect_fragment_main
QVector< QSSGRenderableObjectHandle > renderables
QSSGBakedLightingModel(const QSSGRenderModel *model, const QVector< QSSGRenderableObjectHandle > &renderables)
const QSSGRenderModel * model
QSSGDefaultMaterialPreparationResult(QSSGShaderDefaultMaterialKey inMaterialKey)
QSSGShaderDefaultMaterialKey materialKey
QRhiTextureRenderTarget * oitRenderTarget
QRhiRenderPassDescriptor * renderPassDescriptor