aboutsummaryrefslogtreecommitdiffstats
path: root/src/runtimerender/graphobjects/qssgrenderlayer_p.h
blob: 33a223fd47952c91d4ebd6a6d5997bb1c6a4bda7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only

#ifndef QSSG_RENDER_LAYER_H
#define QSSG_RENDER_LAYER_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists purely as an
// implementation detail.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtCore/qvarlengtharray.h>
#include <QtCore/qlist.h>
#include <ssg/qssglightmapper.h>

QT_BEGIN_NAMESPACE
class QSSGRenderContextInterface;
struct QSSGRenderPresentation;
struct QSSGRenderEffect;
struct QSSGRenderImage;
class QSSGLayerRenderData;
struct QSSGRenderResourceLoader;

class QQuick3DObject;
class QSSGRenderExtension;

class QRhiShaderResourceBindings;

// A layer is a special node.  It *always* presents its global transform
// to children as the identity.  It also can optionally have a width or height
// different than the overlying context.  You can think of layers as the transformation
// between a 3d scene graph and a 2D texture.
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLayer : public QSSGRenderNode
{
    enum class AAMode : quint8
    {
        NoAA = 0,
        SSAA,
        MSAA,
        ProgressiveAA
    };

    enum class AAQuality : quint8
    {
        Normal = 2,
        High = 4,
        VeryHigh = 8
    };

    enum class HorizontalField : quint8
    {
        LeftWidth = 0,
        LeftRight,
        WidthRight
    };

    enum class VerticalField : quint8
    {
        TopHeight = 0,
        TopBottom,
        HeightBottom
    };

    enum class UnitType : quint8
    {
        Percent = 0,
        Pixels
    };

    enum class Background : quint8
    {
        Transparent = 0,
        Unspecified,
        Color,
        SkyBox,
        SkyBoxCubeMap
    };

    enum class TonemapMode : quint8
    {
        None = 0, // Bypass mode
        Linear,
        Aces,
        HejlDawson,
        Filmic
    };
    static size_t constexpr TonemapModeCount = 5;

    enum class LayerFlag
    {
        EnableDepthTest = 0x1,
        EnableDepthPrePass = 0x2, ///< True when we render a depth pass before
        RenderToTarget = 0x3 ///< Does this layer render to the normal render target,
    };
    Q_DECLARE_FLAGS(LayerFlags, LayerFlag)

    enum class MaterialDebugMode : quint8
    {
        None = 0, // Bypass
        BaseColor = 1,
        Roughness,
        Metalness,
        Diffuse,
        Specular,
        ShadowOcclusion,
        Emission,
        AmbientOcclusion,
        Normal,
        Tangent,
        Binormal,
        F0
    };

    // First effect in a list of effects.
    QSSGRenderEffect *firstEffect;
    QSSGLayerRenderData *renderData = nullptr;
    enum class RenderExtensionStage { Underlay, Overlay, Count };
    QList<QSSGRenderExtension *> renderExtensions[size_t(RenderExtensionStage::Count)];

    QSSGRenderLayer::AAMode antialiasingMode;
    QSSGRenderLayer::AAQuality antialiasingQuality;

    QSSGRenderLayer::Background background;
    QVector3D clearColor;

    // Ambient occlusion
    float aoStrength = 0.0f;
    float aoDistance = 5.0f;
    float aoSoftness = 50.0f;
    float aoBias = 0.0f;
    qint32 aoSamplerate = 2;
    bool aoDither = false;
    bool aoEnabled = false;

    constexpr bool ssaoEnabled() const { return aoEnabled && (aoStrength > 0.0f && aoDistance > 0.0f); }

    // IBL
    QSSGRenderImage *lightProbe { nullptr };
    struct LightProbeSettings {
        float probeExposure { 1.0f };
        float probeHorizon { -1.0f };
        QMatrix3x3 probeOrientation;
        QVector3D probeOrientationAngles;
    } lightProbeSettings;

    QSSGRenderImage *skyBoxCubeMap = nullptr;

    bool temporalAAEnabled;
    float temporalAAStrength;
    bool ssaaEnabled;
    float ssaaMultiplier;
    bool specularAAEnabled;

    //TODO: move render state somewhere more suitable
    bool temporalAAIsActive;
    bool progressiveAAIsActive;
    uint tempAAPassIndex;
    uint progAAPassIndex;

    // The camera explicitly set on the view by the user.
    QSSGRenderCamera *explicitCamera;
    // The camera used for rendering (explicitCamera, nullptr or first usable camera).
    QSSGRenderCamera *renderedCamera;

    // Tonemapping
    TonemapMode tonemapMode;

    LayerFlags layerFlags { LayerFlag::RenderToTarget,
                            LayerFlag::EnableDepthTest,
                            LayerFlag::EnableDepthPrePass };

    // references to objects owned by the QSSGRhiContext
    QRhiShaderResourceBindings *skyBoxSrb = nullptr;
    QVarLengthArray<QRhiShaderResourceBindings *, 4> item2DSrbs;
    bool skyBoxIsRgbe8 = false;

    // Skybox
    float skyboxBlurAmount = 0.0f;

    // Grid
    bool gridEnabled = false;
    float gridScale = 1.0f;
    quint32 gridFlags = 0;
    QRhiShaderResourceBindings *gridSrb = nullptr;

    // Lightmapper config
    QSSGLightmapperOptions lmOptions;

    // Scissor
    QRect scissorRect;

    // Fog
    struct FogOptions {
        bool enabled = false;
        QVector3D color = QVector3D(0.5f, 0.6f, 0.7f);
        float density = 1.0f;
        bool depthEnabled = false;
        float depthBegin = 10.0f;
        float depthEnd = 1000.0f;
        float depthCurve = 1.0f;
        bool heightEnabled = false;
        float heightMin = 10.0f;
        float heightMax = 0.0f;
        float heightCurve = 1.0f;
        bool transmitEnabled = false;
        float transmitCurve = 1.0f;
    } fog;

    QVector<QSSGRenderGraphObject *> resourceLoaders;

    MaterialDebugMode debugMode = MaterialDebugMode::None;

    bool wireframeMode = false;

    QSSGRenderLayer();
    ~QSSGRenderLayer();

    void setProbeOrientation(const QVector3D &angles);

    void addEffect(QSSGRenderEffect &inEffect);
    bool hasEffect(QSSGRenderEffect *inEffect) const;

    QSSGRenderNode *importSceneNode = nullptr;

    // Special function(s) for importScene
    void setImportScene(QSSGRenderNode &rootNode);
    void removeImportScene(QSSGRenderNode &rootNode);

};
QT_END_NAMESPACE

#endif