977void QSSGLayerRenderData::prepareImageForRender(QSSGRenderImage &inImage,
978 QSSGRenderableImage::Type inMapType,
979 QSSGRenderableImage *&ioFirstImage,
980 QSSGRenderableImage *&ioNextImage,
981 QSSGRenderableObjectFlags &ioFlags,
982 QSSGShaderDefaultMaterialKey &inShaderKey,
983 quint32 inImageIndex,
984 QSSGRenderDefaultMaterial *inMaterial)
986 QSSGRenderContextInterface &contextInterface = *renderer->contextInterface();
987 const auto &bufferManager = contextInterface.bufferManager();
989 if (inImage.clearDirty())
990 ioFlags |= QSSGRenderableObjectFlag::Dirty;
1001 const QSSGRenderImageTexture texture = bufferManager->loadRenderImage(&inImage);
1003 if (texture.m_texture) {
1004 if (texture.m_flags.hasTransparency()
1005 && (inMapType == QSSGRenderableImage::Type::Diffuse
1006 || inMapType == QSSGRenderableImage::Type::Opacity
1007 || inMapType == QSSGRenderableImage::Type::Translucency))
1009 ioFlags |= QSSGRenderableObjectFlag::HasTransparency;
1012 QSSGRenderableImage *theImage = RENDER_FRAME_NEW<QSSGRenderableImage>(contextInterface, inMapType, inImage, texture);
1013 QSSGShaderKeyImageMap &theKeyProp = defaultMaterialShaderKeyProperties.m_imageMaps[inImageIndex];
1015 theKeyProp.setEnabled(inShaderKey,
true);
1016 switch (inImage.m_mappingMode) {
1017 case QSSGRenderImage::MappingModes::Normal:
1019 case QSSGRenderImage::MappingModes::Environment:
1020 theKeyProp.setEnvMap(inShaderKey,
true);
1022 case QSSGRenderImage::MappingModes::LightProbe:
1023 theKeyProp.setLightProbe(inShaderKey,
true);
1033 switch (texture.m_texture->format()) {
1034 case QRhiTexture::Format::RED_OR_ALPHA8:
1035 hasA = !renderer->contextInterface()->rhiContext()->rhi()->isFeatureSupported(QRhi::RedOrAlpha8IsRed);
1037 case QRhiTexture::Format::R8:
1047 if (inImage.isImageTransformIdentity())
1048 theKeyProp.setIdentityTransform(inShaderKey,
true);
1050 if (inImage.m_indexUV == 1)
1051 theKeyProp.setUsesUV1(inShaderKey,
true);
1053 if (texture.m_flags.isLinear())
1054 theKeyProp.setLinear(inShaderKey,
true);
1056 if (texture.m_flags.isPreMultipliedAlpha())
1057 theKeyProp.setPreMultipliedAlpha(inShaderKey,
true);
1059 if (ioFirstImage ==
nullptr)
1060 ioFirstImage = theImage;
1062 ioNextImage->m_nextImage = theImage;
1064 ioNextImage = theImage;
1066 if (inMaterial && inImageIndex >= QSSGShaderDefaultMaterialKeyProperties::SingleChannelImagesFirst) {
1067 QSSGRenderDefaultMaterial::TextureChannelMapping value = QSSGRenderDefaultMaterial::R;
1069 const quint32 scIndex = inImageIndex - QSSGShaderDefaultMaterialKeyProperties::SingleChannelImagesFirst;
1070 QSSGShaderKeyTextureChannel &channelKey = defaultMaterialShaderKeyProperties.m_textureChannels[scIndex];
1071 switch (inImageIndex) {
1072 case QSSGShaderDefaultMaterialKeyProperties::OpacityMap:
1073 value = inMaterial->opacityChannel;
1075 case QSSGShaderDefaultMaterialKeyProperties::RoughnessMap:
1076 value = inMaterial->roughnessChannel;
1078 case QSSGShaderDefaultMaterialKeyProperties::MetalnessMap:
1079 value = inMaterial->metalnessChannel;
1081 case QSSGShaderDefaultMaterialKeyProperties::OcclusionMap:
1082 value = inMaterial->occlusionChannel;
1084 case QSSGShaderDefaultMaterialKeyProperties::TranslucencyMap:
1085 value = inMaterial->translucencyChannel;
1087 case QSSGShaderDefaultMaterialKeyProperties::HeightMap:
1088 value = inMaterial->heightChannel;
1090 case QSSGShaderDefaultMaterialKeyProperties::ClearcoatMap:
1091 value = inMaterial->clearcoatChannel;
1093 case QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessMap:
1094 value = inMaterial->clearcoatRoughnessChannel;
1096 case QSSGShaderDefaultMaterialKeyProperties::TransmissionMap:
1097 value = inMaterial->transmissionChannel;
1099 case QSSGShaderDefaultMaterialKeyProperties::ThicknessMap:
1100 value = inMaterial->thicknessChannel;
1102 case QSSGShaderDefaultMaterialKeyProperties::BaseColorMap:
1103 value = inMaterial->baseColorChannel;
1105 case QSSGShaderDefaultMaterialKeyProperties::SpecularAmountMap:
1106 value = inMaterial->specularAmountChannel;
1108 case QSSGShaderDefaultMaterialKeyProperties::EmissiveMap:
1109 value = inMaterial->emissiveChannel;
1114 bool useDefault =
false;
1116 case QSSGRenderDefaultMaterial::TextureChannelMapping::G:
1119 case QSSGRenderDefaultMaterial::TextureChannelMapping::B:
1122 case QSSGRenderDefaultMaterial::TextureChannelMapping::A:
1129 value = QSSGRenderDefaultMaterial::R;
1130 channelKey.setTextureChannel(QSSGShaderKeyTextureChannel::TexturChannelBits(value), inShaderKey);
1160QSSGDefaultMaterialPreparationResult QSSGLayerRenderData::prepareDefaultMaterialForRender(
1161 QSSGRenderDefaultMaterial &inMaterial,
1162 QSSGRenderableObjectFlags &inExistingFlags,
1163 float inOpacity,
bool hasAnyLights,
1164 bool anyLightHasShadows,
1165 QSSGLayerRenderPreparationResultFlags &ioFlags)
1167 QSSGRenderDefaultMaterial *theMaterial = &inMaterial;
1168 QSSGDefaultMaterialPreparationResult retval(QSSGShaderDefaultMaterialKey(qHash(features)));
1169 retval.renderableFlags = inExistingFlags;
1170 QSSGRenderableObjectFlags &renderableFlags(retval.renderableFlags);
1171 QSSGShaderDefaultMaterialKey &theGeneratedKey(retval.materialKey);
1172 retval.opacity = inOpacity;
1173 float &subsetOpacity(retval.opacity);
1175 if (theMaterial->isDirty())
1176 renderableFlags |= QSSGRenderableObjectFlag::Dirty;
1178 subsetOpacity *= theMaterial->opacity;
1180 QSSGRenderableImage *firstImage =
nullptr;
1182 const bool lighting = theMaterial->lighting != QSSGRenderDefaultMaterial::MaterialLighting::NoLighting;
1183 defaultMaterialShaderKeyProperties.m_hasLighting.setValue(theGeneratedKey, lighting);
1185 defaultMaterialShaderKeyProperties.m_hasPunctualLights.setValue(theGeneratedKey, hasAnyLights);
1186 defaultMaterialShaderKeyProperties.m_hasShadows.setValue(theGeneratedKey, anyLightHasShadows);
1187 const bool validSky = layer.skyMaterial !=
nullptr && layer.skyMaterial->enableIBL;
1188 defaultMaterialShaderKeyProperties.m_hasIbl.setValue(theGeneratedKey, layer.lightProbe !=
nullptr || validSky);
1191 defaultMaterialShaderKeyProperties.m_specularAAEnabled.setValue(theGeneratedKey, layer.specularAAEnabled);
1194 defaultMaterialShaderKeyProperties.m_isDoubleSided.setValue(theGeneratedKey, theMaterial->cullMode == QSSGCullFaceMode::Disabled);
1197 defaultMaterialShaderKeyProperties.m_overridesPosition.setValue(theGeneratedKey,
false);
1200 defaultMaterialShaderKeyProperties.m_usesProjectionMatrix.setValue(theGeneratedKey,
false);
1201 defaultMaterialShaderKeyProperties.m_usesInverseProjectionMatrix.setValue(theGeneratedKey,
false);
1203 defaultMaterialShaderKeyProperties.m_usesVarColor.setValue(theGeneratedKey,
false);
1206 defaultMaterialShaderKeyProperties.m_alphaMode.setValue(theGeneratedKey, theMaterial->alphaMode);
1209 setVertexInputPresence(renderableFlags, theGeneratedKey);
1212 defaultMaterialShaderKeyProperties.m_usesPointsTopology.setValue(theGeneratedKey, renderableFlags.isPointsTopology());
1215 defaultMaterialShaderKeyProperties.m_lightmapEnabled.setValue(theGeneratedKey, renderableFlags.rendersWithLightmap());
1216 defaultMaterialShaderKeyProperties.m_metallicRoughnessEnabled.setValue(theGeneratedKey, theMaterial->type == QSSGRenderDefaultMaterial::Type::PrincipledMaterial);
1217 defaultMaterialShaderKeyProperties.m_specularGlossyEnabled.setValue(theGeneratedKey, theMaterial->type == QSSGRenderGraphObject::Type::SpecularGlossyMaterial);
1221 defaultMaterialShaderKeyProperties.m_debugMode.setValue(theGeneratedKey,
int(layer.debugMode));
1224 defaultMaterialShaderKeyProperties.m_fogEnabled.setValue(theGeneratedKey, layer.fog.enabled);
1227 defaultMaterialShaderKeyProperties.m_viewCount.setValue(theGeneratedKey, layer.viewCount);
1228 defaultMaterialShaderKeyProperties.m_usesViewIndex.setValue(theGeneratedKey, layer.viewCount >= 2);
1230 if (!defaultMaterialShaderKeyProperties.m_hasIbl.getValue(theGeneratedKey) && theMaterial->iblProbe) {
1231 features.set(QSSGShaderFeatures::Feature::LightProbe,
true);
1232 defaultMaterialShaderKeyProperties.m_hasIbl.setValue(theGeneratedKey,
true);
1237 if (subsetOpacity >= QSSGRendererPrivate::minimumRenderOpacity) {
1253 if (theMaterial->blendMode != QSSGRenderDefaultMaterial::MaterialBlendMode::SourceOver
1254 || theMaterial->opacityMap
1255 || theMaterial->alphaMode == QSSGRenderDefaultMaterial::Blend)
1257 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1260 const bool specularEnabled = theMaterial->isSpecularEnabled();
1261 const bool metalnessEnabled = theMaterial->isMetalnessEnabled();
1262 defaultMaterialShaderKeyProperties.m_specularEnabled.setValue(theGeneratedKey, specularEnabled || metalnessEnabled);
1263 defaultMaterialShaderKeyProperties.m_specularModel.setSpecularModel(theGeneratedKey, theMaterial->specularModel);
1264 defaultMaterialShaderKeyProperties.m_diffuseModel.setDiffuseModel(theGeneratedKey, theMaterial->diffuseModel);
1265 defaultMaterialShaderKeyProperties.m_fresnelScaleBiasEnabled.setValue(theGeneratedKey, theMaterial->isFresnelScaleBiasEnabled());
1266 defaultMaterialShaderKeyProperties.m_clearcoatFresnelScaleBiasEnabled.setValue(theGeneratedKey, theMaterial->isClearcoatFresnelScaleBiasEnabled());
1267 defaultMaterialShaderKeyProperties.m_fresnelEnabled.setValue(theGeneratedKey, theMaterial->isFresnelEnabled());
1268 defaultMaterialShaderKeyProperties.m_baseColorSingleChannelEnabled.setValue(theGeneratedKey, theMaterial->isBaseColorSingleChannelEnabled());
1269 defaultMaterialShaderKeyProperties.m_specularSingleChannelEnabled.setValue(theGeneratedKey, theMaterial->isSpecularAmountSingleChannelEnabled());
1270 defaultMaterialShaderKeyProperties.m_emissiveSingleChannelEnabled.setValue(theGeneratedKey, theMaterial->isEmissiveSingleChannelEnabled());
1271 defaultMaterialShaderKeyProperties.m_invertOpacityMapValue.setValue(theGeneratedKey, theMaterial->isInvertOpacityMapValue());
1272 defaultMaterialShaderKeyProperties.m_vertexColorsEnabled.setValue(theGeneratedKey, theMaterial->isVertexColorsEnabled());
1273 defaultMaterialShaderKeyProperties.m_vertexColorsMaskEnabled.setValue(theGeneratedKey, theMaterial->isVertexColorsMaskEnabled());
1274 defaultMaterialShaderKeyProperties.m_vertexColorRedMask.setValue(theGeneratedKey, quint16(theMaterial->vertexColorRedMask.toInt()));
1275 defaultMaterialShaderKeyProperties.m_vertexColorGreenMask.setValue(theGeneratedKey, quint16(theMaterial->vertexColorGreenMask.toInt()));
1276 defaultMaterialShaderKeyProperties.m_vertexColorBlueMask.setValue(theGeneratedKey, quint16(theMaterial->vertexColorBlueMask.toInt()));
1277 defaultMaterialShaderKeyProperties.m_vertexColorAlphaMask.setValue(theGeneratedKey, quint16(theMaterial->vertexColorAlphaMask.toInt()));
1278 defaultMaterialShaderKeyProperties.m_clearcoatEnabled.setValue(theGeneratedKey, theMaterial->isClearcoatEnabled());
1279 defaultMaterialShaderKeyProperties.m_transmissionEnabled.setValue(theGeneratedKey, theMaterial->isTransmissionEnabled());
1284 QSSGRenderableImage *nextImage =
nullptr;
1285#define CHECK_IMAGE_AND_PREPARE(img, imgtype, shadercomponent)
1287 prepareImageForRender(*(img), imgtype, firstImage, nextImage, renderableFlags,
1288 theGeneratedKey, shadercomponent, &inMaterial)
1290 if (theMaterial->type == QSSGRenderGraphObject::Type::PrincipledMaterial ||
1291 theMaterial->type == QSSGRenderGraphObject::Type::SpecularGlossyMaterial) {
1293 QSSGRenderableImage::Type::BaseColor,
1294 QSSGShaderDefaultMaterialKeyProperties::BaseColorMap);
1296 QSSGRenderableImage::Type::Occlusion,
1297 QSSGShaderDefaultMaterialKeyProperties::OcclusionMap);
1299 QSSGRenderableImage::Type::Height,
1300 QSSGShaderDefaultMaterialKeyProperties::HeightMap);
1302 QSSGRenderableImage::Type::Clearcoat,
1303 QSSGShaderDefaultMaterialKeyProperties::ClearcoatMap);
1305 QSSGRenderableImage::Type::ClearcoatRoughness,
1306 QSSGShaderDefaultMaterialKeyProperties::ClearcoatRoughnessMap);
1308 QSSGRenderableImage::Type::ClearcoatNormal,
1309 QSSGShaderDefaultMaterialKeyProperties::ClearcoatNormalMap);
1311 QSSGRenderableImage::Type::Transmission,
1312 QSSGShaderDefaultMaterialKeyProperties::TransmissionMap);
1314 QSSGRenderableImage::Type::Thickness,
1315 QSSGShaderDefaultMaterialKeyProperties::ThicknessMap);
1316 if (theMaterial->type == QSSGRenderGraphObject::Type::PrincipledMaterial) {
1318 QSSGRenderableImage::Type::Metalness,
1319 QSSGShaderDefaultMaterialKeyProperties::MetalnessMap);
1323 QSSGRenderableImage::Type::Diffuse,
1324 QSSGShaderDefaultMaterialKeyProperties::DiffuseMap);
1326 CHECK_IMAGE_AND_PREPARE(theMaterial->emissiveMap, QSSGRenderableImage::Type::Emissive, QSSGShaderDefaultMaterialKeyProperties::EmissiveMap);
1328 QSSGRenderableImage::Type::Specular,
1329 QSSGShaderDefaultMaterialKeyProperties::SpecularMap);
1331 QSSGRenderableImage::Type::Roughness,
1332 QSSGShaderDefaultMaterialKeyProperties::RoughnessMap);
1333 CHECK_IMAGE_AND_PREPARE(theMaterial->opacityMap, QSSGRenderableImage::Type::Opacity, QSSGShaderDefaultMaterialKeyProperties::OpacityMap);
1334 CHECK_IMAGE_AND_PREPARE(theMaterial->bumpMap, QSSGRenderableImage::Type::Bump, QSSGShaderDefaultMaterialKeyProperties::BumpMap);
1336 QSSGRenderableImage::Type::SpecularAmountMap,
1337 QSSGShaderDefaultMaterialKeyProperties::SpecularAmountMap);
1338 CHECK_IMAGE_AND_PREPARE(theMaterial->normalMap, QSSGRenderableImage::Type::Normal, QSSGShaderDefaultMaterialKeyProperties::NormalMap);
1340 QSSGRenderableImage::Type::Translucency,
1341 QSSGShaderDefaultMaterialKeyProperties::TranslucencyMap);
1343#undef CHECK_IMAGE_AND_PREPARE
1345 if (subsetOpacity < QSSGRendererPrivate::minimumRenderOpacity) {
1346 subsetOpacity = 0.0f;
1350 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1351 renderableFlags |= QSSGRenderableObjectFlag::CompletelyTransparent;
1354 if (subsetOpacity > 1.f - QSSGRendererPrivate::minimumRenderOpacity)
1355 subsetOpacity = 1.f;
1357 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1359 if (inMaterial.isTransmissionEnabled()) {
1360 ioFlags.setRequiresScreenTexture(
true);
1361 ioFlags.setRequiresMipmapsForScreenTexture(
true);
1362 renderableFlags |= QSSGRenderableObjectFlag::RequiresScreenTexture;
1365 if (renderableFlags.hasTransparency()) {
1366 if (orderIndependentTransparencyEnabled)
1367 defaultMaterialShaderKeyProperties.m_orderIndependentTransparency.setValue(theGeneratedKey,
int(layer.oitMethod));
1368 if (layer.oitMethodDirty)
1369 renderableFlags |= QSSGRenderableObjectFlag::Dirty;
1372 retval.firstImage = firstImage;
1373 if (retval.renderableFlags.isDirty())
1374 retval.dirty =
true;
1376 renderer->addMaterialDirtyClear(&inMaterial);
1380QSSGDefaultMaterialPreparationResult QSSGLayerRenderData::prepareCustomMaterialForRender(
1381 QSSGRenderCustomMaterial &inMaterial, QSSGRenderableObjectFlags &inExistingFlags,
1382 float inOpacity,
bool alreadyDirty,
bool hasAnyLights,
bool anyLightHasShadows,
1383 QSSGLayerRenderPreparationResultFlags &ioFlags)
1385 QSSGDefaultMaterialPreparationResult retval(QSSGShaderDefaultMaterialKey(qHash(features)));
1386 retval.renderableFlags = inExistingFlags;
1387 QSSGRenderableObjectFlags &renderableFlags(retval.renderableFlags);
1388 QSSGShaderDefaultMaterialKey &theGeneratedKey(retval.materialKey);
1389 retval.opacity = inOpacity;
1390 float &subsetOpacity(retval.opacity);
1392 if (subsetOpacity < QSSGRendererPrivate::minimumRenderOpacity) {
1393 subsetOpacity = 0.0f;
1397 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1398 renderableFlags |= QSSGRenderableObjectFlag::CompletelyTransparent;
1401 if (subsetOpacity > 1.f - QSSGRendererPrivate::minimumRenderOpacity)
1402 subsetOpacity = 1.f;
1404 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1406 defaultMaterialShaderKeyProperties.m_hasLighting.setValue(theGeneratedKey,
true);
1407 defaultMaterialShaderKeyProperties.m_hasPunctualLights.setValue(theGeneratedKey, hasAnyLights);
1408 defaultMaterialShaderKeyProperties.m_hasShadows.setValue(theGeneratedKey, anyLightHasShadows);
1409 defaultMaterialShaderKeyProperties.m_hasIbl.setValue(theGeneratedKey, layer.lightProbe !=
nullptr || layer.skyMaterial !=
nullptr);
1410 defaultMaterialShaderKeyProperties.m_specularEnabled.setValue(theGeneratedKey,
true);
1412 defaultMaterialShaderKeyProperties.m_specularAAEnabled.setValue(theGeneratedKey, layer.specularAAEnabled);
1415 defaultMaterialShaderKeyProperties.m_isDoubleSided.setValue(theGeneratedKey, inMaterial.m_cullMode == QSSGCullFaceMode::Disabled);
1418 defaultMaterialShaderKeyProperties.m_metallicRoughnessEnabled.setValue(theGeneratedKey,
true);
1421 const bool overridesPosition = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::OverridesPosition);
1422 defaultMaterialShaderKeyProperties.m_overridesPosition.setValue(theGeneratedKey, overridesPosition);
1425 const bool usesProjectionMatrix = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ProjectionMatrix);
1426 defaultMaterialShaderKeyProperties.m_usesProjectionMatrix.setValue(theGeneratedKey, usesProjectionMatrix);
1427 const bool usesInvProjectionMatrix = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::InverseProjectionMatrix);
1428 defaultMaterialShaderKeyProperties.m_usesInverseProjectionMatrix.setValue(theGeneratedKey, usesInvProjectionMatrix);
1431 setVertexInputPresence(renderableFlags, theGeneratedKey);
1434 defaultMaterialShaderKeyProperties.m_usesPointsTopology.setValue(theGeneratedKey, renderableFlags.isPointsTopology());
1437 defaultMaterialShaderKeyProperties.m_lightmapEnabled.setValue(theGeneratedKey, renderableFlags.rendersWithLightmap());
1440 defaultMaterialShaderKeyProperties.m_debugMode.setValue(theGeneratedKey,
int(layer.debugMode));
1443 defaultMaterialShaderKeyProperties.m_fogEnabled.setValue(theGeneratedKey, layer.fog.enabled);
1446 defaultMaterialShaderKeyProperties.m_viewCount.setValue(theGeneratedKey, layer.viewCount);
1447 defaultMaterialShaderKeyProperties.m_usesViewIndex.setValue(theGeneratedKey,
1448 inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ViewIndex));
1453 const bool usesVarColor = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::VarColor);
1454 defaultMaterialShaderKeyProperties.m_usesVarColor.setValue(theGeneratedKey, usesVarColor);
1456 const bool usesClearcoat = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::Clearcoat);
1457 defaultMaterialShaderKeyProperties.m_clearcoatEnabled.setValue(theGeneratedKey, usesClearcoat);
1459 const bool usesClearcoatFresnelScaleBias = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ClearcoatFresnelScaleBias);
1460 defaultMaterialShaderKeyProperties.m_clearcoatFresnelScaleBiasEnabled.setValue(theGeneratedKey, usesClearcoatFresnelScaleBias);
1462 const bool usesFresnelScaleBias = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::FresnelScaleBias);
1463 defaultMaterialShaderKeyProperties.m_fresnelScaleBiasEnabled.setValue(theGeneratedKey, usesFresnelScaleBias);
1465 const bool usesTransmission = inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::Transmission);
1466 defaultMaterialShaderKeyProperties.m_transmissionEnabled.setValue(theGeneratedKey, usesTransmission);
1468 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::Blending))
1469 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1471 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ScreenTexture)) {
1472 ioFlags.setRequiresScreenTexture(
true);
1473 renderableFlags |= QSSGRenderableObjectFlag::RequiresScreenTexture;
1476 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::ScreenMipTexture)) {
1477 ioFlags.setRequiresScreenTexture(
true);
1478 ioFlags.setRequiresMipmapsForScreenTexture(
true);
1479 renderableFlags |= QSSGRenderableObjectFlag::RequiresScreenTexture;
1482 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::DepthTexture))
1483 ioFlags.setRequiresDepthTexture(
true);
1485 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::NormalTexture)) {
1486 ioFlags.setRequiresNormalTexture(
true);
1487 renderableFlags |= QSSGRenderableObjectFlag::RequiresNormalTexture;
1490 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::AoTexture)) {
1491 ioFlags.setRequiresDepthTexture(
true);
1492 ioFlags.setRequiresSsaoPass(
true);
1494 if (orderIndependentTransparencyEnabled && renderableFlags.hasTransparency())
1495 defaultMaterialShaderKeyProperties.m_orderIndependentTransparency.setValue(theGeneratedKey,
int(layer.oitMethod));
1497 retval.firstImage =
nullptr;
1499 if (inMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::MotionVectorTexture))
1500 ioFlags.setRequiresMotionVectorPass(
true);
1502 if (retval.dirty || alreadyDirty)
1503 renderer->addMaterialDirtyClear(&inMaterial);
1561bool QSSGLayerRenderData::prepareModelsForRender(QSSGRenderContextInterface &contextInterface,
1562 const RenderableNodeEntries &renderableModels,
1563 QSSGLayerRenderPreparationResultFlags &ioFlags,
1564 const QSSGRenderCameraList &allCameras,
1565 const QSSGRenderCameraDataList &allCameraData,
1566 TModelContextPtrList &modelContexts,
1567 QSSGRenderableObjectList &opaqueObjects,
1568 QSSGRenderableObjectList &transparentObjects,
1569 QSSGRenderableObjectList &screenTextureObjects,
1572 const auto &rhiCtx = contextInterface.rhiContext();
1573 const auto &bufferManager = contextInterface.bufferManager();
1575 const auto &debugDrawSystem = contextInterface.debugDrawSystem();
1576 const bool maybeDebugDraw = debugDrawSystem && debugDrawSystem->isEnabled();
1578 bool wasDirty =
false;
1580 for (
const QSSGRenderableNodeEntry &renderable : renderableModels) {
1581 if ((renderable.overridden & QSSGRenderableNodeEntry::Overridden::Disabled) != 0)
1584 const QSSGRenderModel &model = *
static_cast<QSSGRenderModel *>(renderable.node);
1585 const auto &lights = renderable.lights;
1586 QSSGRenderMesh *theMesh = modelData->getMesh(model);
1590 const bool altGlobalTransform = ((renderable.overridden & QSSGRenderableNodeEntry::Overridden::GlobalTransform) != 0);
1591 const auto &globalTransform = altGlobalTransform ? renderable.extOverrides.globalTransform : getGlobalTransform(model);
1592 QMatrix3x3 normalMatrix { Qt::Uninitialized };
1593 QSSGLayerRenderData::ModelViewProjections mvps;
1594 if (altGlobalTransform) {
1595 QSSGRenderNode::calculateNormalMatrix(globalTransform, normalMatrix);
1596 size_t mvpCount = 0;
1597 for (
const auto &cameraData : allCameraData) {
1598 QSSGRenderNode::calculateMVPAndNormalMatrix(globalTransform, cameraData.viewProjection, mvps[mvpCount++], normalMatrix);
1601 if (model.usesBoneTexture()) {
1605 size_t mvpCount = 0;
1606 for (
const QSSGRenderCameraData &cameraData : allCameraData) {
1607 mvps[mvpCount++] = cameraData.viewProjection;
1608 normalMatrix = QMatrix3x3();
1611 normalMatrix = getNormalMatrix(model);
1612 mvps = getModelMvps(model);
1615 const bool altModelOpacity = ((renderable.overridden & QSSGRenderableNodeEntry::Overridden::GlobalOpacity) != 0);
1616 const float modelGlobalOpacity = altModelOpacity ? renderable.extOverrides.globalOpacity : getGlobalOpacity(model);
1617 QSSGModelContext &theModelContext = *RENDER_FRAME_NEW<QSSGModelContext>(contextInterface, model, globalTransform, normalMatrix, mvps);
1618 modelContexts.push_back(&theModelContext);
1621 const auto &meshSubsets = theMesh->subsets;
1622 const auto meshSubsetCount = meshSubsets.size();
1623 theModelContext.subsets = RENDER_FRAME_NEW_BUFFER<QSSGSubsetRenderable>(contextInterface, meshSubsetCount);
1627 auto boneTexture = bufferManager->loadSkinmap(model.skin);
1628 setBonemapTexture(theModelContext, boneTexture.m_texture);
1629 }
else if (model.skeleton) {
1630 auto boneTexture = bufferManager->loadSkinmap(&(model.skeleton->boneTexData));
1631 setBonemapTexture(theModelContext, boneTexture.m_texture);
1635 QSSGRenderableObjectFlags renderableFlagsForModel;
1637 if (meshSubsetCount > 0) {
1638 const QSSGRenderSubset &theSubset = meshSubsets.at(0);
1640 renderableFlagsForModel.setMotionVectorParticipant(model.motionVectorEnabled);
1642 renderableFlagsForModel.setCastsShadows(model.castsShadows);
1643 renderableFlagsForModel.setReceivesShadows(model.receivesShadows);
1644 renderableFlagsForModel.setReceivesReflections(model.receivesReflections);
1645 renderableFlagsForModel.setCastsReflections(model.castsReflections);
1647 renderableFlagsForModel.setUsedInBakedLighting(model.usedInBakedLighting);
1648 if (model.hasLightmap()) {
1649 QSSGRenderImageTexture lmImageTexture = bufferManager->loadLightmap(model);
1650 if (lmImageTexture.m_texture) {
1651 renderableFlagsForModel.setRendersWithLightmap(
true);
1652 setLightmapTexture(theModelContext, lmImageTexture.m_texture);
1661 bool hasJoint =
false;
1662 bool hasWeight =
false;
1663 bool hasMorphTarget = theSubset.rhi.targetsTexture !=
nullptr;
1664 for (
const QSSGRhiInputAssemblerState::InputSemantic &sem : std::as_const(theSubset.rhi.ia.inputs)) {
1665 if (sem == QSSGRhiInputAssemblerState::PositionSemantic) {
1666 renderableFlagsForModel.setHasAttributePosition(
true);
1667 }
else if (sem == QSSGRhiInputAssemblerState::NormalSemantic) {
1668 renderableFlagsForModel.setHasAttributeNormal(
true);
1669 }
else if (sem == QSSGRhiInputAssemblerState::TexCoord0Semantic) {
1670 renderableFlagsForModel.setHasAttributeTexCoord0(
true);
1671 }
else if (sem == QSSGRhiInputAssemblerState::TexCoord1Semantic) {
1672 renderableFlagsForModel.setHasAttributeTexCoord1(
true);
1673 }
else if (sem == QSSGRhiInputAssemblerState::TexCoordLightmapSemantic) {
1674 renderableFlagsForModel.setHasAttributeTexCoordLightmap(
true);
1675 }
else if (sem == QSSGRhiInputAssemblerState::TangentSemantic) {
1676 renderableFlagsForModel.setHasAttributeTangent(
true);
1677 }
else if (sem == QSSGRhiInputAssemblerState::BinormalSemantic) {
1678 renderableFlagsForModel.setHasAttributeBinormal(
true);
1679 }
else if (sem == QSSGRhiInputAssemblerState::ColorSemantic) {
1680 renderableFlagsForModel.setHasAttributeColor(
true);
1683 }
else if (sem == QSSGRhiInputAssemblerState::JointSemantic) {
1685 }
else if (sem == QSSGRhiInputAssemblerState::WeightSemantic) {
1689 renderableFlagsForModel.setHasAttributeJointAndWeight(hasJoint && hasWeight);
1690 renderableFlagsForModel.setHasAttributeMorphTarget(hasMorphTarget);
1693 QSSGRenderableObjectList bakedLightingObjects;
1694 bool usesBlendParticles = particlesEnabled && theModelContext.model.particleBuffer !=
nullptr
1695 && model.particleBuffer->particleCount();
1696 const bool anyLightHasShadows = std::find_if(lights.begin(),
1698 [](
const QSSGShaderLight &light) {
return light.shadows; })
1700 const bool hasAnyLights = !lights.isEmpty();
1701 QSSGRenderLight::SoftShadowQuality maxSoftShadowQuality = QSSGRenderLight::SoftShadowQuality::Hard;
1702 if (anyLightHasShadows) {
1704 for (
const QSSGShaderLight &light : lights) {
1705 if (light.shadows && light.light->m_softShadowQuality > maxSoftShadowQuality)
1706 maxSoftShadowQuality = light.light->m_softShadowQuality;
1712 auto &renderableSubsets = theModelContext.subsets;
1713 const bool hasMaterialOverrides = ((renderable.overridden & QSSGRenderableNodeEntry::Overridden::Materials) != 0);
1714 const auto &materials = hasMaterialOverrides ? renderable.extOverrides.materials : modelData->getMaterials(model);
1715 const auto materialCount = materials.size();
1716 QSSGRenderGraphObject *lastMaterial = !materials.isEmpty() ? materials.last() :
nullptr;
1717 int idx = 0, subsetIdx = 0;
1718 for (; idx < meshSubsetCount; ++idx) {
1720 QSSGRenderGraphObject *theMaterialObject = (idx >= materialCount) ? lastMaterial : materials[idx];
1721 if (!theMaterialObject)
1724 const QSSGRenderSubset &theSubset = meshSubsets.at(idx);
1725 QSSGRenderableObjectFlags renderableFlags = renderableFlagsForModel;
1726 float subsetOpacity = modelGlobalOpacity;
1728 renderableFlags.setPointsTopology(theSubset.rhi.ia.topology == QRhiGraphicsPipeline::Points);
1729 QSSGRenderableObject *theRenderableObject = &renderableSubsets[subsetIdx++];
1731 const bool usesInstancing = theModelContext.model.instancing()
1732 && rhiCtx->rhi()->isFeatureSupported(QRhi::Instancing);
1733 if (usesInstancing && theModelContext.model.instanceTable->hasTransparency())
1734 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1735 if (theModelContext.model.hasTransparency)
1736 renderableFlags |= QSSGRenderableObjectFlag::HasTransparency;
1739 quint32 subsetLevelOfDetail = 0;
1740 if (!theSubset.lods.isEmpty() && lodThreshold > 0.0f) {
1742 float lodDistanceMultiplier = camerasView[0]->getLevelOfDetailMultiplier();
1743 float distanceThreshold = 0.0f;
1744 const auto scale = QSSGUtils::mat44::getScale(globalTransform);
1745 float modelScale = qMax(scale.x(), qMax(scale.y(), scale.z()));
1746 QSSGBounds3 transformedBounds = theSubset.bounds;
1747 if (camerasView[0]->type != QSSGRenderGraphObject::Type::OrthographicCamera) {
1748 transformedBounds.transform(globalTransform);
1749 if (maybeDebugDraw && debugDrawSystem->isEnabled(QSSGDebugDrawSystem::Mode::MeshLod))
1750 debugDrawSystem->drawBounds(transformedBounds, QColor(Qt::red));
1751 const QMatrix4x4 cameraGlobalTranform = getGlobalTransform(*camerasView[0]);
1752 const QVector3D cameraNormal = QSSGRenderNode::getScalingCorrectDirection(cameraGlobalTranform);
1753 const QVector3D cameraPosition = QSSGRenderNode::getGlobalPos(cameraGlobalTranform);
1754 const QSSGPlane cameraPlane = QSSGPlane(cameraPosition, cameraNormal);
1755 const QVector3D lodSupportMin = transformedBounds.getSupport(-cameraNormal);
1756 const QVector3D lodSupportMax = transformedBounds.getSupport(cameraNormal);
1757 if (maybeDebugDraw && debugDrawSystem->isEnabled(QSSGDebugDrawSystem::Mode::MeshLod))
1758 debugDrawSystem->drawPoint(lodSupportMin, QColor(
"orange"));
1760 const float distanceMin = cameraPlane.distance(lodSupportMin);
1761 const float distanceMax = cameraPlane.distance(lodSupportMax);
1763 if (distanceMin * distanceMax < 0.0)
1764 distanceThreshold = 0.0;
1765 else if (distanceMin >= 0.0)
1766 distanceThreshold = distanceMin;
1767 else if (distanceMax <= 0.0)
1768 distanceThreshold = -distanceMax;
1772 distanceThreshold = 1.0;
1775 int currentLod = -1;
1776 if (model.levelOfDetailBias > 0.0f) {
1780 int lodsCount = theSubset.lods.size();
1781 if (model.instanceTable && lodsCount) {
1782 currentLod = qRound((lodsCount - 1) * qBound(0.f, model.instancingLodFactor, 1.f));
1784 const float threshold = distanceThreshold * lodDistanceMultiplier;
1785 const float modelBias = 1 / model.levelOfDetailBias;
1786 for (qsizetype i = 0; i < lodsCount; ++i) {
1787 float subsetDistance = theSubset.lods[i].distance * modelScale * modelBias;
1788 float screenSize = subsetDistance / threshold;
1789 if (screenSize > lodThreshold)
1796 if (currentLod == -1)
1797 subsetLevelOfDetail = 0;
1799 subsetLevelOfDetail = currentLod + 1;
1800 if (maybeDebugDraw && debugDrawSystem->isEnabled(QSSGDebugDrawSystem::Mode::MeshLod))
1801 debugDrawSystem->drawBounds(transformedBounds, QSSGDebugDrawSystem::levelOfDetailColor(subsetLevelOfDetail));
1804 QVector3D theModelCenter(theSubset.bounds.center());
1805 theModelCenter = QSSGUtils::mat44::transform(globalTransform, theModelCenter);
1806 if (maybeDebugDraw && debugDrawSystem->isEnabled(QSSGDebugDrawSystem::Mode::MeshLodNormal)) {
1807 const QMatrix4x4 allCamera0GlobalTransform = getGlobalTransform(*allCameras[0]);
1808 debugDrawSystem->debugNormals(*bufferManager, theModelContext, theSubset, subsetLevelOfDetail, (theModelCenter - QSSGRenderNode::getGlobalPos(allCamera0GlobalTransform)).length() * 0.01);
1811 auto checkF32TypeIndex = [&rhiCtx](QRhiVertexInputAttribute::Format f) {
1812 if ((f == QRhiVertexInputAttribute::Format::Float4)
1813 || (f == QRhiVertexInputAttribute::Format::Float3)
1814 || (f == QRhiVertexInputAttribute::Format::Float2)
1815 || (f == QRhiVertexInputAttribute::Format::Float)) {
1818 if (!rhiCtx->rhi()->isFeatureSupported(QRhi::IntAttributes))
1819 qWarning() <<
"WARN: Model has non-integer type indices for skinning but current RHI backend doesn't support it!";
1823 if (theMaterialObject->type == QSSGRenderGraphObject::Type::DefaultMaterial ||
1824 theMaterialObject->type == QSSGRenderGraphObject::Type::PrincipledMaterial ||
1825 theMaterialObject->type == QSSGRenderGraphObject::Type::SpecularGlossyMaterial) {
1826 QSSGRenderDefaultMaterial &theMaterial(
static_cast<QSSGRenderDefaultMaterial &>(*theMaterialObject));
1827 QSSGDefaultMaterialPreparationResult theMaterialPrepResult(prepareDefaultMaterialForRender(theMaterial, renderableFlags, subsetOpacity, hasAnyLights, anyLightHasShadows, ioFlags));
1828 QSSGShaderDefaultMaterialKey &theGeneratedKey(theMaterialPrepResult.materialKey);
1829 subsetOpacity = theMaterialPrepResult.opacity;
1830 QSSGRenderableImage *firstImage(theMaterialPrepResult.firstImage);
1831 wasDirty |= theMaterialPrepResult.dirty;
1832 renderableFlags = theMaterialPrepResult.renderableFlags;
1833 if (renderableFlags.hasTransparency())
1834 ioFlags.setHasCustomBlendMode(theMaterial.blendMode != QSSGRenderDefaultMaterial::MaterialBlendMode::SourceOver);
1837 defaultMaterialShaderKeyProperties.m_blendParticles.setValue(theGeneratedKey, usesBlendParticles);
1839 if (defaultMaterialShaderKeyProperties.m_orderIndependentTransparency.getValue(theGeneratedKey) ==
int(QSSGRenderLayer::OITMethod::LinkedList))
1840 defaultMaterialShaderKeyProperties.m_oitMSAA.setValue(theGeneratedKey, rhiCtx->mainPassSampleCount() > 1);
1843 const auto boneCount = model.skin ? model.skin->boneCount :
1844 model.skeleton ? model.skeleton->boneCount : 0;
1845 defaultMaterialShaderKeyProperties.m_boneCount.setValue(theGeneratedKey, boneCount);
1846 if (
auto idJoint = theSubset.rhi.ia.inputs.indexOf(QSSGRhiInputAssemblerState::JointSemantic); idJoint != -1) {
1847 const auto attr = theSubset.rhi.ia.inputLayout.attributeAt(idJoint);
1848 defaultMaterialShaderKeyProperties.m_usesFloatJointIndices.setValue(theGeneratedKey, checkF32TypeIndex(attr->format()));
1852 defaultMaterialShaderKeyProperties.m_shadowSoftness.setShadowSoftness(theGeneratedKey, maxSoftShadowQuality);
1855 defaultMaterialShaderKeyProperties.m_usesInstancing.setValue(theGeneratedKey, usesInstancing);
1857 defaultMaterialShaderKeyProperties.m_targetCount.setValue(theGeneratedKey,
1858 theSubset.rhi.ia.targetCount);
1859 defaultMaterialShaderKeyProperties.m_targetPositionOffset.setValue(theGeneratedKey,
1860 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::PositionSemantic]);
1861 defaultMaterialShaderKeyProperties.m_targetNormalOffset.setValue(theGeneratedKey,
1862 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::NormalSemantic]);
1863 defaultMaterialShaderKeyProperties.m_targetTangentOffset.setValue(theGeneratedKey,
1864 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TangentSemantic]);
1865 defaultMaterialShaderKeyProperties.m_targetBinormalOffset.setValue(theGeneratedKey,
1866 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::BinormalSemantic]);
1867 defaultMaterialShaderKeyProperties.m_targetTexCoord0Offset.setValue(theGeneratedKey,
1868 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TexCoord0Semantic]);
1869 defaultMaterialShaderKeyProperties.m_targetTexCoord1Offset.setValue(theGeneratedKey,
1870 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TexCoord1Semantic]);
1871 defaultMaterialShaderKeyProperties.m_targetColorOffset.setValue(theGeneratedKey,
1872 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::ColorSemantic]);
1874 new (theRenderableObject) QSSGSubsetRenderable(QSSGSubsetRenderable::Type::DefaultMaterialMeshSubset,
1881 subsetLevelOfDetail,
1886 anyLightHasShadows);
1887 wasDirty = wasDirty || renderableFlags.isDirty();
1888 }
else if (theMaterialObject->type == QSSGRenderGraphObject::Type::CustomMaterial) {
1889 QSSGRenderCustomMaterial &theMaterial(
static_cast<QSSGRenderCustomMaterial &>(*theMaterialObject));
1891 const auto &theMaterialSystem(contextInterface.customMaterialSystem());
1892 wasDirty |= theMaterialSystem->prepareForRender(theModelContext.model, theSubset, theMaterial);
1894 if (theMaterial.m_renderFlags.testFlag(QSSGRenderCustomMaterial::RenderFlag::Blending))
1895 ioFlags.setHasCustomBlendMode(!hasCustomBlendMode(theMaterial));
1897 QSSGDefaultMaterialPreparationResult theMaterialPrepResult(
1898 prepareCustomMaterialForRender(theMaterial, renderableFlags, subsetOpacity, wasDirty,
1899 hasAnyLights, anyLightHasShadows, ioFlags));
1900 QSSGShaderDefaultMaterialKey &theGeneratedKey(theMaterialPrepResult.materialKey);
1901 subsetOpacity = theMaterialPrepResult.opacity;
1902 QSSGRenderableImage *firstImage(theMaterialPrepResult.firstImage);
1903 renderableFlags = theMaterialPrepResult.renderableFlags;
1905 if (model.particleBuffer && model.particleBuffer->particleCount())
1906 defaultMaterialShaderKeyProperties.m_blendParticles.setValue(theGeneratedKey,
true);
1908 defaultMaterialShaderKeyProperties.m_blendParticles.setValue(theGeneratedKey,
false);
1910 if (defaultMaterialShaderKeyProperties.m_orderIndependentTransparency.getValue(theGeneratedKey) ==
int(QSSGRenderLayer::OITMethod::LinkedList))
1911 defaultMaterialShaderKeyProperties.m_oitMSAA.setValue(theGeneratedKey, rhiCtx->mainPassSampleCount() > 1);
1914 defaultMaterialShaderKeyProperties.m_shadowSoftness.setShadowSoftness(theGeneratedKey, maxSoftShadowQuality);
1917 const auto boneCount = model.skin ? model.skin->boneCount :
1918 model.skeleton ? model.skeleton->boneCount : 0;
1919 defaultMaterialShaderKeyProperties.m_boneCount.setValue(theGeneratedKey, boneCount);
1920 if (
auto idJoint = theSubset.rhi.ia.inputs.indexOf(QSSGRhiInputAssemblerState::JointSemantic); idJoint != -1) {
1921 const auto attr = theSubset.rhi.ia.inputLayout.attributeAt(idJoint);
1922 defaultMaterialShaderKeyProperties.m_usesFloatJointIndices.setValue(theGeneratedKey, checkF32TypeIndex(attr->format()));
1926 bool usesInstancing = theModelContext.model.instancing()
1927 && rhiCtx->rhi()->isFeatureSupported(QRhi::Instancing);
1928 defaultMaterialShaderKeyProperties.m_usesInstancing.setValue(theGeneratedKey, usesInstancing);
1930 defaultMaterialShaderKeyProperties.m_targetCount.setValue(theGeneratedKey,
1931 theSubset.rhi.ia.targetCount);
1932 defaultMaterialShaderKeyProperties.m_targetPositionOffset.setValue(theGeneratedKey,
1933 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::PositionSemantic]);
1934 defaultMaterialShaderKeyProperties.m_targetNormalOffset.setValue(theGeneratedKey,
1935 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::NormalSemantic]);
1936 defaultMaterialShaderKeyProperties.m_targetTangentOffset.setValue(theGeneratedKey,
1937 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TangentSemantic]);
1938 defaultMaterialShaderKeyProperties.m_targetBinormalOffset.setValue(theGeneratedKey,
1939 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::BinormalSemantic]);
1940 defaultMaterialShaderKeyProperties.m_targetTexCoord0Offset.setValue(theGeneratedKey,
1941 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TexCoord0Semantic]);
1942 defaultMaterialShaderKeyProperties.m_targetTexCoord1Offset.setValue(theGeneratedKey,
1943 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::TexCoord1Semantic]);
1944 defaultMaterialShaderKeyProperties.m_targetColorOffset.setValue(theGeneratedKey,
1945 theSubset.rhi.ia.targetOffsets[QSSGRhiInputAssemblerState::ColorSemantic]);
1947 if (theMaterial.m_iblProbe)
1948 theMaterial.m_iblProbe->clearDirty();
1950 new (theRenderableObject) QSSGSubsetRenderable(QSSGSubsetRenderable::Type::CustomMaterialMeshSubset,
1957 subsetLevelOfDetail,
1962 anyLightHasShadows);
1964 if (theRenderableObject)
1965 theRenderableObject->camdistSq = getCameraDistanceSq(*theRenderableObject, allCameraData[0]);
1969 if (Q_UNLIKELY(idx != subsetIdx))
1970 renderableSubsets.mSize = subsetIdx;
1972 for (
auto &ro : renderableSubsets) {
1973 const auto depthMode = ro.depthWriteMode;
1974 hasDepthWriteObjects |= (depthMode == QSSGDepthDrawMode::Always || depthMode == QSSGDepthDrawMode::OpaqueOnly);
1975 enum ObjectType : quint8 { ScreenTexture, Transparent, Opaque };
1976 static constexpr DepthPrepassObject ppState[][2] = { {DepthPrepassObject::None, DepthPrepassObject::ScreenTexture},
1977 {DepthPrepassObject::None, DepthPrepassObject::Transparent},
1978 {DepthPrepassObject::None, DepthPrepassObject::Opaque} };
1980 if (ro.renderableFlags.requiresScreenTexture()) {
1981 depthPrepassObjectsState |= DepthPrepassObjectStateT(ppState[ObjectType::ScreenTexture][size_t(depthMode == QSSGDepthDrawMode::OpaquePrePass)]);
1982 screenTextureObjects.push_back({&ro, ro.camdistSq, model.tag});
1983 }
else if (ro.renderableFlags.hasTransparency()) {
1984 depthPrepassObjectsState |= DepthPrepassObjectStateT(ppState[ObjectType::Transparent][size_t(depthMode == QSSGDepthDrawMode::OpaquePrePass)]);
1985 transparentObjects.push_back({&ro, ro.camdistSq, model.tag});
1987 depthPrepassObjectsState |= DepthPrepassObjectStateT(ppState[ObjectType::Opaque][size_t(depthMode == QSSGDepthDrawMode::OpaquePrePass)]);
1988 opaqueObjects.push_back({&ro, ro.camdistSq, model.tag});
1991 if (ro.renderableFlags.usedInBakedLighting())
1992 bakedLightingObjects.push_back({&ro, ro.camdistSq, model.tag});
1995 if (!bakedLightingObjects.isEmpty())
1996 bakedLightingModels.push_back(QSSGBakedLightingModel(&model, bakedLightingObjects));
2002bool QSSGLayerRenderData::prepareParticlesForRender(
const RenderableNodeEntries &renderableParticles,
const QSSGRenderCameraData &cameraData, QSSGLayerRenderPreparationResultFlags &ioFlags)
2004 QSSG_ASSERT(particlesEnabled,
return false);
2006 QSSGRenderContextInterface &contextInterface = *renderer->contextInterface();
2011 auto &opaqueObjects = opaqueObjectStore[0];
2012 auto &transparentObjects = transparentObjectStore[0];
2013 auto &screenTextureObjects = screenTextureObjectStore[0];
2015 for (
auto &renderable : renderableParticles) {
2016 QSSGShaderParticleMaterialKeyProperties &properties = particleMaterialShaderKeyProperties;
2018 QSSGRenderParticles &particles = *
static_cast<QSSGRenderParticles *>(renderable.node);
2019 QSSGShaderParticleMaterialKey &theGeneratedKey(particles.materialKey);
2020 const auto &lights = renderable.lights;
2022 QSSGRenderableObjectFlags renderableFlags;
2023 renderableFlags.setCastsShadows(
false);
2024 renderableFlags.setReceivesShadows(
false);
2025 renderableFlags.setHasAttributePosition(
true);
2026 renderableFlags.setHasAttributeNormal(
true);
2027 renderableFlags.setHasAttributeTexCoord0(
true);
2028 renderableFlags.setHasAttributeColor(
true);
2029 renderableFlags.setHasTransparency(particles.m_hasTransparency);
2030 renderableFlags.setCastsReflections(particles.m_castsReflections);
2031 if (particles.m_hasTransparency && particles.m_blendMode != QSSGRenderParticles::BlendMode::SourceOver)
2032 ioFlags.setHasCustomBlendMode(
true);
2034 properties.m_isLineParticle.setValue(theGeneratedKey, particles.m_featureLevel >= QSSGRenderParticles::FeatureLevel::Line);
2035 const bool animated = particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineAnimated
2036 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::Animated
2037 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::AnimatedVLight
2038 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineAnimatedVLight;
2039 const bool mapped = particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineMapped
2040 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::Mapped
2041 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::MappedVLight
2042 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineMappedVLight;
2043 const bool lit = particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineVLight
2044 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::AnimatedVLight
2045 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::MappedVLight
2046 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineMappedVLight
2047 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::LineAnimatedVLight
2048 || particles.m_featureLevel == QSSGRenderParticles::FeatureLevel::SimpleVLight;
2049 properties.m_isAnimated.setValue(theGeneratedKey, animated);
2050 properties.m_isMapped.setValue(theGeneratedKey, mapped);
2051 properties.m_hasLighting.setValue(theGeneratedKey, lit);
2052 properties.m_viewCount.setValue(theGeneratedKey, layer.viewCount);
2053 if (renderableFlags.hasTransparency() && orderIndependentTransparencyEnabled) {
2054 properties.m_orderIndependentTransparency.setValue(theGeneratedKey,
int(layer.oitMethod));
2055 if (layer.oitMethod == QSSGRenderLayer::OITMethod::LinkedList)
2056 properties.m_oitMSAA.setValue(theGeneratedKey, contextInterface.rhiContext()->mainPassSampleCount() > 1);
2058 properties.m_orderIndependentTransparency.setValue(theGeneratedKey,
int(0));
2061 float opacity = getGlobalOpacity(particles);
2062 const QMatrix4x4 globalTransform = getGlobalTransform(particles);
2063 QVector3D center(particles.m_particleBuffer.bounds().center());
2064 center = QSSGUtils::mat44::transform(globalTransform, center);
2066 QSSGRenderableImage *firstImage =
nullptr;
2067 if (particles.m_sprite) {
2068 const auto &bufferManager = contextInterface.bufferManager();
2070 if (particles.m_sprite->clearDirty())
2073 const QSSGRenderImageTexture texture = bufferManager->loadRenderImage(particles.m_sprite);
2074 QSSGRenderableImage *theImage = RENDER_FRAME_NEW<QSSGRenderableImage>(contextInterface, QSSGRenderableImage::Type::Diffuse, *particles.m_sprite, texture);
2075 firstImage = theImage;
2076 properties.m_isSpriteLinear.setValue(theGeneratedKey, texture.m_flags.isLinear());
2079 QSSGRenderableImage *colorTable =
nullptr;
2080 if (particles.m_colorTable) {
2081 const auto &bufferManager = contextInterface.bufferManager();
2083 if (particles.m_colorTable->clearDirty())
2086 const QSSGRenderImageTexture texture = bufferManager->loadRenderImage(particles.m_colorTable);
2088 QSSGRenderableImage *theImage = RENDER_FRAME_NEW<QSSGRenderableImage>(contextInterface, QSSGRenderableImage::Type::Diffuse, *particles.m_colorTable, texture);
2089 colorTable = theImage;
2090 properties.m_isColorTableLinear.setValue(theGeneratedKey, texture.m_flags.isLinear());
2093 if (opacity > 0.0f && particles.m_particleBuffer.particleCount()) {
2094 auto *theRenderableObject = RENDER_FRAME_NEW<QSSGParticlesRenderable>(contextInterface,
2105 if (theRenderableObject) {
2106 if (theRenderableObject->renderableFlags.requiresScreenTexture())
2107 screenTextureObjects.push_back({theRenderableObject, getCameraDistanceSq(*theRenderableObject, cameraData), particles.tag});
2108 else if (theRenderableObject->renderableFlags.hasTransparency())
2109 transparentObjects.push_back({theRenderableObject, getCameraDistanceSq(*theRenderableObject, cameraData), particles.tag});
2111 opaqueObjects.push_back({theRenderableObject, getCameraDistanceSq(*theRenderableObject, cameraData), particles.tag});
2398void QSSGLayerRenderData::prepareForRender()
2400 QSSG_ASSERT_X(layerPrepResult.isNull(),
"Prep-result was not reset for render!", layerPrepResult = {});
2402 QRect theViewport(renderer->viewport());
2406 frameData.m_ctx = renderer->contextInterface();
2411 ps.viewport = {
float(theViewport.x()),
float(theViewport.y()),
float(theViewport.width()),
float(theViewport.height()), 0.0f, 1.0f };
2412 if (layer.scissorRect.isValid()) {
2413 ps.flags |= QSSGRhiGraphicsPipelineState::Flag::UsesScissor;
2414 ps.scissor = { layer.scissorRect.x(),
2415 theViewport.height() - (layer.scissorRect.y() + layer.scissorRect.height()),
2416 layer.scissorRect.width(),
2417 layer.scissorRect.height() };
2420 ps.depthFunc = QRhiGraphicsPipeline::LessOrEqual;
2421 ps.flags.setFlag(QSSGRhiGraphicsPipelineState::Flag::BlendEnabled,
false);
2424 ps.polygonMode = layer.wireframeMode ? QRhiGraphicsPipeline::Line : QRhiGraphicsPipeline::Fill;
2426 bool wasDirty =
false;
2427 bool wasDataDirty =
false;
2428 wasDirty = layer.isDirty();
2430 const bool shouldDisableInternalPasses = (layer.renderOverrides & size_t(QSSGRenderLayer::RenderOverrides::DisableInternalPasses)) != 0;
2431 wasDirty |= (shouldDisableInternalPasses != disableMainPasses);
2432 disableMainPasses = shouldDisableInternalPasses;
2435 layerPrepResult = { theViewport, layer };
2438 const bool SSAOEnabled = layer.ssaoEnabled();
2439 layerPrepResult.flags.setRequiresSsaoPass(SSAOEnabled);
2440 features.set(QSSGShaderFeatures::Feature::Ssao, SSAOEnabled);
2443 bool requiresDepthTexture = SSAOEnabled;
2444 bool requiresNormalTexture =
false;
2445 bool requiresMotionVectorTexture =
false;
2446 for (QSSGRenderEffect *theEffect = layer.firstEffect; theEffect; theEffect = theEffect->m_nextEffect) {
2447 if (theEffect->isDirty()) {
2449 theEffect->clearDirty();
2451 if (theEffect->testFlag(QSSGRenderEffect::Flags::UsesDepthTexture))
2452 requiresDepthTexture =
true;
2453 if (theEffect->testFlag(QSSGRenderEffect::Flags::UsesNormalTexture))
2454 requiresNormalTexture =
true;
2455 if (theEffect->testFlag(QSSGRenderEffect::Flags::UsesMotionVectorTexture))
2456 requiresMotionVectorTexture =
true;
2459 const auto &rhiCtx = renderer->contextInterface()->rhiContext();
2460 orderIndependentTransparencyEnabled = (layer.oitMethod != QSSGRenderLayer::OITMethod::None);
2461 if (layer.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
2462 orderIndependentTransparencyEnabled = rhiCtx->rhi()->isFeatureSupported(QRhi::PerRenderTargetBlending);
2463 if (rhiCtx->mainPassSampleCount() > 1)
2464 orderIndependentTransparencyEnabled &= rhiCtx->rhi()->isFeatureSupported(QRhi::TexelFetch) && rhiCtx->rhi()->isFeatureSupported(QRhi::SampleVariables);
2465 if (!orderIndependentTransparencyEnabled && !oitWarningUnsupportedShown) {
2466 qCWarning(lcQuick3DRender) <<
"WeightedBlended OIT is requested, but it is not supported.";
2467 oitWarningUnsupportedShown =
true;
2469 }
else if (layer.oitMethod == QSSGRenderLayer::OITMethod::LinkedList) {
2470 orderIndependentTransparencyEnabled = rhiCtx->rhi()->isTextureFormatSupported(QRhiTexture::RGBA32UI, QRhiTexture::UsedWithLoadStore);
2471 if (rhiCtx->mainPassSampleCount() > 1)
2472 orderIndependentTransparencyEnabled &= rhiCtx->rhi()->isFeatureSupported(QRhi::SampleVariables);
2473 if (!orderIndependentTransparencyEnabled && !oitWarningUnsupportedShown) {
2474 qCWarning(lcQuick3DRender) <<
"LinkedList OIT is requested, but it is not supported.";
2475 oitWarningUnsupportedShown =
true;
2478 if (layer.oitMethodDirty) {
2479 oitRenderContext.reset();
2480 for (
auto &renderResult : renderResults)
2481 renderResult.reset();
2484 layerPrepResult.flags.setRequiresDepthTexture(requiresDepthTexture);
2486 layerPrepResult.flags.setRequiresNormalTexture(requiresNormalTexture);
2488 layerPrepResult.flags.setRequiresMotionVectorPass(requiresMotionVectorTexture);
2492 if (!layer.firstEffect)
2493 QSSGLayerRenderData::setTonemapFeatures(features, layer.tonemapMode);
2500 if (rhiCtx->rhi()->resourceLimit(QRhi::MaxUniformBufferRange) < REDUCED_MAX_LIGHT_COUNT_THRESHOLD_BYTES) {
2501 features.set(QSSGShaderFeatures::Feature::ReduceMaxNumLights,
true);
2502 static bool notified =
false;
2505 qCDebug(lcQuick3DRender,
"Qt Quick 3D maximum number of lights has been reduced from %d to %d due to the graphics driver's limitations",
2506 QSSG_MAX_NUM_LIGHTS, QSSG_REDUCED_MAX_NUM_LIGHTS);
2511 const auto &lightProbeSettings = layer.lightProbeSettings;
2512 if (layer.lightProbe) {
2513 if (layer.lightProbe->m_format == QSSGRenderTextureFormat::Unknown) {
2516 if (renderer->contextInterface()->rhiContext()->rhi()->isTextureFormatSupported(QRhiTexture::RGBA16F))
2517 layer.lightProbe->m_format = QSSGRenderTextureFormat::RGBA16F;
2519 layer.lightProbe->m_format = QSSGRenderTextureFormat::RGBE8;
2522 if (layer.lightProbe->clearDirty())
2523 wasDataDirty =
true;
2525 features.set(QSSGShaderFeatures::Feature::LightProbe,
true);
2526 features.set(QSSGShaderFeatures::Feature::IblOrientation, !lightProbeSettings.probeOrientation.isIdentity());
2527 if (layer.lightProbe->m_format.format == QSSGRenderTextureFormat::Format::RGBE8)
2528 features.set(QSSGShaderFeatures::Feature::RGBELightProbe,
true);
2530 }
else if (layer.skyMaterial) {
2531 if (layer.skyMaterial->enableIBL) {
2532 features.set(QSSGShaderFeatures::Feature::LightProbe,
true);
2533 features.set(QSSGShaderFeatures::Feature::IblOrientation, !lightProbeSettings.probeOrientation.isIdentity());
2535 layerPrepResult.flags.setRequiresSkyMaterialPass(
true);
2538 const bool forceIblExposureValues = (features.isSet(QSSGShaderFeatures::Feature::LightProbe)
2539 && layer.tonemapMode == QSSGRenderLayer::TonemapMode::Custom);
2540 features.set(QSSGShaderFeatures::Feature::ForceIblExposure, forceIblExposureValues);
2542 frameData.m_ctx->bufferManager()->setLightmapSource(layer.lightmapSource);
2546 version = nodeData->version();
2551 auto &globalTransforms = nodeData->globalTransforms;
2552 auto &globalOpacities = nodeData->globalOpacities;
2553 auto &instanceTransforms = nodeData->instanceTransforms;
2556 QSSGRenderDataHelpers::GlobalStateResultT globalStateResult = QSSGRenderDataHelpers::GlobalStateResult::None;
2558 const bool layerTreeWasDirty = layer.isDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
2559 layer.clearDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
2560 if (layerTreeWasDirty) {
2561 wasDataDirty =
true;
2562 layerNodes = nodeData->getLayerNodeView(layer);
2564 for (
auto &node : layerNodes)
2565 globalStateResult |= QSSGRenderDataHelpers::updateGlobalNodeState(node, version);
2567 bool transformAndOpacityDirty =
false;
2568 for (
auto &node : layerNodes)
2569 transformAndOpacityDirty |= QSSGRenderDataHelpers::calcGlobalNodeData<QSSGRenderDataHelpers::Strategy::Update>(node, version, globalTransforms, globalOpacities);
2572 if (transformAndOpacityDirty) {
2573 for (
const auto &node : layerNodes)
2574 wasDataDirty |= QSSGRenderDataHelpers::calcInstanceTransforms(node, version, globalTransforms, instanceTransforms);
2577 wasDataDirty |= transformAndOpacityDirty;
2584 const bool viewportVisibilityDirty = layer.isDirty(QSSGRenderLayer::DirtyFlag::VisibilityDirty);
2585 layer.clearDirty(QSSGRenderLayer::DirtyFlag::VisibilityDirty);
2586 if (viewportVisibilityDirty)
2587 wasDataDirty =
true;
2592 const bool hasExplicitCamera = (layer.explicitCameras.size() != 0);
2593 bool cameraLayerMaskDirty =
false;
2594 quint32 layerMask = QSSGRenderCamera::LayerMaskAll;
2595 if (hasExplicitCamera) {
2596 QSSGRenderCamera *explicitCamera = layer.explicitCameras[0];
2599 layerMask = explicitCamera->tag.value() | QSSGRenderCamera::ReservedLayerMask;
2600 cameraLayerMaskDirty = explicitCamera->isDirty(QSSGRenderCamera::DirtyFlag::LayerMaskDirty);
2601 explicitCamera->clearDirty(QSSGRenderCamera::DirtyFlag::LayerMaskDirty);
2604 const bool restatNodes = (layerTreeWasDirty || (globalStateResult & QSSGRenderDataHelpers::GlobalStateResult::ActiveChanged) || cameraLayerMaskDirty);
2607 updateFilteredLayerNodes(layerMask);
2613 QSSGRenderCamera::Configuration cameraConfig { renderer->dpr(), layer.isSsaaEnabled() ? layer.ssaaMultiplier : 1.0f };
2614 renderedCameras.clear();
2615 if (!layer.explicitCameras.isEmpty()) {
2616 for (QSSGRenderCamera *cam : std::as_const(layer.explicitCameras)) {
2618 if (cam->getGlobalState(QSSGRenderCamera::GlobalState::Active)) {
2619 const bool computeFrustumSucceeded = cam->calculateProjection(theViewport, cameraConfig);
2620 if (Q_LIKELY(computeFrustumSucceeded))
2621 renderedCameras.append(cam);
2623 qCCritical(INTERNAL_ERROR,
"Failed to calculate camera frustum");
2627 }
else if (QSSG_GUARD_X(layer.viewCount == 1,
"Multiview rendering requires explicit cameras to be set!.")) {
2632 for (
auto iter = camerasView.begin(); renderedCameras.isEmpty() && iter != camerasView.end(); iter++) {
2633 QSSGRenderCamera *theCamera = *iter;
2634 if (theCamera->getGlobalState(QSSGRenderCamera::GlobalState::Active)) {
2635 const bool computeFrustumSucceeded = theCamera->calculateProjection(theViewport, cameraConfig);
2636 if (Q_LIKELY(computeFrustumSucceeded))
2637 renderedCameras.append(theCamera);
2639 qCCritical(INTERNAL_ERROR,
"Failed to calculate camera frustum");
2647 if (renderedCameras.size() > 0 && (renderedCameras[0]->layerMask & QSSGRenderCamera::LayerMaskUserAll) != QSSGRenderCamera::LayerMaskUserAll) {
2648 if (!nonExplicitCameraWithLayerMaskWarningShown) {
2649 nonExplicitCameraWithLayerMaskWarningShown =
true;
2650 qWarning() <<
"Scenes with non-explicit cameras with a layer detected!"
2651 " Set the camera explicitly to avoid unnecessary evaluation of scene nodes!";
2655 layerMask = renderedCameras[0]->layerMask;
2656 updateFilteredLayerNodes(layerMask);
2660 float meshLodThreshold = 1.0f;
2661 if (!renderedCameras.isEmpty())
2662 meshLodThreshold = renderedCameras[0]->levelOfDetailPixelThreshold / theViewport.width();
2664 layer.renderedCamerasMutex.lock();
2665 layer.renderedCameras = renderedCameras;
2666 layer.renderedCamerasMutex.unlock();
2669 const QSSGRenderCameraDataList &renderCameraData = getCachedCameraDatas();
2670 modelData->updateModelData(modelsView, renderer, renderCameraData);
2673 item2DData->updateItem2DData(item2DsView, renderer, renderCameraData);
2676 prepareResourceLoaders();
2679 updateDirtySkeletons(*
this, modelsView);
2682 int directionalLightsCount = 0;
2683 int positionalLightsCount = 0;
2684 const int maxLightCount = effectiveMaxLightCount(features);
2685 const int maxDirectionalLights = effectiveMaxDirectionalLightCount(features);
2686 QSSGShaderLightList renderableLights;
2687 int shadowMapCount = 0;
2688 bool hasScopedLights =
false;
2694 auto it = std::make_reverse_iterator(lightsView.end());
2695 const auto end = it + qMin(maxLightCount, lightsView.size());
2696 for (; it != end; ++it) {
2697 QSSGRenderLight *renderLight = (*it);
2698 QMatrix4x4 renderLightTransform = getGlobalTransform(*renderLight);
2699 if (renderLight->type == QSSGRenderGraphObject::Type::DirectionalLight)
2700 directionalLightsCount++;
2702 positionalLightsCount++;
2704 if (positionalLightsCount > maxLightCount)
2706 if (directionalLightsCount > maxDirectionalLights)
2710 hasScopedLights |= (renderLight->m_scope !=
nullptr);
2711 const bool castShadows = renderLight->m_castShadow && !renderLight->m_fullyBaked;
2712 shadowMapCount +=
int(castShadows);
2713 const auto &direction = renderLight->getScalingCorrectDirection(renderLightTransform);
2714 renderableLights.push_back(QSSGShaderLight{ renderLight, castShadows, direction });
2718 const bool showLightCountWarning = !tooManyLightsWarningShown && (positionalLightsCount > maxLightCount);
2719 if (showLightCountWarning) {
2720 qWarning(
"Too many lights in scene, maximum is %d", maxLightCount);
2721 tooManyLightsWarningShown =
true;
2724 const bool showDirectionalLightCountWarning = !tooManyDirectionalLightsWarningShown && (directionalLightsCount > maxDirectionalLights);
2725 if (showDirectionalLightCountWarning) {
2726 qWarning(
"Too many directional lights in scene, maximum is %d", maxDirectionalLights);
2727 tooManyDirectionalLightsWarningShown =
true;
2730 if (shadowMapCount > 0) {
2731 requestShadowMapManager();
2732 layerPrepResult.flags.setRequiresShadowMapPass(
true);
2737 features.set(QSSGShaderFeatures::Feature::Ssm,
true);
2738 shadowMapManager->addShadowMaps(renderableLights);
2739 }
else if (shadowMapManager) {
2741 shadowMapManager->releaseCachedResources();
2747 QSSG_ASSERT(globalLights.isEmpty(), globalLights.clear());
2748 if (hasScopedLights) {
2749 for (
const auto &shaderLight : std::as_const(renderableLights)) {
2750 if (!shaderLight.light->m_scope)
2751 globalLights.push_back(shaderLight);
2754 const auto prepareLightsWithScopedLights = [&renderableLights,
this](QVector<QSSGRenderableNodeEntry> &renderableNodes) {
2755 for (qint32 idx = 0, end = renderableNodes.size(); idx < end; ++idx) {
2756 QSSGRenderableNodeEntry &theNodeEntry(renderableNodes[idx]);
2757 QSSGShaderLightList filteredLights;
2758 for (
const auto &light : std::as_const(renderableLights)) {
2759 if (light.light->m_scope && !scopeLight(theNodeEntry.node, light.light->m_scope))
2761 filteredLights.push_back(light);
2764 if (filteredLights.isEmpty()) {
2765 theNodeEntry.lights = QSSGDataView(globalLights);
2770 auto customLightList = RENDER_FRAME_NEW_BUFFER<QSSGShaderLight>(*renderer->contextInterface(), filteredLights.size());
2771 std::copy(filteredLights.cbegin(), filteredLights.cend(), customLightList.begin());
2772 theNodeEntry.lights = customLightList;
2777 prepareLightsWithScopedLights(renderableModels);
2778 prepareLightsWithScopedLights(renderableParticles);
2780 globalLights = renderableLights;
2782 const auto prepareLights = [
this](QVector<QSSGRenderableNodeEntry> &renderableNodes) {
2783 for (qint32 idx = 0, end = renderableNodes.size(); idx < end; ++idx) {
2784 QSSGRenderableNodeEntry &theNodeEntry(renderableNodes[idx]);
2785 theNodeEntry.lights = QSSGDataView(globalLights);
2789 prepareLights(renderableModels);
2790 prepareLights(renderableParticles);
2796 Q_STATIC_ASSERT(USERPASSES == size_t(QSSGRenderLayer::RenderExtensionStage::Count));
2797 for (size_t i = 0; i != size_t(QSSGRenderLayer::RenderExtensionStage::Count); ++i) {
2798 const auto &renderExtensions = layer.renderExtensions[i];
2799 auto &userPass = userPasses[i];
2800 for (
auto rit = renderExtensions.crbegin(), rend = renderExtensions.crend(); rit != rend; ++rit) {
2801 if ((*rit)->prepareData(frameData)) {
2803 userPass.extensions.push_back(*rit);
2811 const auto &userRenderPassManager = requestUserRenderPassManager();
2812 userRenderPassManager->updateUserPassOrder(layerTreeWasDirty);
2813 userRenderPasses.userPasses = userRenderPassManager->scheduledUserPasses();
2816 auto &opaqueObjects = opaqueObjectStore[0];
2817 auto &transparentObjects = transparentObjectStore[0];
2818 auto &screenTextureObjects = screenTextureObjectStore[0];
2820 if (!renderedCameras.isEmpty()) {
2821 wasDirty |= prepareModelsForRender(*renderer->contextInterface(), renderableModels, layerPrepResult.flags, renderedCameras, getCachedCameraDatas(), modelContexts, opaqueObjects, transparentObjects, screenTextureObjects, meshLodThreshold);
2822 if (particlesEnabled) {
2823 const auto &cameraDatas = getCachedCameraDatas();
2824 wasDirty |= prepareParticlesForRender(renderableParticles, cameraDatas[0], layerPrepResult.flags);
2827 wasDirty |= (item2DsView.size() != 0);
2829 if (orderIndependentTransparencyEnabled) {
2831 if (transparentObjects.size() > 0 && !layerPrepResult.flags.hasCustomBlendMode()) {
2832 if (layer.oitMethod == QSSGRenderLayer::OITMethod::WeightedBlended) {
2833 if (rhiCtx->mainPassSampleCount() > 1)
2834 layerPrepResult.flags.setRequiresDepthTextureMS(
true);
2836 layerPrepResult.flags.setRequiresDepthTexture(
true);
2839 orderIndependentTransparencyEnabled =
false;
2840 if (!oitWarningInvalidBlendModeShown) {
2841 qCWarning(lcQuick3DRender) <<
"Order Independent Transparency requested, but disabled due to invalid blend modes.";
2842 qCWarning(lcQuick3DRender) <<
"Use SourceOver blend mode for Order Independent Transparency.";
2843 oitWarningInvalidBlendModeShown =
true;
2847 layer.oitMethodDirty =
false;
2849 prepareReflectionProbesForRender();
2851 wasDirty = wasDirty || wasDataDirty;
2852 layerPrepResult.flags.setWasDirty(wasDirty);
2853 layerPrepResult.flags.setLayerDataDirty(wasDataDirty);
2856 const bool animating = wasDirty;
2858 layer.progAAPassIndex = 0;
2860 const bool progressiveAA = layer.isProgressiveAAEnabled() && !animating;
2861 layer.progressiveAAIsActive = progressiveAA;
2862 const bool temporalAA = layer.isTemporalAAEnabled() && !progressiveAA;
2864 layer.temporalAAIsActive = temporalAA;
2866 QVector2D vertexOffsetsAA;
2868 if (progressiveAA && layer.progAAPassIndex > 0 && layer.progAAPassIndex < quint32(layer.antialiasingQuality)) {
2869 int idx = layer.progAAPassIndex - 1;
2870 vertexOffsetsAA = s_ProgressiveAAVertexOffsets[idx] / QVector2D{
float(theViewport.width()/2.0),
float(theViewport.height()/2.0) };
2874 if (layer.temporalAAMode == QSSGRenderLayer::TAAMode::MotionVector && layer.tempAAPassIndex > 0) {
2875 if (layer.tempAAPassIndex >= quint32(MAX_AA_LEVELS) + 1)
2876 layer.tempAAPassIndex = 1;
2877 int idx = layer.tempAAPassIndex - 1;
2878 vertexOffsetsAA = s_ProgressiveAAVertexOffsets[idx] / QVector2D{
float(theViewport.width()/2.0),
float(theViewport.height()/2.0) };
2879 layer.currentAndLastJitter = QVector4D(vertexOffsetsAA, layer.currentAndLastJitter.x(), layer.currentAndLastJitter.y());
2880 layerPrepResult.flags.setRequiresMotionVectorPass(
true);
2881 layerPrepResult.flags.setRequiresDepthTexture(
true);
2883 const int t = 1 - 2 * (layer.tempAAPassIndex % 2);
2884 const float f = t * layer.temporalAAStrength;
2885 vertexOffsetsAA = { f /
float(theViewport.width()/2.0), f /
float(theViewport.height()/2.0) };
2889 if (!renderedCameras.isEmpty()) {
2890 if (temporalAA || progressiveAA ) {
2891 QMatrix4x4 offsetProjection = renderedCameras[0]->projection;
2892 QMatrix4x4 invProjection = renderedCameras[0]->projection.inverted();
2893 if (renderedCameras[0]->type == QSSGRenderCamera::Type::OrthographicCamera) {
2894 offsetProjection(0, 3) -= vertexOffsetsAA.x();
2895 offsetProjection(1, 3) -= vertexOffsetsAA.y();
2896 }
else if (renderedCameras[0]->type == QSSGRenderCamera::Type::PerspectiveCamera) {
2897 offsetProjection(0, 2) += vertexOffsetsAA.x();
2898 offsetProjection(1, 2) += vertexOffsetsAA.y();
2900 for (
auto &modelContext : std::as_const(modelContexts)) {
2901 for (
int mvpIdx = 0; mvpIdx < renderedCameras.count(); ++mvpIdx)
2902 modelContext->modelViewProjections[mvpIdx] = offsetProjection * invProjection * modelContext->modelViewProjections[mvpIdx];
2907 const bool hasItem2Ds = (item2DsView.size() > 0);
2908 const bool layerEnableDepthTest = layer.layerFlags.testFlag(QSSGRenderLayer::LayerFlag::EnableDepthTest);
2909 const bool layerEnabledDepthPrePass = layer.layerFlags.testFlag(QSSGRenderLayer::LayerFlag::EnableDepthPrePass);
2910 const bool depthTestEnableDefault = layerEnableDepthTest && (!opaqueObjects.isEmpty() || depthPrepassObjectsState || hasDepthWriteObjects);
2911 const bool zPrePassForced = (depthPrepassObjectsState != 0);
2912 zPrePassActive = zPrePassForced || (layerEnabledDepthPrePass && layerEnableDepthTest && (hasDepthWriteObjects || hasItem2Ds));
2913 const bool depthWriteEnableDefault = depthTestEnableDefault && (!layerEnabledDepthPrePass || !zPrePassActive);
2915 ps.flags.setFlag(QSSGRhiGraphicsPipelineState::Flag::DepthTestEnabled, depthTestEnableDefault);
2916 ps.flags.setFlag(QSSGRhiGraphicsPipelineState::Flag::DepthWriteEnabled, depthWriteEnableDefault);
2920 layerPrepResult.setState(QSSGLayerRenderPreparationResult::State::Done);
2923 QSSG_ASSERT(activePasses.isEmpty(), activePasses.clear());
2927 if (layerPrepResult.flags.requiresDepthTexture())
2928 activePasses.push_back(&depthMapPass);
2929 if (layerPrepResult.flags.requiresDepthTextureMS())
2930 activePasses.push_back(&depthMapPassMS);
2932 if (layerPrepResult.flags.requiresNormalTexture())
2933 activePasses.push_back(&normalPass);
2936 if (layerPrepResult.flags.requiresSsaoPass())
2937 activePasses.push_back(&ssaoMapPass);
2940 if (layerPrepResult.flags.requiresShadowMapPass())
2941 activePasses.push_back(&shadowMapPass);
2943 if (zPrePassActive && !disableMainPasses)
2944 activePasses.push_back(&zPrePassPass);
2947 if (layerPrepResult.flags.requiresScreenTexture())
2948 activePasses.push_back(&screenMapPass);
2951 if (layerPrepResult.flags.requiresSkyMaterialPass())
2952 activePasses.push_back(&skyMaterialPass);
2955 if (reflectionProbesView.size() != 0)
2956 activePasses.push_back(&reflectionMapPass);
2958 auto &textureExtensionPass = userPasses[size_t(QSSGRenderLayer::RenderExtensionStage::TextureProviders)];
2959 if (textureExtensionPass.hasData())
2960 activePasses.push_back(&textureExtensionPass);
2962 auto &underlayPass = userPasses[size_t(QSSGRenderLayer::RenderExtensionStage::Underlay)];
2963 if (underlayPass.hasData())
2964 activePasses.push_back(&underlayPass);
2967 if (userRenderPasses.hasData())
2968 activePasses.push_back(&userRenderPasses);
2970 const bool hasOpaqueObjects = (opaqueObjects.size() > 0);
2972 if (hasOpaqueObjects && !disableMainPasses)
2973 activePasses.push_back(&opaquePass);
2976 if (layerPrepResult.flags.requiresMotionVectorPass())
2977 activePasses.push_back(&motionVectorMapPass);
2981 if (renderer->contextInterface()->rhiContext()->rhi()->isFeatureSupported(QRhi::TexelFetch)) {
2982 if (layer.background == QSSGRenderLayer::Background::SkyBoxCubeMap && layer.skyBoxCubeMap && !disableMainPasses)
2983 activePasses.push_back(&skyboxCubeMapPass);
2984 else if (layer.background == QSSGRenderLayer::Background::SkyBox && layer.lightProbe && !disableMainPasses)
2985 activePasses.push_back(&skyboxPass);
2986 else if (layer.background == QSSGRenderLayer::Background::SkyMaterial && layer.skyMaterial && !disableMainPasses) {
2987 if (layer.skyMaterial->skyboxMode != QSSGRenderSkyMaterial::SkyboxMode::Cubemap)
2988 activePasses.push_back(&skyMaterialBackgroundPass);
2990 activePasses.push_back(&skyboxPass);
2994 if (hasItem2Ds && !disableMainPasses)
2995 activePasses.push_back(&item2DPass);
2997 if (layerPrepResult.flags.requiresScreenTexture())
2998 activePasses.push_back(&reflectionPass);
3001 if ((transparentObjects.size() > 0 || (!layerEnableDepthTest && hasOpaqueObjects)) && !disableMainPasses) {
3002 if (orderIndependentTransparencyEnabled) {
3003 activePasses.push_back(&oitRenderPass);
3004 activePasses.push_back(&oitCompositePass);
3005 oitRenderPass.setMethod(layer.oitMethod);
3006 oitCompositePass.setMethod(layer.oitMethod);
3008 activePasses.push_back(&transparentPass);
3012 auto &overlayPass = userPasses[size_t(QSSGRenderLayer::RenderExtensionStage::Overlay)];
3013 if (overlayPass.hasData())
3014 activePasses.push_back(&overlayPass);
3016 if (layer.gridEnabled)
3017 activePasses.push_back(&infiniteGridPass);
3019 if (
const auto &dbgDrawSystem = renderer->contextInterface()->debugDrawSystem(); dbgDrawSystem && dbgDrawSystem->isEnabled() && !disableMainPasses)
3020 activePasses.push_back(&debugDrawPass);