/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2021 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. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #include "qrenderpass.h" #include "qrenderpass_p.h" #include "qparameter.h" #include "qfilterkey.h" #include "qrenderstate.h" #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { QRenderPassPrivate::QRenderPassPrivate() : QNodePrivate() , m_shader(nullptr) { } /*! \qmltype RenderPass \instantiates Qt3DRender::QRenderPass \inqmlmodule Qt3D.Render \inherits Node \since 5.7 \brief Encapsulates a Render Pass. A RenderPass specifies a single rendering pass - an instance of shader program execution - used by Technique. A Render pass consists of a ShaderProgram and a list of FilterKey objects, a list of RenderState objects and a list of \l Parameter objects. RenderPass executes the ShaderProgram using the given RenderState and Parameter nodes when at least one of FilterKey nodes being referenced matches any of the FilterKey nodes in RenderPassFilter or when no FilterKey nodes are specified and no RenderPassFilter is present in the FrameGraph. If the RenderPass defines a Parameter, it will be overridden by a Parameter with the same name if it exists in any of the Technique, Effect, Material, TechniqueFilter, RenderPassFilter associated with the pass at runtime. This still can be useful to define sane default values. At render time, for each leaf node of the FrameGraph a base render state is recorded by accumulating states defined by all RenderStateSet nodes in the FrameGraph branch. Each RenderPass can overload this base render state by specifying its own RenderState nodes. \qml Technique { filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ] graphicsApiFilter: { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 1 } renderPasses: [ RenderPass { id: pass shaderProgram: ShaderProgram { // ... } parameters: [ Parameter { name: "color"; value: "red" } ] renderStates: [ DepthTest {} ] } ] } \endqml \sa RenderPassFilter, FilterKey, Parameter, RenderState, Effect, Technique */ /*! \class Qt3DRender::QRenderPass \inmodule Qt3DRender \since 5.7 \brief Encapsulates a Render Pass. A Qt3DRender::QRenderPass specifies a single rendering pass - an instance of shader program execution - used by Qt3DRender::QTechnique. Render pass consists of a Qt3DRender::QShaderProgram and a list of Qt3DRender::QFilterKey objects, a list of Qt3DRender::QRenderState objects and a list of Qt3DRender::QParameter objects. QRenderPass executes the QShaderProgram using the given QRenderState and QParameter nodes when at least one of QFilterKey nodes being referenced matches any of the QFilterKey nodes in QRenderPassFilter or when no QFilterKey nodes are specified and no QRenderPassFilter is present in the FrameGraph. If the QRenderPass defines a QParameter, it will be overridden by a QParameter with the same name if it exists in any of the QTechnique, QEffect, QMaterial, QTechniqueFilter, QRenderPassFilter associated with the pass at runtime. This still can be useful to define sane default values. At render time, for each leaf node of the FrameGraph a base render state is recorded by accumulating states defined by all QRenderStateSet nodes in the FrameGraph branch. Each QRenderPass can overload this base render state by specifying its own QRenderState nodes. \code // Create the render passes QRenderPass *pass = new QRenderPass(); // Create shader program QShaderProgram *glShader = new QShaderProgram(); // Set the shader on the render pass pass->setShaderProgram(glShader); // Create a FilterKey QFilterKey *filterKey = new QFilterKey(); filterKey->setName(QStringLiteral("name")); fitlerKey->setValue(QStringLiteral("zFillPass")); // Add the FilterKey to the pass pass->addFilterKey(filterKey); // Create a QParameter QParameter *colorParameter = new QParameter(QStringLiteral("color"), QColor::fromRgbF(0.0f, 0.0f, 1.0f, 1.0f)); // Add parameter to pass pass->addParameter(colorParameter); // Create a QRenderState QDepthTest *depthTest = new QDepthTest(); // Add the render state to the pass pass->addRenderState(depthTest); \endcode \sa QRenderPassFilter, QFilterKey, QParameter, QRenderState, QEffect, QTechnique */ /*! \typedef ParameterList \relates Qt3DRender::QRenderPass A list of Qt3DRender::QParameter parameters. */ /*! \qmlproperty ShaderProgram Qt3D.Render::RenderPass::shaderProgram Holds the shader program to be used for this render pass. */ /*! \qmlproperty list Qt3D.Render::RenderPass::filterKeys Holds the filter keys enabling the use of this render pass. */ /*! \qmlproperty list Qt3D.Render::RenderPass::renderStates Holds the render states used by the render pass. */ /*! \qmlproperty list Qt3D.Render::RenderPass::parameters Holds the shader parameter values used by the render pass. */ /*! \property Qt3DRender::QRenderPass::shaderProgram Specifies the shader program to be used for this render pass. */ /*! \fn Qt3DRender::QRenderPass::QRenderPass(Qt3DCore::QNode *parent) Constructs a new QRenderPass with the specified \a parent. */ QRenderPass::QRenderPass(QNode *parent) : QNode(*new QRenderPassPrivate, parent) { } /*! \internal */ QRenderPass::~QRenderPass() { } /*! \internal */ QRenderPass::QRenderPass(QRenderPassPrivate &dd, QNode *parent) : QNode(dd, parent) { } void QRenderPass::setShaderProgram(QShaderProgram *shaderProgram) { Q_D(QRenderPass); if (d->m_shader != shaderProgram) { if (d->m_shader) d->unregisterDestructionHelper(d->m_shader); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (shaderProgram && !shaderProgram->parent()) shaderProgram->setParent(this); d->m_shader = shaderProgram; // Ensures proper bookkeeping if (d->m_shader) d->registerDestructionHelper(d->m_shader, &QRenderPass::setShaderProgram, d->m_shader); emit shaderProgramChanged(shaderProgram); } } QShaderProgram *QRenderPass::shaderProgram() const { Q_D(const QRenderPass); return d->m_shader; } /*! Adds \a filterKey to the Qt3DRender::QRenderPass local filter keys. */ void QRenderPass::addFilterKey(QFilterKey *filterKey) { Q_ASSERT(filterKey); Q_D(QRenderPass); if (!d->m_filterKeyList.contains(filterKey)) { d->m_filterKeyList.append(filterKey); // Ensures proper bookkeeping d->registerDestructionHelper(filterKey, &QRenderPass::removeFilterKey, d->m_filterKeyList); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (!filterKey->parent()) filterKey->setParent(this); d->updateNode(filterKey, "filterKeys", Qt3DCore::PropertyValueAdded); } } /*! Removes \a filterKey from the Qt3DRender::QRenderPass local filter keys. */ void QRenderPass::removeFilterKey(QFilterKey *filterKey) { Q_ASSERT(filterKey); Q_D(QRenderPass); if (!d->m_filterKeyList.removeOne(filterKey)) return; d->updateNode(filterKey, "filterKeys", Qt3DCore::PropertyValueRemoved); // Remove bookkeeping connection d->unregisterDestructionHelper(filterKey); } /*! Returns the list of Qt3DRender::QFilterKey key objects making up the filter keys of the Qt3DRender::QRenderPass. */ QVector QRenderPass::filterKeys() const { Q_D(const QRenderPass); return d->m_filterKeyList; } /*! Adds a render \a state to the rendering pass. That implies that when the pass is executed at render time, the globally set render state will be modified by the states defined locally by the Qt3DRender::QRenderPass. \note not defining any Qt3DRender::QRenderState in a pass will result in the pass using the globally set render state for a given FrameGraph branch execution path. */ void QRenderPass::addRenderState(QRenderState *state) { Q_ASSERT(state); Q_D(QRenderPass); if (!d->m_renderStates.contains(state)) { d->m_renderStates.append(state); // Ensures proper bookkeeping d->registerDestructionHelper(state, &QRenderPass::removeRenderState, d->m_renderStates); if (!state->parent()) state->setParent(this); d->updateNode(state, "renderState", Qt3DCore::PropertyValueAdded); } } /*! Removes \a state from the Qt3DRender::QRenderPass local render state. */ void QRenderPass::removeRenderState(QRenderState *state) { Q_ASSERT(state); Q_D(QRenderPass); if (!d->m_renderStates.removeOne(state)) return; d->updateNode(state, "renderState", Qt3DCore::PropertyValueRemoved); // Remove bookkeeping connection d->unregisterDestructionHelper(state); } /*! Returns the list of Qt3DRender::QRenderState state objects making up the render state of the Qt3DRender::QRenderPass. */ QVector QRenderPass::renderStates() const { Q_D(const QRenderPass); return d->m_renderStates; } /*! Add \a parameter to the render pass' parameters. */ void QRenderPass::addParameter(QParameter *parameter) { Q_ASSERT(parameter); Q_D(QRenderPass); if (!d->m_parameters.contains(parameter)) { d->m_parameters.append(parameter); // Ensures proper bookkeeping d->registerDestructionHelper(parameter, &QRenderPass::removeParameter, d->m_parameters); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, the child parameters get destroyed as well if (!parameter->parent()) parameter->setParent(this); d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueAdded); } } /*! Remove \a parameter from the render pass' parameters. */ void QRenderPass::removeParameter(QParameter *parameter) { Q_ASSERT(parameter); Q_D(QRenderPass); if (!d->m_parameters.removeOne(parameter)) return; d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueRemoved); // Remove bookkeeping connection d->unregisterDestructionHelper(parameter); } /*! Returns a vector of the render pass' current parameters */ ParameterList QRenderPass::parameters() const { Q_D(const QRenderPass); return d->m_parameters; } Qt3DCore::QNodeCreatedChangeBasePtr QRenderPass::createNodeCreationChange() const { auto creationChange = Qt3DCore::QNodeCreatedChangePtr::create(this); auto &data = creationChange->data; Q_D(const QRenderPass); data.filterKeyIds = qIdsForNodes(d->m_filterKeyList); data.parameterIds = qIdsForNodes(d->m_parameters); data.renderStateIds = qIdsForNodes(d->m_renderStates); data.shaderId = qIdForNode(d->m_shader); return creationChange; } } // namespace Qt3DRender QT_END_NAMESPACE