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diff --git a/src/plugins/renderers/opengl/renderer/renderview.cpp b/src/plugins/renderers/opengl/renderer/renderview.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or 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.GPL2 and 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-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "renderview_p.h"
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qrenderaspect.h>
+#include <Qt3DRender/qrendertarget.h>
+#include <Qt3DRender/qabstractlight.h>
+#include <Qt3DRender/private/sphere_p.h>
+
+#include <Qt3DRender/private/cameraselectornode_p.h>
+#include <Qt3DRender/private/framegraphnode_p.h>
+#include <Qt3DRender/private/layerfilternode_p.h>
+#include <Qt3DRender/private/qparameter_p.h>
+#include <Qt3DRender/private/cameralens_p.h>
+#include <Qt3DRender/private/effect_p.h>
+#include <Qt3DRender/private/entity_p.h>
+#include <Qt3DRender/private/nodemanagers_p.h>
+#include <Qt3DRender/private/layer_p.h>
+#include <Qt3DRender/private/renderlogging_p.h>
+#include <Qt3DRender/private/renderpassfilternode_p.h>
+#include <Qt3DRender/private/renderpass_p.h>
+#include <Qt3DRender/private/geometryrenderer_p.h>
+#include <Qt3DRender/private/techniquefilternode_p.h>
+#include <Qt3DRender/private/viewportnode_p.h>
+#include <Qt3DRender/private/buffermanager_p.h>
+#include <Qt3DRender/private/geometryrenderermanager_p.h>
+#include <Qt3DRender/private/rendercapture_p.h>
+#include <Qt3DRender/private/buffercapture_p.h>
+#include <Qt3DRender/private/stringtoint_p.h>
+#include <Qt3DRender/private/renderlogging_p.h>
+#include <Qt3DRender/private/renderstateset_p.h>
+#include <rendercommand_p.h>
+#include <renderer_p.h>
+#include <graphicscontext_p.h>
+#include <submissioncontext_p.h>
+#include <glresourcemanagers_p.h>
+#include <Qt3DCore/qentity.h>
+#include <QtGui/qsurface.h>
+#include <algorithm>
+
+#include <QDebug>
+#if defined(QT3D_RENDER_VIEW_JOB_TIMINGS)
+#include <QElapsedTimer>
+#endif
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+namespace Render {
+namespace OpenGL {
+
+
+namespace {
+
+// register our QNodeId's as a metatype during program loading
+const int Q_DECL_UNUSED qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>();
+
+const int MAX_LIGHTS = 8;
+
+#define LIGHT_POSITION_NAME QLatin1String(".position")
+#define LIGHT_TYPE_NAME QLatin1String(".type")
+#define LIGHT_COLOR_NAME QLatin1String(".color")
+#define LIGHT_INTENSITY_NAME QLatin1String(".intensity")
+
+int LIGHT_COUNT_NAME_ID = 0;
+int LIGHT_POSITION_NAMES[MAX_LIGHTS];
+int LIGHT_TYPE_NAMES[MAX_LIGHTS];
+int LIGHT_COLOR_NAMES[MAX_LIGHTS];
+int LIGHT_INTENSITY_NAMES[MAX_LIGHTS];
+QString LIGHT_STRUCT_NAMES[MAX_LIGHTS];
+
+int LIGHT_POSITION_UNROLL_NAMES[MAX_LIGHTS];
+int LIGHT_TYPE_UNROLL_NAMES[MAX_LIGHTS];
+int LIGHT_COLOR_UNROLL_NAMES[MAX_LIGHTS];
+int LIGHT_INTENSITY_UNROLL_NAMES[MAX_LIGHTS];
+QString LIGHT_STRUCT_UNROLL_NAMES[MAX_LIGHTS];
+
+bool wasInitialized = false;
+
+} // anonymous namespace
+
+RenderView::StandardUniformsNameToTypeHash RenderView::ms_standardUniformSetters;
+
+
+RenderView::StandardUniformsNameToTypeHash RenderView::initializeStandardUniformSetters()
+{
+ RenderView::StandardUniformsNameToTypeHash setters;
+
+ setters.insert(Shader::modelMatrixNameId, ModelMatrix);
+ setters.insert(Shader::viewMatrixNameId, ViewMatrix);
+ setters.insert(Shader::projectionMatrixNameId, ProjectionMatrix);
+ setters.insert(Shader::modelViewMatrixNameId, ModelViewMatrix);
+ setters.insert(Shader::viewProjectionMatrixNameId, ViewProjectionMatrix);
+ setters.insert(Shader::modelViewProjectionNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::mvpNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::inverseModelMatrixNameId, InverseModelMatrix);
+ setters.insert(Shader::inverseViewMatrixNameId, InverseViewMatrix);
+ setters.insert(Shader::inverseProjectionMatrixNameId, InverseProjectionMatrix);
+ setters.insert(Shader::inverseModelViewNameId, InverseModelViewMatrix);
+ setters.insert(Shader::inverseViewProjectionMatrixNameId, InverseViewProjectionMatrix);
+ setters.insert(Shader::inverseModelViewProjectionNameId, InverseModelViewProjectionMatrix);
+ setters.insert(Shader::modelNormalMatrixNameId, ModelNormalMatrix);
+ setters.insert(Shader::modelViewNormalNameId, ModelViewNormalMatrix);
+ setters.insert(Shader::viewportMatrixNameId, ViewportMatrix);
+ setters.insert(Shader::inverseViewportMatrixNameId, InverseViewportMatrix);
+ setters.insert(Shader::aspectRatioNameId, AspectRatio);
+ setters.insert(Shader::exposureNameId, Exposure);
+ setters.insert(Shader::gammaNameId, Gamma);
+ setters.insert(Shader::timeNameId, Time);
+ setters.insert(Shader::eyePositionNameId, EyePosition);
+ setters.insert(Shader::skinningPaletteNameId, SkinningPalette);
+
+ return setters;
+}
+
+// TODO: Move this somewhere global where GraphicsContext::setViewport() can use it too
+static QRectF resolveViewport(const QRectF &fractionalViewport, const QSize &surfaceSize)
+{
+ return QRectF(fractionalViewport.x() * surfaceSize.width(),
+ (1.0 - fractionalViewport.y() - fractionalViewport.height()) * surfaceSize.height(),
+ fractionalViewport.width() * surfaceSize.width(),
+ fractionalViewport.height() * surfaceSize.height());
+}
+
+static Matrix4x4 getProjectionMatrix(const CameraLens *lens)
+{
+ if (!lens)
+ qWarning() << "[Qt3D Renderer] No Camera Lens found. Add a CameraSelector to your Frame Graph or make sure that no entities will be rendered.";
+ return lens ? lens->projection() : Matrix4x4();
+}
+
+UniformValue RenderView::standardUniformValue(RenderView::StandardUniform standardUniformType,
+ Entity *entity,
+ const Matrix4x4 &model) const
+{
+ switch (standardUniformType) {
+ case ModelMatrix:
+ return UniformValue(model);
+ case ViewMatrix:
+ return UniformValue(m_data.m_viewMatrix);
+ case ProjectionMatrix:
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens));
+ case ModelViewMatrix:
+ return UniformValue(m_data.m_viewMatrix * model);
+ case ViewProjectionMatrix:
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens) * m_data.m_viewMatrix);
+ case ModelViewProjectionMatrix:
+ return UniformValue(m_data.m_viewProjectionMatrix * model);
+ case InverseModelMatrix:
+ return UniformValue(model.inverted());
+ case InverseViewMatrix:
+ return UniformValue(m_data.m_viewMatrix.inverted());
+ case InverseProjectionMatrix: {
+ return UniformValue(getProjectionMatrix(m_data.m_renderCameraLens).inverted());
+ }
+ case InverseModelViewMatrix:
+ return UniformValue((m_data.m_viewMatrix * model).inverted());
+ case InverseViewProjectionMatrix: {
+ const Matrix4x4 viewProjectionMatrix = getProjectionMatrix(m_data.m_renderCameraLens) * m_data.m_viewMatrix;
+ return UniformValue(viewProjectionMatrix.inverted());
+ }
+ case InverseModelViewProjectionMatrix:
+ return UniformValue((m_data.m_viewProjectionMatrix * model).inverted());
+ case ModelNormalMatrix:
+ return UniformValue(convertToQMatrix4x4(model).normalMatrix());
+ case ModelViewNormalMatrix:
+ return UniformValue(convertToQMatrix4x4(m_data.m_viewMatrix * model).normalMatrix());
+ case ViewportMatrix: {
+ QMatrix4x4 viewportMatrix;
+ // TO DO: Implement on Matrix4x4
+ viewportMatrix.viewport(resolveViewport(m_viewport, m_surfaceSize));
+ return UniformValue(Matrix4x4(viewportMatrix));
+ }
+ case InverseViewportMatrix: {
+ QMatrix4x4 viewportMatrix;
+ // TO DO: Implement on Matrix4x4
+ viewportMatrix.viewport(resolveViewport(m_viewport, m_surfaceSize));
+ return UniformValue(Matrix4x4(viewportMatrix.inverted()));
+ }
+ case AspectRatio:
+ return float(m_surfaceSize.width()) / std::max(1.f, float(m_surfaceSize.height()));
+ case Exposure:
+ return UniformValue(m_data.m_renderCameraLens ? m_data.m_renderCameraLens->exposure() : 0.0f);
+ case Gamma:
+ return UniformValue(m_gamma);
+ case Time:
+ return UniformValue(float(m_renderer->time() / 1000000000.0f));
+ case EyePosition:
+ return UniformValue(m_data.m_eyePos);
+ case SkinningPalette: {
+ const Armature *armature = entity->renderComponent<Armature>();
+ if (!armature) {
+ qCWarning(Jobs, "Requesting skinningPalette uniform but no armature set on entity");
+ return UniformValue();
+ }
+ return armature->skinningPaletteUniform();
+ }
+ default:
+ Q_UNREACHABLE();
+ return UniformValue();
+ }
+}
+
+RenderView::RenderView()
+ : m_isDownloadBuffersEnable(false)
+ , m_hasBlitFramebufferInfo(false)
+ , m_renderer(nullptr)
+ , m_manager(nullptr)
+ , m_devicePixelRatio(1.)
+ , m_viewport(QRectF(0., 0., 1., 1.))
+ , m_gamma(2.2f)
+ , m_surface(nullptr)
+ , m_clearBuffer(QClearBuffers::None)
+ , m_clearDepthValue(1.f)
+ , m_clearStencilValue(0)
+ , m_stateSet(nullptr)
+ , m_noDraw(false)
+ , m_compute(false)
+ , m_frustumCulling(false)
+ , m_showDebugOverlay(false)
+ , m_memoryBarrier(QMemoryBarrier::None)
+ , m_environmentLight(nullptr)
+{
+ m_workGroups[0] = 1;
+ m_workGroups[1] = 1;
+ m_workGroups[2] = 1;
+
+ if (Q_UNLIKELY(!wasInitialized)) {
+ // Needed as we can control the init order of static/global variables across compile units
+ // and this hash relies on the static StringToInt class
+ wasInitialized = true;
+ RenderView::ms_standardUniformSetters = RenderView::initializeStandardUniformSetters();
+ LIGHT_COUNT_NAME_ID = StringToInt::lookupId(QLatin1String("lightCount"));
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ Q_STATIC_ASSERT_X(MAX_LIGHTS < 10, "can't use the QChar trick anymore");
+ LIGHT_STRUCT_NAMES[i] = QLatin1String("lights[") + QLatin1Char(char('0' + i)) + QLatin1Char(']');
+ LIGHT_POSITION_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_POSITION_NAME);
+ LIGHT_TYPE_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_TYPE_NAME);
+ LIGHT_COLOR_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_COLOR_NAME);
+ LIGHT_INTENSITY_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_INTENSITY_NAME);
+
+ LIGHT_STRUCT_UNROLL_NAMES[i] = QLatin1String("light_") + QLatin1Char(char('0' + i));
+ LIGHT_POSITION_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_POSITION_NAME);
+ LIGHT_TYPE_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_TYPE_NAME);
+ LIGHT_COLOR_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_COLOR_NAME);
+ LIGHT_INTENSITY_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_INTENSITY_NAME);
+ }
+ }
+}
+
+RenderView::~RenderView()
+{
+ delete m_stateSet;
+}
+
+namespace {
+
+template<int SortType>
+struct AdjacentSubRangeFinder
+{
+ static bool adjacentSubRange(const RenderCommand &, const RenderCommand &)
+ {
+ Q_UNREACHABLE();
+ return false;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>
+{
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
+ {
+ return a.m_changeCost == b.m_changeCost;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::BackToFront>
+{
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
+ {
+ return a.m_depth == b.m_depth;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::Material>
+{
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
+ {
+ return a.m_glShader == b.m_glShader;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::FrontToBack>
+{
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
+ {
+ return a.m_depth == b.m_depth;
+ }
+};
+
+template<>
+struct AdjacentSubRangeFinder<QSortPolicy::Texture>
+{
+ static bool adjacentSubRange(const RenderCommand &a, const RenderCommand &b)
+ {
+ // Two renderCommands are adjacent if one contains all the other command's textures
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
+
+ if (texturesB.size() > texturesA.size())
+ qSwap(texturesA, texturesB);
+
+ // textureB.size() is always <= textureA.size()
+ for (const ShaderParameterPack::NamedResource &texB : qAsConst(texturesB)) {
+ if (!texturesA.contains(texB))
+ return false;
+ }
+ return true;
+ }
+};
+
+template<typename Predicate>
+int advanceUntilNonAdjacent(const QVector<RenderCommand> &commands,
+ const int beg, const int end, Predicate pred)
+{
+ int i = beg + 1;
+ while (i < end) {
+ if (!pred(*(commands.begin() + beg), *(commands.begin() + i)))
+ break;
+ ++i;
+ }
+ return i;
+}
+
+
+using CommandIt = QVector<RenderCommand>::iterator;
+
+template<int SortType>
+struct SubRangeSorter
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ Q_UNUSED(begin);
+ Q_UNUSED(end);
+ Q_UNREACHABLE();
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::StateChangeCost>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_changeCost > b.m_changeCost;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::BackToFront>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth > b.m_depth;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::Material>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ // First we sort by shader
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_glShader > b.m_glShader;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::FrontToBack>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ return a.m_depth < b.m_depth;
+ });
+ }
+};
+
+template<>
+struct SubRangeSorter<QSortPolicy::Texture>
+{
+ static void sortSubRange(CommandIt begin, const CommandIt end)
+ {
+ std::stable_sort(begin, end, [] (const RenderCommand &a, const RenderCommand &b) {
+ QVector<ShaderParameterPack::NamedResource> texturesA = a.m_parameterPack.textures();
+ QVector<ShaderParameterPack::NamedResource> texturesB = b.m_parameterPack.textures();
+
+ const int originalTextureASize = texturesA.size();
+
+ if (texturesB.size() > texturesA.size())
+ qSwap(texturesA, texturesB);
+
+ int identicalTextureCount = 0;
+
+ for (const ShaderParameterPack::NamedResource &texB : qAsConst(texturesB)) {
+ if (texturesA.contains(texB))
+ ++identicalTextureCount;
+ }
+
+ return identicalTextureCount < originalTextureASize;
+ });
+ }
+};
+
+int findSubRange(const QVector<RenderCommand> &commands,
+ const int begin, const int end,
+ const QSortPolicy::SortType sortType)
+{
+ switch (sortType) {
+ case QSortPolicy::StateChangeCost:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::StateChangeCost>::adjacentSubRange);
+ case QSortPolicy::BackToFront:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::BackToFront>::adjacentSubRange);
+ case QSortPolicy::Material:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ case QSortPolicy::FrontToBack:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::FrontToBack>::adjacentSubRange);
+ case QSortPolicy::Texture:
+ return advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Texture>::adjacentSubRange);
+ case QSortPolicy::Uniform:
+ return end;
+ default:
+ Q_UNREACHABLE();
+ return end;
+ }
+}
+
+void sortByMaterial(QVector<RenderCommand> &commands, int begin, const int end)
+{
+ // We try to arrange elements so that their rendering cost is minimized for a given shader
+ int rangeEnd = advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ while (begin != end) {
+ if (begin + 1 < rangeEnd) {
+ std::stable_sort(commands.begin() + begin + 1, commands.begin() + rangeEnd, [] (const RenderCommand &a, const RenderCommand &b){
+ return a.m_material.handle() < b.m_material.handle();
+ });
+ }
+ begin = rangeEnd;
+ rangeEnd = advanceUntilNonAdjacent(commands, begin, end, AdjacentSubRangeFinder<QSortPolicy::Material>::adjacentSubRange);
+ }
+}
+
+void sortCommandRange(QVector<RenderCommand> &commands, int begin, const int end, const int level,
+ const QVector<Qt3DRender::QSortPolicy::SortType> &sortingTypes)
+{
+ if (level >= sortingTypes.size())
+ return;
+
+ switch (sortingTypes.at(level)) {
+ case QSortPolicy::StateChangeCost:
+ SubRangeSorter<QSortPolicy::StateChangeCost>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::BackToFront:
+ SubRangeSorter<QSortPolicy::BackToFront>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::Material:
+ // Groups all same shader DNA together
+ SubRangeSorter<QSortPolicy::Material>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ // Group all same material together (same parameters most likely)
+ sortByMaterial(commands, begin, end);
+ break;
+ case QSortPolicy::FrontToBack:
+ SubRangeSorter<QSortPolicy::FrontToBack>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::Texture:
+ SubRangeSorter<QSortPolicy::Texture>::sortSubRange(commands.begin() + begin, commands.begin() + end);
+ break;
+ case QSortPolicy::Uniform:
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+
+ // For all sub ranges of adjacent item for sortType[i]
+ // Perform filtering with sortType[i + 1]
+ int rangeEnd = findSubRange(commands, begin, end, sortingTypes.at(level));
+ while (begin != end) {
+ sortCommandRange(commands, begin, rangeEnd, level + 1, sortingTypes);
+ begin = rangeEnd;
+ rangeEnd = findSubRange(commands, begin, end, sortingTypes.at(level));
+ }
+}
+
+} // anonymous
+
+void RenderView::sort()
+{
+ // Compares the bitsetKey of the RenderCommands
+ // Key[Depth | StateCost | Shader]
+ sortCommandRange(m_commands, 0, m_commands.size(), 0, m_data.m_sortingTypes);
+
+ // For RenderCommand with the same shader
+ // We compute the adjacent change cost
+
+ // Only perform uniform minimization if we explicitly asked for it
+ if (!m_data.m_sortingTypes.contains(QSortPolicy::Uniform))
+ return;
+
+ // Minimize uniform changes
+ int i = 0;
+ const int commandSize = m_commands.size();
+ while (i < commandSize) {
+ int j = i;
+
+ // Advance while commands share the same shader
+ while (i < commandSize &&
+ m_commands[j].m_glShader == m_commands[i].m_glShader)
+ ++i;
+
+ if (i - j > 0) { // Several commands have the same shader, so we minimize uniform changes
+ PackUniformHash cachedUniforms = m_commands[j++].m_parameterPack.uniforms();
+
+ while (j < i) {
+ // We need the reference here as we are modifying the original container
+ // not the copy
+ PackUniformHash &uniforms = m_commands[j].m_parameterPack.m_uniforms;
+
+ for (int u = 0; u < uniforms.keys.size();) {
+ // We are comparing the values:
+ // - raw uniform values
+ // - the texture Node id if the uniform represents a texture
+ // since all textures are assigned texture units before the RenderCommands
+ // sharing the same material (shader) are rendered, we can't have the case
+ // where two uniforms, referencing the same texture eventually have 2 different
+ // texture unit values
+ const int uniformNameId = uniforms.keys.at(u);
+ const UniformValue &refValue = cachedUniforms.value(uniformNameId);
+ const UniformValue &newValue = uniforms.values.at(u);
+ if (newValue == refValue) {
+ uniforms.erase(u);
+ } else {
+ // Record updated value so that subsequent comparison
+ // for the next command will be made againts latest
+ // uniform value
+ cachedUniforms.insert(uniformNameId, newValue);
+ ++u;
+ }
+ }
+ ++j;
+ }
+ }
+ }
+}
+
+void RenderView::setRenderer(Renderer *renderer)
+{
+ m_renderer = renderer;
+ m_manager = renderer->nodeManagers();
+}
+
+void RenderView::addClearBuffers(const ClearBuffers *cb) {
+ QClearBuffers::BufferTypeFlags type = cb->type();
+
+ if (type & QClearBuffers::StencilBuffer) {
+ m_clearStencilValue = cb->clearStencilValue();
+ m_clearBuffer |= QClearBuffers::StencilBuffer;
+ }
+ if (type & QClearBuffers::DepthBuffer) {
+ m_clearDepthValue = cb->clearDepthValue();
+ m_clearBuffer |= QClearBuffers::DepthBuffer;
+ }
+ // keep track of global ClearColor (if set) and collect all DrawBuffer-specific
+ // ClearColors
+ if (type & QClearBuffers::ColorBuffer) {
+ ClearBufferInfo clearBufferInfo;
+ clearBufferInfo.clearColor = cb->clearColor();
+
+ if (cb->clearsAllColorBuffers()) {
+ m_globalClearColorBuffer = clearBufferInfo;
+ m_clearBuffer |= QClearBuffers::ColorBuffer;
+ } else {
+ if (cb->bufferId()) {
+ const RenderTargetOutput *targetOutput = m_manager->attachmentManager()->lookupResource(cb->bufferId());
+ if (targetOutput) {
+ clearBufferInfo.attchmentPoint = targetOutput->point();
+ // Note: a job is later performed to find the drawIndex from the buffer attachment point
+ // using the AttachmentPack
+ m_specificClearColorBuffers.push_back(clearBufferInfo);
+ }
+ }
+ }
+ }
+}
+
+// If we are there, we know that entity had a GeometryRenderer + Material
+EntityRenderCommandData RenderView::buildDrawRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const
+{
+ GLShaderManager *glShaderManager = m_renderer->glResourceManagers()->glShaderManager();
+ EntityRenderCommandData commands;
+
+ commands.reserve(count);
+
+ for (int i = 0; i < count; ++i) {
+ const int idx = offset + i;
+ Entity *entity = entities.at(idx);
+ GeometryRenderer *geometryRenderer = nullptr;
+ HGeometryRenderer geometryRendererHandle = entity->componentHandle<GeometryRenderer>();
+
+ // There is a geometry renderer with geometry
+ if ((geometryRenderer = m_manager->geometryRendererManager()->data(geometryRendererHandle)) != nullptr
+ && geometryRenderer->isEnabled()
+ && !geometryRenderer->geometryId().isNull()) {
+
+ const Qt3DCore::QNodeId materialComponentId = entity->componentUuid<Material>();
+ const HMaterial materialHandle = entity->componentHandle<Material>();
+ const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+
+ HGeometry geometryHandle = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
+ Geometry *geometry = m_manager->geometryManager()->data(geometryHandle);
+
+ // 1 RenderCommand per RenderPass pass on an Entity with a Mesh
+ for (const RenderPassParameterData &passData : renderPassData) {
+ // Add the RenderPass Parameters
+ RenderCommand command = {};
+ command.m_geometryRenderer = geometryRendererHandle;
+ command.m_geometry = geometryHandle;
+
+ command.m_material = materialHandle;
+ // For RenderPass based states we use the globally set RenderState
+ // if no renderstates are defined as part of the pass. That means:
+ // RenderPass { renderStates: [] } will use the states defined by
+ // StateSet in the FrameGraph
+ RenderPass *pass = passData.pass;
+ if (pass->hasRenderStates()) {
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), pass->renderStates(), m_manager->renderStateManager());
+ if (m_stateSet != nullptr)
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
+ }
+ command.m_shaderId = pass->shaderProgram();
+ command.m_glShader = glShaderManager->lookupResource(command.m_shaderId);
+
+ // It takes two frames to have a valid command as we can only
+ // reference a glShader at frame n if it has been loaded at frame n - 1
+ if (!command.m_glShader)
+ continue;
+
+ { // Scoped to show extent
+
+ // Update the draw command with what's going to be needed for the drawing
+ int primitiveCount = geometryRenderer->vertexCount();
+ int estimatedCount = 0;
+ Attribute *indexAttribute = nullptr;
+ Attribute *indirectAttribute = nullptr;
+
+ const QVector<Qt3DCore::QNodeId> attributeIds = geometry->attributes();
+ for (Qt3DCore::QNodeId attributeId : attributeIds) {
+ Attribute *attribute = m_manager->attributeManager()->lookupResource(attributeId);
+ switch (attribute->attributeType()) {
+ case QAttribute::IndexAttribute:
+ indexAttribute = attribute;
+ break;
+ case QAttribute::DrawIndirectAttribute:
+ indirectAttribute = attribute;
+ break;
+ case QAttribute::VertexAttribute:
+ estimatedCount = std::max(int(attribute->count()), estimatedCount);
+ break;
+ default:
+ Q_UNREACHABLE();
+ break;
+ }
+ }
+
+ command.m_drawIndexed = (indexAttribute != nullptr);
+ command.m_drawIndirect = (indirectAttribute != nullptr);
+
+ // Update the draw command with all the information required for the drawing
+ if (command.m_drawIndexed) {
+ command.m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
+ command.m_indexAttributeByteOffset = indexAttribute->byteOffset() + geometryRenderer->indexBufferByteOffset();
+ }
+
+ // Note: we only care about the primitiveCount when using direct draw calls
+ // For indirect draw calls it is assumed the buffer was properly set already
+ if (command.m_drawIndirect) {
+ command.m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
+ command.m_indirectDrawBuffer = m_manager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
+ } else {
+ // Use the count specified by the GeometryRender
+ // If not specify use the indexAttribute count if present
+ // Otherwise tries to use the count from the attribute with the highest count
+ if (primitiveCount == 0) {
+ if (indexAttribute)
+ primitiveCount = indexAttribute->count();
+ else
+ primitiveCount = estimatedCount;
+ }
+ }
+
+ command.m_primitiveCount = primitiveCount;
+ command.m_primitiveType = geometryRenderer->primitiveType();
+ command.m_primitiveRestartEnabled = geometryRenderer->primitiveRestartEnabled();
+ command.m_restartIndexValue = geometryRenderer->restartIndexValue();
+ command.m_firstInstance = geometryRenderer->firstInstance();
+ command.m_instanceCount = geometryRenderer->instanceCount();
+ command.m_firstVertex = geometryRenderer->firstVertex();
+ command.m_indexOffset = geometryRenderer->indexOffset();
+ command.m_verticesPerPatch = geometryRenderer->verticesPerPatch();
+ } // scope
+
+
+ commands.push_back(entity,
+ std::move(command),
+ std::move(passData));
+ }
+ }
+ }
+
+ return commands;
+}
+
+EntityRenderCommandData RenderView::buildComputeRenderCommands(const QVector<Entity *> &entities,
+ int offset, int count) const
+{
+ // If the RenderView contains only a ComputeDispatch then it cares about
+ // A ComputeDispatch is also implicitely a NoDraw operation
+ // enabled flag
+ // layer component
+ // material/effect/technique/parameters/filters/
+ EntityRenderCommandData commands;
+ GLShaderManager *glShaderManager = m_renderer->glResourceManagers()->glShaderManager();
+
+ commands.reserve(count);
+
+ for (int i = 0; i < count; ++i) {
+ const int idx = offset + i;
+ Entity *entity = entities.at(idx);
+ ComputeCommand *computeJob = nullptr;
+ HComputeCommand computeCommandHandle = entity->componentHandle<ComputeCommand>();
+ if ((computeJob = nodeManagers()->computeJobManager()->data(computeCommandHandle)) != nullptr
+ && computeJob->isEnabled()) {
+
+ const Qt3DCore::QNodeId materialComponentId = entity->componentUuid<Material>();
+ const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+
+ // 1 RenderCommand per RenderPass pass on an Entity with a Mesh
+ for (const RenderPassParameterData &passData : renderPassData) {
+ // Add the RenderPass Parameters
+ RenderCommand command = {};
+ RenderPass *pass = passData.pass;
+
+ if (pass->hasRenderStates()) {
+ command.m_stateSet = RenderStateSetPtr::create();
+ addStatesToRenderStateSet(command.m_stateSet.data(), pass->renderStates(), m_manager->renderStateManager());
+
+ // Merge per pass stateset with global stateset
+ // so that the local stateset only overrides
+ if (m_stateSet != nullptr)
+ command.m_stateSet->merge(m_stateSet);
+ command.m_changeCost = m_renderer->defaultRenderState()->changeCost(command.m_stateSet.data());
+ }
+ command.m_shaderId = pass->shaderProgram();
+ command.m_glShader = glShaderManager->lookupResource(command.m_shaderId);
+
+ // It takes two frames to have a valid command as we can only
+ // reference a glShader at frame n if it has been loaded at frame n - 1
+ if (!command.m_glShader)
+ continue;
+
+ command.m_computeCommand = computeCommandHandle;
+ command.m_type = RenderCommand::Compute;
+ command.m_workGroups[0] = std::max(m_workGroups[0], computeJob->x());
+ command.m_workGroups[1] = std::max(m_workGroups[1], computeJob->y());
+ command.m_workGroups[2] = std::max(m_workGroups[2], computeJob->z());
+
+ commands.push_back(entity,
+ std::move(command),
+ std::move(passData));
+ }
+ }
+ }
+
+ return commands;
+}
+
+void RenderView::updateRenderCommand(EntityRenderCommandData *renderCommandData,
+ int offset,
+ int count)
+{
+ // Note: since many threads can be building render commands
+ // we need to ensure that the UniformBlockValueBuilder they are using
+ // is only accessed from the same thread
+ UniformBlockValueBuilder *builder = new UniformBlockValueBuilder();
+ builder->shaderDataManager = m_manager->shaderDataManager();
+ builder->textureManager = m_manager->textureManager();
+ m_localData.setLocalData(builder);
+
+ for (int i = 0, m = count; i < m; ++i) {
+ const int idx = offset + i;
+ Entity *entity = renderCommandData->entities.at(idx);
+ const RenderPassParameterData passData = renderCommandData->passesData.at(idx);
+ RenderCommand &command = renderCommandData->commands[idx];
+
+ // Pick which lights to take in to account.
+ // For now decide based on the distance by taking the MAX_LIGHTS closest lights.
+ // Replace with more sophisticated mechanisms later.
+ // Copy vector so that we can sort it concurrently and we only want to sort the one for the current command
+ QVector<LightSource> lightSources;
+ EnvironmentLight *environmentLight = nullptr;
+
+ if (command.m_type == RenderCommand::Draw) {
+ // Project the camera-to-object-center vector onto the camera
+ // view vector. This gives a depth value suitable as the key
+ // for BackToFront sorting.
+ command.m_depth = Vector3D::dotProduct(entity->worldBoundingVolume()->center() - m_data.m_eyePos, m_data.m_eyeViewDir);
+
+ environmentLight = m_environmentLight;
+ lightSources = m_lightSources;
+
+ if (lightSources.size() > 1) {
+ const Vector3D entityCenter = entity->worldBoundingVolume()->center();
+ std::sort(lightSources.begin(), lightSources.end(),
+ [&] (const LightSource &a, const LightSource &b) {
+ const float distA = entityCenter.distanceToPoint(a.entity->worldBoundingVolume()->center());
+ const float distB = entityCenter.distanceToPoint(b.entity->worldBoundingVolume()->center());
+ return distA < distB;
+ });
+ }
+ lightSources = lightSources.mid(0, std::max(lightSources.size(), MAX_LIGHTS));
+ } else { // Compute
+ // Note: if frameCount has reached 0 in the previous frame, isEnabled
+ // would be false
+ ComputeCommand *computeJob = m_manager->computeJobManager()->data(command.m_computeCommand);
+ if (computeJob->runType() == QComputeCommand::Manual)
+ computeJob->updateFrameCount();
+ }
+
+ ParameterInfoList globalParameters = passData.parameterInfo;
+ // setShaderAndUniforms can initialize a localData
+ // make sure this is cleared before we leave this function
+
+ setShaderAndUniforms(&command,
+ globalParameters,
+ entity,
+ lightSources,
+ environmentLight);
+ }
+
+ // We reset the local data once we are done with it
+ m_localData.setLocalData(nullptr);
+}
+
+void RenderView::updateMatrices()
+{
+ if (m_data.m_renderCameraNode && m_data.m_renderCameraLens && m_data.m_renderCameraLens->isEnabled()) {
+ const Matrix4x4 cameraWorld = *(m_data.m_renderCameraNode->worldTransform());
+ setViewMatrix(m_data.m_renderCameraLens->viewMatrix(cameraWorld));
+
+ 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 Matrix4x4 inverseWorldTransform = viewMatrix().inverted();
+ const Vector3D eyePosition(inverseWorldTransform.column(3));
+ setEyePosition(eyePosition);
+
+ // Get the viewing direction of the camera. Use the normal matrix to
+ // ensure non-uniform scale works too.
+ const QMatrix3x3 normalMat = convertToQMatrix4x4(m_data.m_viewMatrix).normalMatrix();
+ // dir = normalize(QVector3D(0, 0, -1) * normalMat)
+ setEyeViewDirection(Vector3D(-normalMat(2, 0), -normalMat(2, 1), -normalMat(2, 2)).normalized());
+ }
+}
+
+void RenderView::setUniformValue(ShaderParameterPack &uniformPack, int nameId, const UniformValue &value) const
+{
+ // At this point a uniform value can only be a scalar type
+ // or a Qt3DCore::QNodeId corresponding to a Texture or Image
+ // ShaderData/Buffers would be handled as UBO/SSBO and would therefore
+ // not be in the default uniform block
+ if (value.valueType() == UniformValue::NodeId) {
+ const Qt3DCore::QNodeId *nodeIds = value.constData<Qt3DCore::QNodeId>();
+
+ const int uniformArraySize = value.byteSize() / sizeof(Qt3DCore::QNodeId);
+ UniformValue::ValueType resourceType = UniformValue::TextureValue;
+
+ for (int i = 0; i < uniformArraySize; ++i) {
+ const Qt3DCore::QNodeId resourceId = nodeIds[i];
+
+ const Texture *tex = m_manager->textureManager()->lookupResource(resourceId);
+ if (tex != nullptr) {
+ uniformPack.setTexture(nameId, i, resourceId);
+ } else {
+ const ShaderImage *img = m_manager->shaderImageManager()->lookupResource(resourceId);
+ if (img != nullptr) {
+ resourceType = UniformValue::ShaderImageValue;
+ uniformPack.setImage(nameId, i, resourceId);
+ }
+ }
+ }
+
+ // This uniform will be overridden in SubmissionContext::setParameters
+ // and -1 values will be replaced by valid Texture or Image units
+ UniformValue uniformValue(uniformArraySize * sizeof(int), resourceType);
+ std::fill(uniformValue.data<int>(), uniformValue.data<int>() + uniformArraySize, -1);
+ uniformPack.setUniform(nameId, uniformValue);
+ } else {
+ uniformPack.setUniform(nameId, value);
+ }
+}
+
+void RenderView::setStandardUniformValue(ShaderParameterPack &uniformPack,
+ int glslNameId,
+ int nameId,
+ Entity *entity,
+ const Matrix4x4 &worldTransform) const
+{
+ uniformPack.setUniform(glslNameId, standardUniformValue(ms_standardUniformSetters[nameId], entity, worldTransform));
+}
+
+void RenderView::setUniformBlockValue(ShaderParameterPack &uniformPack,
+ GLShader *shader,
+ const ShaderUniformBlock &block,
+ const UniformValue &value) const
+{
+ Q_UNUSED(shader)
+
+ if (value.valueType() == UniformValue::NodeId) {
+
+ Buffer *buffer = nullptr;
+ if ((buffer = m_manager->bufferManager()->lookupResource(*value.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ BlockToUBO uniformBlockUBO;
+ uniformBlockUBO.m_blockIndex = block.m_index;
+ uniformBlockUBO.m_bufferID = buffer->peerId();
+ uniformBlockUBO.m_needsUpdate = false;
+ uniformPack.setUniformBuffer(std::move(uniformBlockUBO));
+ // Buffer update to GL buffer will be done at render time
+ }
+ }
+}
+
+void RenderView::setShaderStorageValue(ShaderParameterPack &uniformPack,
+ GLShader *shader,
+ const ShaderStorageBlock &block,
+ const UniformValue &value) const
+{
+ Q_UNUSED(shader)
+ if (value.valueType() == UniformValue::NodeId) {
+ Buffer *buffer = nullptr;
+ if ((buffer = m_manager->bufferManager()->lookupResource(*value.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ BlockToSSBO shaderStorageBlock;
+ shaderStorageBlock.m_blockIndex = block.m_index;
+ shaderStorageBlock.m_bufferID = buffer->peerId();
+ shaderStorageBlock.m_bindingIndex = block.m_binding;
+ uniformPack.setShaderStorageBuffer(shaderStorageBlock);
+ // Buffer update to GL buffer will be done at render time
+ }
+ }
+}
+
+void RenderView::setDefaultUniformBlockShaderDataValue(ShaderParameterPack &uniformPack, GLShader *shader, ShaderData *shaderData, const QString &structName) const
+{
+ UniformBlockValueBuilder *builder = m_localData.localData();
+ builder->activeUniformNamesToValue.clear();
+
+ // Set the view matrix to be used to transform "Transformed" properties in the ShaderData
+ builder->viewMatrix = m_data.m_viewMatrix;
+ // Force to update the whole block
+ builder->updatedPropertiesOnly = false;
+ // Retrieve names and description of each active uniforms in the uniform block
+ builder->uniforms = shader->activeUniformsForUniformBlock(-1);
+ // Build name-value map for the block
+ builder->buildActiveUniformNameValueMapStructHelper(shaderData, structName);
+ // Set uniform values for each entrie of the block name-value map
+ QHash<int, QVariant>::const_iterator activeValuesIt = builder->activeUniformNamesToValue.constBegin();
+ const QHash<int, QVariant>::const_iterator activeValuesEnd = builder->activeUniformNamesToValue.constEnd();
+
+ // TO DO: Make the ShaderData store UniformValue
+ while (activeValuesIt != activeValuesEnd) {
+ setUniformValue(uniformPack, activeValuesIt.key(), UniformValue::fromVariant(activeValuesIt.value()));
+ ++activeValuesIt;
+ }
+}
+
+void RenderView::setShaderAndUniforms(RenderCommand *command,
+ ParameterInfoList &parameters,
+ Entity *entity,
+ const QVector<LightSource> &activeLightSources,
+ EnvironmentLight *environmentLight) const
+{
+ // The VAO Handle is set directly in the renderer thread so as to avoid having to use a mutex here
+ // Set shader, technique, and effect by basically doing :
+ // ShaderProgramManager[MaterialManager[frontentEntity->id()]->Effect->Techniques[TechniqueFilter->name]->RenderPasses[RenderPassFilter->name]];
+ // The Renderer knows that if one of those is null, a default material / technique / effect as to be used
+
+ // Find all RenderPasses (in order) matching values set in the RenderPassFilter
+ // Get list of parameters for the Material, Effect, and Technique
+ // For each ParameterBinder in the RenderPass -> create a QUniformPack
+ // Once that works, improve that to try and minimize QUniformPack updates
+
+ GLShader *shader = command->m_glShader;
+ if (shader != nullptr && shader->isLoaded()) {
+
+ // Builds the QUniformPack, sets shader standard uniforms and store attributes name / glname bindings
+ // If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
+ // equals to the parameter name
+ const QVector<int> uniformNamesIds = shader->uniformsNamesIds();
+ const QVector<int> standardUniformNamesIds = shader->standardUniformNameIds();
+ const QVector<int> uniformBlockNamesIds = shader->uniformBlockNamesIds();
+ const QVector<int> shaderStorageBlockNamesIds = shader->storageBlockNamesIds();
+ const QVector<int> attributeNamesIds = shader->attributeNamesIds();
+
+ // Set fragData Name and index
+ // Later on we might want to relink the shader if attachments have changed
+ // But for now we set them once and for all
+ if (!m_renderTarget.isNull() && !shader->isLoaded()) {
+ QHash<QString, int> fragOutputs;
+ const auto atts = m_attachmentPack.attachments();
+ for (const Attachment &att : atts) {
+ if (att.m_point <= QRenderTargetOutput::Color15)
+ fragOutputs.insert(att.m_name, att.m_point);
+ }
+ // Set frag outputs in the shaders if hash not empty
+ if (!fragOutputs.isEmpty())
+ shader->setFragOutputs(fragOutputs);
+ }
+
+ if (!uniformNamesIds.isEmpty() || !standardUniformNamesIds.isEmpty() ||
+ !attributeNamesIds.isEmpty() ||
+ !shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
+
+ // Set default standard uniforms without bindings
+ const Matrix4x4 worldTransform = *(entity->worldTransform());
+
+ for (const int uniformNameId : standardUniformNamesIds)
+ setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
+
+ // Set default attributes
+ command->m_activeAttributes = attributeNamesIds;
+
+ // At this point we know whether the command is a valid draw command or not
+ // We still need to process the uniforms as the command could be a compute command
+ command->m_isValid = !command->m_activeAttributes.empty();
+
+ // Parameters remaining could be
+ // -> uniform scalar / vector
+ // -> uniform struct / arrays
+ // -> uniform block / array (4.3)
+ // -> ssbo block / array (4.3)
+
+ ParameterInfoList::const_iterator it = parameters.cbegin();
+ const ParameterInfoList::const_iterator parametersEnd = parameters.cend();
+
+ while (it != parametersEnd) {
+ Parameter *param = m_manager->data<Parameter, ParameterManager>(it->handle);
+ const UniformValue &uniformValue = param->uniformValue();
+ if (uniformNamesIds.contains(it->nameId)) { // Parameter is a regular uniform
+ setUniformValue(command->m_parameterPack, it->nameId, uniformValue);
+ } else if (uniformBlockNamesIds.indexOf(it->nameId) != -1) { // Parameter is a uniform block
+ setUniformBlockValue(command->m_parameterPack, shader, shader->uniformBlockForBlockNameId(it->nameId), uniformValue);
+ } else if (shaderStorageBlockNamesIds.indexOf(it->nameId) != -1) { // Parameters is a SSBO
+ setShaderStorageValue(command->m_parameterPack, shader, shader->storageBlockForBlockNameId(it->nameId), uniformValue);
+ } else { // Parameter is a struct
+ ShaderData *shaderData = nullptr;
+ if (uniformValue.valueType() == UniformValue::NodeId &&
+ (shaderData = m_manager->shaderDataManager()->lookupResource(*uniformValue.constData<Qt3DCore::QNodeId>())) != nullptr) {
+ // Try to check if we have a struct or array matching a QShaderData parameter
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, StringToInt::lookupString(it->nameId));
+ }
+ // Otherwise: param unused by current shader
+ }
+ ++it;
+ }
+
+ // Lights
+
+ int lightIdx = 0;
+ for (const LightSource &lightSource : activeLightSources) {
+ if (lightIdx == MAX_LIGHTS)
+ break;
+ Entity *lightEntity = lightSource.entity;
+ const Matrix4x4 lightWorldTransform = *(lightEntity->worldTransform());
+ const Vector3D worldPos = lightWorldTransform * Vector3D(0.0f, 0.0f, 0.0f);
+ for (Light *light : lightSource.lights) {
+ if (!light->isEnabled())
+ continue;
+
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData());
+ if (!shaderData)
+ continue;
+
+ if (lightIdx == MAX_LIGHTS)
+ break;
+
+ // Note: implicit conversion of values to UniformValue
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos);
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[lightIdx], 0.5f);
+
+
+ // There is no risk in doing that even if multithreaded
+ // since we are sure that a shaderData is unique for a given light
+ // and won't ever be referenced as a Component either
+ Matrix4x4 *worldTransform = lightEntity->worldTransform();
+ if (worldTransform)
+ shaderData->updateWorldTransform(*worldTransform);
+
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_NAMES[lightIdx]);
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]);
+ ++lightIdx;
+ }
+ }
+
+ if (uniformNamesIds.contains(LIGHT_COUNT_NAME_ID))
+ setUniformValue(command->m_parameterPack, LIGHT_COUNT_NAME_ID, UniformValue(qMax((environmentLight ? 0 : 1), lightIdx)));
+
+ // If no active light sources and no environment light, add a default light
+ if (activeLightSources.isEmpty() && !environmentLight) {
+ // Note: implicit conversion of values to UniformValue
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[0], 0.5f);
+
+ setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight));
+ setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f));
+ setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[0], 0.5f);
+ }
+
+ // Environment Light
+ int envLightCount = 0;
+ if (environmentLight && environmentLight->isEnabled()) {
+ ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(environmentLight->shaderData());
+ if (shaderData) {
+ setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, QStringLiteral("envLight"));
+ envLightCount = 1;
+ }
+ } else {
+ // with some drivers, samplers (like the envbox sampler) need to be bound even though
+ // they may not be actually used, otherwise draw calls can fail
+ static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance"));
+ static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular"));
+ setUniformValue(command->m_parameterPack, irradianceId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ setUniformValue(command->m_parameterPack, specularId, m_renderer->submissionContext()->maxTextureUnitsCount());
+ }
+ setUniformValue(command->m_parameterPack, StringToInt::lookupId(QStringLiteral("envLightCount")), envLightCount);
+ }
+ }
+}
+
+bool RenderView::hasBlitFramebufferInfo() const
+{
+ return m_hasBlitFramebufferInfo;
+}
+
+void RenderView::setHasBlitFramebufferInfo(bool hasBlitFramebufferInfo)
+{
+ m_hasBlitFramebufferInfo = hasBlitFramebufferInfo;
+}
+
+BlitFramebufferInfo RenderView::blitFrameBufferInfo() const
+{
+ return m_blitFrameBufferInfo;
+}
+
+void RenderView::setBlitFrameBufferInfo(const BlitFramebufferInfo &blitFrameBufferInfo)
+{
+ m_blitFrameBufferInfo = blitFrameBufferInfo;
+}
+
+bool RenderView::isDownloadBuffersEnable() const
+{
+ return m_isDownloadBuffersEnable;
+}
+
+void RenderView::setIsDownloadBuffersEnable(bool isDownloadBuffersEnable)
+{
+ m_isDownloadBuffersEnable = isDownloadBuffersEnable;
+}
+
+} // namespace OpenGL
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE