/**************************************************************************** ** ** Copyright (C) 2016 Paul Lemire ** 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 "filterlayerentityjob_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace { int layerFilterJobCounter = 0; } // anonymous FilterLayerEntityJob::FilterLayerEntityJob() : Qt3DCore::QAspectJob() , m_manager(nullptr) { SET_JOB_RUN_STAT_TYPE(this, JobTypes::LayerFiltering, layerFilterJobCounter++) } void FilterLayerEntityJob::run() { m_filteredEntities.clear(); if (hasLayerFilter()) // LayerFilter set -> filter filterLayerAndEntity(); else // No LayerFilter set -> retrieve all selectAllEntities(); // sort needed for set_intersection in RenderViewBuilder std::sort(m_filteredEntities.begin(), m_filteredEntities.end()); } // We accept the entity if it contains any of the layers that are in the layer filter void FilterLayerEntityJob::filterAcceptAnyMatchingLayers(Entity *entity, const Qt3DCore::QNodeIdVector &layerIds) { const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds(); for (const Qt3DCore::QNodeId id : entityLayers) { const bool layerAccepted = layerIds.contains(id); if (layerAccepted) { m_filteredEntities.push_back(entity); break; } } } // We accept the entity if it contains all the layers that are in the layer // filter void FilterLayerEntityJob::filterAcceptAllMatchingLayers(Entity *entity, const Qt3DCore::QNodeIdVector &layerIds) { const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds(); int layersAccepted = 0; for (const Qt3DCore::QNodeId id : entityLayers) { if (layerIds.contains(id)) ++layersAccepted; } if (layersAccepted == layerIds.size()) m_filteredEntities.push_back(entity); } // We discard the entity if it contains any of the layers that are in the layer // filter // In other words that means we select an entity if one of its layers is not on // the layer filter void FilterLayerEntityJob::filterDiscardAnyMatchingLayers(Entity *entity, const Qt3DCore::QNodeIdVector &layerIds) { const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds(); bool entityCanBeDiscarded = false; for (const Qt3DCore::QNodeId id : entityLayers) { if (layerIds.contains(id)) { entityCanBeDiscarded = true; break; } } if (!entityCanBeDiscarded) m_filteredEntities.push_back(entity); } // We discard the entity if it contains all of the layers that are in the layer // filter // In other words that means we select an entity if none of its layers are on // the layer filter void FilterLayerEntityJob::filterDiscardAllMatchingLayers(Entity *entity, const Qt3DCore::QNodeIdVector &layerIds) { const Qt3DCore::QNodeIdVector entityLayers = entity->layerIds(); int containedLayers = 0; for (const Qt3DCore::QNodeId id : layerIds) { if (entityLayers.contains(id)) ++containedLayers; } if (containedLayers != layerIds.size()) m_filteredEntities.push_back(entity); } void FilterLayerEntityJob::filterLayerAndEntity() { EntityManager *entityManager = m_manager->renderNodesManager(); const std::vector &handles = entityManager->activeHandles(); QVector entitiesToFilter; entitiesToFilter.reserve(handles.size()); for (const HEntity &handle : handles) { Entity *entity = entityManager->data(handle); if (entity->isTreeEnabled()) entitiesToFilter.push_back(entity); } FrameGraphManager *frameGraphManager = m_manager->frameGraphManager(); LayerManager *layerManager = m_manager->layerManager(); for (const Qt3DCore::QNodeId layerFilterId : qAsConst(m_layerFilterIds)) { LayerFilterNode *layerFilter = static_cast(frameGraphManager->lookupNode(layerFilterId)); Qt3DCore::QNodeIdVector layerIds = layerFilter->layerIds(); // Remove layerIds which are not active/enabled for (int i = layerIds.size() - 1; i >= 0; --i) { Layer *backendLayer = layerManager->lookupResource(layerIds.at(i)); if (backendLayer == nullptr || !backendLayer->isEnabled()) layerIds.removeAt(i); } const QLayerFilter::FilterMode filterMode = layerFilter->filterMode(); // Perform filtering for (Entity *entity : entitiesToFilter) { switch (filterMode) { case QLayerFilter::AcceptAnyMatchingLayers: { filterAcceptAnyMatchingLayers(entity, layerIds); break; } case QLayerFilter::AcceptAllMatchingLayers: { filterAcceptAllMatchingLayers(entity, layerIds); break; } case QLayerFilter::DiscardAnyMatchingLayers: { filterDiscardAnyMatchingLayers(entity, layerIds); break; } case QLayerFilter::DiscardAllMatchingLayers: { filterDiscardAllMatchingLayers(entity, layerIds); break; } default: Q_UNREACHABLE(); } } // Entities to filter for the next frame are the filtered result of the // current LayerFilter entitiesToFilter = std::move(m_filteredEntities); } m_filteredEntities = std::move(entitiesToFilter); } // No layer filter -> retrieve all entities void FilterLayerEntityJob::selectAllEntities() { EntityManager *entityManager = m_manager->renderNodesManager(); const std::vector &handles = entityManager->activeHandles(); m_filteredEntities.reserve(handles.size()); for (const HEntity &handle : handles) { Entity *e = entityManager->data(handle); if (e->isTreeEnabled()) m_filteredEntities.push_back(e); } } } // Render } // Qt3DRender QT_END_NAMESPACE