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authorPaul Lemire <paul.lemire@kdab.com>2016-06-03 11:57:20 +0200
committerPaul Lemire <paul.lemire@kdab.com>2016-07-04 06:09:25 +0000
commit70dfe10ef9c4745bbf7253c0917a7b5b4120f240 (patch)
treec52c55163e5e0ccfd753574510bfbd1d4bf7464b /src/render/backend/renderview.cpp
parent496797fea24e86388eb8ceb9ad257c94c79c72ae (diff)
Further job improvements
The RenderViewInitialization job used to have to wait for the world transform job to be completed because it was used to set the viewProjectionMatrix. This patch adjust dependencies and adds a new job that sets the viewProjectionMatrix once the transform update job is complete. This allows to start most of the processing earlier and better use the available cpu cores. Change-Id: I77d751e0b20639934cc00be0cd9888f41f684f89 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/backend/renderview.cpp')
-rw-r--r--src/render/backend/renderview.cpp19
1 files changed, 16 insertions, 3 deletions
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp
index f6c1ed5e2..3e4fb88c1 100644
--- a/src/render/backend/renderview.cpp
+++ b/src/render/backend/renderview.cpp
@@ -143,7 +143,7 @@ QUniformValue RenderView::viewMatrix(const QMatrix4x4 &) const
QUniformValue RenderView::projectionMatrix(const QMatrix4x4 &) const
{
- return QUniformValue(QVariant::fromValue(m_data.m_renderCamera->projection()));
+ return QUniformValue(QVariant::fromValue(m_data.m_renderCameraLens->projection()));
}
QUniformValue RenderView::modelViewMatrix(const QMatrix4x4 &model) const
@@ -169,8 +169,8 @@ QUniformValue RenderView::inverseViewMatrix(const QMatrix4x4 &) const
QUniformValue RenderView::inverseProjectionMatrix(const QMatrix4x4 &) const
{
QMatrix4x4 projection;
- if (m_data.m_renderCamera)
- projection = m_data.m_renderCamera->projection();
+ if (m_data.m_renderCameraLens)
+ projection = m_data.m_renderCameraLens->projection();
return QUniformValue(QVariant::fromValue(projection.inverted()));
}
@@ -474,6 +474,19 @@ QVector<RenderCommand *> RenderView::buildComputeRenderCommands(const QVector<En
return commands;
}
+void RenderView::updateMatrices()
+{
+ if (m_data.m_renderCameraNode && m_data.m_renderCameraLens && m_data.m_renderCameraLens->isEnabled()) {
+ setViewMatrix(*m_data.m_renderCameraNode->worldTransform());
+ setViewProjectionMatrix(m_data.m_renderCameraLens->projection() * viewMatrix());
+ //To get the eyePosition of the camera, we need to use the inverse of the
+ //camera's worldTransform matrix.
+ const QMatrix4x4 inverseWorldTransform = viewMatrix().inverted();
+ const QVector3D eyePosition(inverseWorldTransform.column(3));
+ setEyePosition(eyePosition);
+ }
+}
+
void RenderView::setUniformValue(ShaderParameterPack &uniformPack, int nameId, const QVariant &value) const
{
Texture *tex = nullptr;