diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp | 119 |
2 files changed, 0 insertions, 119 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp b/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp deleted file mode 100644 index 7bc108e0..00000000 --- a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRendererUtil.cpp +++ /dev/null @@ -1,119 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2008-2012 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of Qt 3D Studio. -** -** $QT_BEGIN_LICENSE:GPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3 or (at your option) any later version -** approved by the KDE Free Qt Foundation. The licenses are as published by -** the Free Software Foundation and appearing in the file LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ -#include "Qt3DSRendererUtil.h" -#include "Qt3DSRenderResourceBufferObjects.h" -#include "Qt3DSRenderResourceTexture2D.h" - -using namespace qt3ds::render; - -void CRendererUtil::ResolveMutisampleFBOColorOnly(IResourceManager &inManager, - CResourceTexture2D &ioResult, - NVRenderContext &inRenderContext, QT3DSU32 inWidth, - QT3DSU32 inHeight, - NVRenderTextureFormats::Enum inColorFormat, - NVRenderFrameBuffer &inSourceFBO) -{ - // create resolve FBO - CResourceFrameBuffer theResolveFB(inManager); - // Allocates the frame buffer which has the side effect of setting the current render target to - // that frame buffer. - theResolveFB.EnsureFrameBuffer(); - // set copy flags - qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color); - - // get / create resolve targets and attach - ioResult.EnsureTexture(inWidth, inHeight, inColorFormat); - theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult); - // CN - I don't believe we have to resolve the depth. - // The reason is we render the depth texture specially unresolved. So there is no need to - // resolve - // the depth prepass texture to anything else. - - // 1. Make resolve buffer be the render target ( already happend ) - // 2. Make the current layer FBO the current read target - // 3. Do the blit from MSAA to non MSAA - - // 2. - inRenderContext.SetReadTarget(&inSourceFBO); - inRenderContext.SetReadBuffer(NVReadFaces::Color0); - // 3. - inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, inWidth, inHeight, copyFlags, - NVRenderTextureMagnifyingOp::Nearest); -} - -void CRendererUtil::ResolveSSAAFBOColorOnly(IResourceManager &inManager, - CResourceTexture2D &ioResult, QT3DSU32 outWidth, - QT3DSU32 outHeight, NVRenderContext &inRenderContext, - QT3DSU32 inWidth, QT3DSU32 inHeight, - NVRenderTextureFormats::Enum inColorFormat, - NVRenderFrameBuffer &inSourceFBO) -{ - // create resolve FBO - CResourceFrameBuffer theResolveFB(inManager); - // Allocates the frame buffer which has the side effect of setting the current render target to - // that frame buffer. - theResolveFB.EnsureFrameBuffer(); - // set copy flags - qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color); - - // get / create resolve targets and attach - ioResult.EnsureTexture(outWidth, outHeight, inColorFormat); - theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult); - // CN - I don't believe we have to resolve the depth. - // The reason is we render the depth texture specially unresolved. So there is no need to - // resolve - // the depth prepass texture to anything else. - - // 1. Make resolve buffer be the render target ( already happend ) - // 2. Make the current layer FBO the current read target - // 3. Do the blit from High res to low res buffer - - // 2. - inRenderContext.SetReadTarget(&inSourceFBO); - inRenderContext.SetReadBuffer(NVReadFaces::Color0); - // 3. - inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, outWidth, outHeight, copyFlags, - NVRenderTextureMagnifyingOp::Linear); -} - -void CRendererUtil::GetSSAARenderSize(QT3DSU32 inWidth, QT3DSU32 inHeight, QT3DSU32 &outWidth, - QT3DSU32 &outHeight) -{ - // we currently double width and height - outWidth = inWidth * 2; - outHeight = inHeight * 2; - - // keep aspect ration? - // clamp to max - if (outWidth > MAX_SSAA_DIM) - outWidth = MAX_SSAA_DIM; - if (outHeight > MAX_SSAA_DIM) - outHeight = MAX_SSAA_DIM; -} |