4#ifndef QSSGRENDERDATA_P_H
5#define QSSGRENDERDATA_P_H
18#include <QtGui/qmatrix4x4.h>
23#include <unordered_map>
33class QSGRenderContext;
64 void reindex(QSSGRenderRoot *rootNode);
100 void collectNodes(QSSGRenderRoot *rootNode);
101 void updateGlobalState();
108 size_t m_nodeCount = 0;
109 quint32 m_version = 0;
116 QSSGRenderDataHelpers() =
delete;
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150 const quint32 version,
151 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
152 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
155 return calcGlobalVariablesIndexed(node, version, globalTransforms, globalOpacities);
157 return updateGlobalNodeDataIndexed(node, version, globalTransforms, globalOpacities);
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174 const quint32 version,
175 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
176 QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms);
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190 static bool updateGlobalNodeDataIndexed(QSSGRenderNode *node,
191 const quint32 version,
192 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
193 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
194 static bool calcGlobalVariablesIndexed(QSSGRenderNode *node,
195 const quint32 version,
196 QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms,
197 QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities);
232 ModelViewProjectionStore modelViewProjections;
233 NormalMatrixStore normalMatrices;
235 MaterialStore materials;
237 void prepareMeshData(
const QSSGModelsView &models,
QSSGRenderer *renderer);
238 void prepareMaterials(
const QSSGModelsView &models);
242 quint32 m_version = 0;
278 QPointer<QSGRenderContext> item2DRenderContext;
279 Item2DRendererStore item2DRenderers;
280 std::unique_ptr<QRhiRenderPassDescriptor> rpd;
281 ModelViewProjectionStore modelViewProjections;
283 const QMatrix4x4 flipMatrix { 1.0f, 0.0f, 0.0f, 0.0f,
284 0.0f, -1.0f, 0.0f, 0.0f,
285 0.0f, 0.0f, 1.0f, 0.0f,
286 0.0f, 0.0f, 0.0f, 1.0f };
289 quint32 m_version = 0;
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
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
QRect viewport() const
Returns the viewport rectangle.
InstanceTransforms getInstanceTransforms(QSSGRenderNodeHandle h) const
float getGlobalOpacity(const QSSGRenderNode &node) const
LayerNodeView getLayerNodeView(const QSSGRenderLayer &layer) const
float getGlobalOpacity(QSSGRenderNodeHandle h, float defaultValue=1.0f) const
InstanceTransformStore instanceTransforms
~QSSGGlobalRenderNodeData()
size_t storageSize() const
QSSGGlobalRenderNodeData()
GlobalOpacityStore globalOpacities
QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h) const
QMatrix4x4 getGlobalTransform(const QSSGRenderNode &node) const
LayerNodeView getLayerNodeView(QSSGRenderLayerHandle h) const
QMatrix4x4 getGlobalTransform(QSSGRenderNodeHandle h, QMatrix4x4 defaultValue) const
InstanceTransforms getInstanceTransforms(const QSSGRenderNode &node) const
void reindex(QSSGRenderRoot *rootNode)
GlobalTransformStore globalTransforms
LayerNodeViewStore layerNodes
bool isLayerVisible() const
QSSGLayerRenderPreparationResult(const QRectF &inViewport, QSSGRenderLayer &inLayer)
QSize textureDimensions() const
void setState(State state)
QRectF getViewport() const
QSSGRenderLayer * getLayer() const
const QSSGLayerRenderPreparationResultFlags & getFlags() const
QSSGLayerRenderPreparationResult()=default
friend class QSSGLayerRenderData
friend class QSSGRenderer
friend class QQuick3DWindowAttachment
static bool calcGlobalNodeData(QSSGRenderNode *node, const quint32 version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::GlobalOpacityStore &globalOpacities)
calcGlobalNodeData
static bool calcInstanceTransforms(QSSGRenderNode *node, const quint32 version, QSSGGlobalRenderNodeData::GlobalTransformStore &globalTransforms, QSSGGlobalRenderNodeData::InstanceTransformStore &instanceTransforms)
calcInstanceTransforms
static GlobalStateResult updateGlobalNodeState(QSSGRenderNode *node, const quint32 version)
updateGlobalNodeState
const std::unique_ptr< QRhiRenderPassDescriptor > & getItem2DRenderPassDescriptor() const
void releaseRenderData(const QSSGRenderItem2D &item)
void updateItem2DData(QSSGItem2DsView &items, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
Item2DRenderer getItem2DRenderer(const QSSGRenderItem2D &item) const
ModelViewProjections getModelViewProjection(QSSGRenderItem2DHandle h) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
ModelViewProjections getModelViewProjection(const QSSGRenderItem2D &item) const
void updateModelData(QSSGModelsView &models, QSSGRenderer *renderer, const QSSGRenderCameraDataList &renderCameraData)
QMatrix3x3 getNormalMatrix(QSSGRenderModelHandle h, QMatrix3x3 defaultValue) const
QMatrix3x3 getNormalMatrix(const QSSGRenderModel &model) const
QSSGRenderMesh * getMesh(QSSGRenderModelHandle h) const
const QSSGGlobalRenderNodeDataPtr & globalNodeData() const
MaterialList getMaterials(QSSGRenderModelHandle h) const
ModelViewProjections getModelViewProjection(QSSGRenderModelHandle h) const
QSSGRenderMesh * getMesh(const QSSGRenderModel &model) const
ModelViewProjections getModelViewProjection(const QSSGRenderModel &model) const
MaterialList getMaterials(const QSSGRenderModel &model) 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
void releaseItem2DData(const QSSGRenderItem2D &item2D)
const std::unique_ptr< QSSGRhiQuadRenderer > & rhiQuadRenderer() const
quint32 frameDepth() const
friend class QSSGRenderContextInterface
QRect scissorRect() const
void cleanupResources(QSet< QSSGRenderGraphObject * > &resources)
void setViewport(QRect inViewport)
void beginSubLayerRender(QSSGLayerRenderData &inLayer)
const std::unique_ptr< QSSGRhiCubeRenderer > & rhiCubeRenderer() const
void setScissorRect(QRect inScissorRect)
void endSubLayerRender(QSSGLayerRenderData &inLayer)
QSSGRenderContextInterface * contextInterface() const
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
void resetForFrame() 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
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
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
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
@ MaterialHasCustomBlendMode
@ RequiresMipmapsForScreenTexture
std::shared_ptr< QSSGGlobalRenderNodeData > QSSGGlobalRenderNodeDataPtr
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)
QSSGRenderableImage * firstImage
QSSGRenderableObjectFlags renderableFlags
QSSGShaderDefaultMaterialKey materialKey
bool requiresDepthTextureMS() const
void setRequiresSsaoPass(bool inValue)
void setRequiresScreenTexture(bool inValue)
bool wasLayerDataDirty() const
void setRequiresDepthTextureMS(bool inValue)
bool requiresDepthTexture() const
void setLayerDataDirty(bool inValue)
void setWasDirty(bool inValue)
bool requiresMipmapsForScreenTexture() const
bool requiresScreenTexture() const
bool hasCustomBlendMode() const
void setRequiresNormalTexture(bool inValue)
bool requiresShadowMapPass() const
void setRequiresMipmapsForScreenTexture(bool inValue)
void setRequiresDepthTexture(bool inValue)
bool requiresSsaoPass() const
void setRequiresShadowMapPass(bool inValue)
void setHasCustomBlendMode(bool inValue)
bool requiresNormalTexture() const
QRhiTextureRenderTarget * oitRenderTarget
QRhiRenderPassDescriptor * renderPassDescriptor