diff options
author | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-06 16:22:02 +0300 |
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committer | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-07 13:52:44 +0300 |
commit | b4954701093739e7a4e54a0669f306922d0d4605 (patch) | |
tree | 73d71319a921234f6b507c9098fdc842f7fe06dc /src/runtimerender/Qt3DSRenderer.h | |
parent | 8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (diff) |
Long live the slayer!
Initial commit of OpenGL Runtime to repository.
Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e
of qt3dstudio repository.
Task-number: QT3DS-3600
Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832
Reviewed-by: Pasi Keränen <pasi.keranen@qt.io>
Diffstat (limited to 'src/runtimerender/Qt3DSRenderer.h')
-rw-r--r-- | src/runtimerender/Qt3DSRenderer.h | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/src/runtimerender/Qt3DSRenderer.h b/src/runtimerender/Qt3DSRenderer.h new file mode 100644 index 0000000..db3eee8 --- /dev/null +++ b/src/runtimerender/Qt3DSRenderer.h @@ -0,0 +1,249 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** 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 General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) 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.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-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#pragma once +#ifndef QT3DS_RENDERER_H +#define QT3DS_RENDERER_H +#include "Qt3DSRender.h" +#include "foundation/Qt3DSDataRef.h" +#include "foundation/Qt3DSFlags.h" +#include "EASTL/algorithm.h" //pair +#include "foundation/Qt3DSRefCounted.h" +#include "foundation/Qt3DSVec2.h" +#include "Qt3DSRenderGraphObjectPickQuery.h" +#include "Qt3DSRenderCamera.h" +#include "render/Qt3DSRenderBaseTypes.h" +#include "Qt3DSRenderRay.h" + +namespace qt3ds { +namespace render { + + class IRenderableObject; + struct SModel; + struct SText; + struct SCamera; + struct SLight; + struct SLayer; + class IBufferManager; + typedef void *SRenderInstanceId; + + using qt3ds::foundation::NVConstDataRef; + + class IQt3DSRenderNodeFilter + { + protected: + virtual ~IQt3DSRenderNodeFilter() {} + public: + virtual bool IncludeNode(const SNode &inNode) = 0; + }; + struct SLayerPickSetup + { + QT3DSMat44 m_ProjectionPreMultiply; + QT3DSMat44 m_ViewProjection; + NVRenderRect m_ScissorRect; + SLayerPickSetup(const QT3DSMat44 &inProjPreMult, const QT3DSMat44 &inVP, + const NVRenderRect &inScissor) + : m_ProjectionPreMultiply(inProjPreMult) + , m_ViewProjection(inVP) + , m_ScissorRect(inScissor) + { + } + SLayerPickSetup() {} + }; + + struct SScaleAndPosition + { + QT3DSVec3 m_Position; + QT3DSF32 m_Scale; + SScaleAndPosition(const QT3DSVec3 &inPos, QT3DSF32 inScale) + : m_Position(inPos) + , m_Scale(inScale) + { + } + SScaleAndPosition() {} + }; + + class IQt3DSRenderer : public NVRefCounted + { + protected: + virtual ~IQt3DSRenderer() {} + + public: + virtual void EnableLayerCaching(bool inEnabled) = 0; + virtual bool IsLayerCachingEnabled() const = 0; + virtual void EnableLayerGpuProfiling(bool inEnabled) = 0; + virtual bool IsLayerGpuProfilingEnabled() const = 0; + + // Get the camera that rendered this node last render + virtual SCamera *GetCameraForNode(const SNode &inNode) const = 0; + virtual Option<SCuboidRect> GetCameraBounds(const SGraphObject &inObject) = 0; + // Called when you have changed the number or order of children of a given node. + virtual void ChildrenUpdated(SNode &inParent) = 0; + virtual QT3DSF32 GetTextScale(const SText &inText) = 0; + + // The IQt3DSRenderContext calls these, clients should not. + virtual void BeginFrame() = 0; + virtual void EndFrame() = 0; + + // Setup the vertex and index buffers (but not shader state) + // and render the quad. The quad is setup so that its edges + // go from -1,1 in x,y and its UV coordinates will map naturally + // to an image. + virtual void RenderQuad() = 0; + + // Render a given texture to the scene using a given transform. + virtual void RenderQuad(const QT3DSVec2 inDimensions, const QT3DSMat44 &inMVP, + NVRenderTexture2D &inQuadTexture) = 0; + + // This point rendering works uisng indirect array drawing + // This means you need to setup a GPU buffer + // which contains the drawing information + virtual void RenderPointsIndirect() = 0; + + // Returns true if this layer or a sibling was dirty. + virtual bool PrepareLayerForRender(SLayer &inLayer, const QT3DSVec2 &inViewportDimensions, + bool inRenderSiblings = true, + const SRenderInstanceId id = nullptr) = 0; + virtual void RenderLayer(SLayer &inLayer, const QT3DSVec2 &inViewportDimensions, bool clear, + QT3DSVec4 clearColor, bool inRenderSiblings = true, + const SRenderInstanceId id = nullptr) = 0; + + // Studio option to disable picking against sub renderers. This allows better interaction + // in studio. + // In pick siblings measn pick the layer siblings; this is the normal behavior. + // InPickEverything means ignore the node's pick flags; this allows us to only pick things + // that have handlers + // in some cases and just pick everything in other things. + virtual void PickRenderPlugins(bool inPick) = 0; + virtual Qt3DSRenderPickResult Pick(SLayer &inLayer, const QT3DSVec2 &inViewportDimensions, + const QT3DSVec2 &inMouseCoords, bool inPickSiblings = true, + bool inPickEverything = false, + const SRenderInstanceId id = nullptr) = 0; + + // Return the relative hit position, in UV space, of a mouse pick against this object. + // We need the node in order to figure out which layer rendered this object. + // We need mapper objects if this is a in a subpresentation because we have to know how + // to map the mouse coordinates into the subpresentation. So for instance if inNode is in + // a subpres then we need to know which image is displaying the subpres in order to map + // the mouse coordinates into the subpres's render space. + virtual Option<QT3DSVec2> FacePosition(SNode &inNode, NVBounds3 inBounds, + const QT3DSMat44 &inGlobalTransform, + const QT3DSVec2 &inViewportDimensions, + const QT3DSVec2 &inMouseCoords, + NVDataRef<SGraphObject *> inMapperObjects, + SBasisPlanes::Enum inIsectPlane) = 0; + + virtual QT3DSVec3 UnprojectToPosition(SNode &inNode, QT3DSVec3 &inPosition, + const QT3DSVec2 &inMouseVec) const = 0; + virtual QT3DSVec3 UnprojectWithDepth(SNode &inNode, QT3DSVec3 &inPosition, + const QT3DSVec3 &inMouseVec) const = 0; + virtual QT3DSVec3 ProjectPosition(SNode &inNode, const QT3DSVec3 &inPosition) const = 0; + + // Roughly equivalent of gluPickMatrix, allows users to setup a perspective transform that + // will draw some sub component + // of the layer. Used in combination with an expected viewport of 0,0,width,height the + // viewproj matrix returned will center + // around the center of the viewport and render just the part of the layer around this area. + // The return value is optional because if the mouse point is completely outside the layer + // obviously this method is irrelevant. + virtual Option<SLayerPickSetup> GetLayerPickSetup(SLayer &inLayer, + const QT3DSVec2 &inMouseCoords, + const QSize &inPickDims) = 0; + + // Return the layer's viewport rect after the layer's member variables have been applied. + // Uses the last rendered viewport rect. + virtual Option<NVRenderRectF> GetLayerRect(SLayer &inLayer) = 0; + // Testing function to allow clients to render a layer using a custom view project instead + // of the one that would be setup + // using the layer's camera in conjunction with the layer's position,scale. + virtual void RunLayerRender(SLayer &inLayer, const QT3DSMat44 &inViewProjection) = 0; + + // This allocator is cleared every frame on BeginFrame. Objects constructed using this + // allocator + // Must not need their destructors called. Objects are allocate on 4 byte boundaries using + // this allocator + // regardless + virtual NVAllocatorCallback &GetPerFrameAllocator() = 0; + + // Render the layer's rect onscreen. Will only render one frame, you need to call this + // every frame + // for this to work and be persistent. + virtual void RenderLayerRect(SLayer &inLayer, const QT3DSVec3 &inColor) = 0; + // Render widgets are things that are draw on the layer's widget texture which is then + // rendered to the + // scene's widget texture. You must add them every frame you wish them to be rendered; the + // list of + // widgets is cleared every frame. + virtual void AddRenderWidget(IRenderWidget &inWidget) = 0; + + // Get a scale factor so you can have objects precisely 50 pixels. Note that this scale + // factor + // only applies to things drawn parallel to the camera plane; If you aren't parallel then + // there isn't + // a single scale factor that will work. + // For perspective-rendered objects, we shift the object forward or backwards along the + // vector from the camera + // to the object so that we are working in a consistent mathematical space. So if the + // camera is orthographic, + // you are done. + // If the camera is perspective, then this method will tell you want you need to scale + // things by to account for + // the FOV and also where the origin of the object needs to be to ensure the scale factor is + // relevant. + virtual SScaleAndPosition GetWorldToPixelScaleFactor(SLayer &inLayer, + const QT3DSVec3 &inWorldPoint) = 0; + // Called before a layer goes completely out of scope to release any rendering resources + // related to the layer. + virtual void ReleaseLayerRenderResources(SLayer &inLayer, const SRenderInstanceId id) = 0; + + // render a screen aligned 2D text + virtual void RenderText2D(QT3DSF32 x, QT3DSF32 y, qt3ds::foundation::Option<qt3ds::QT3DSVec3> inColor, + const char *text) = 0; + // render Gpu profiler values + virtual void RenderGpuProfilerStats(QT3DSF32 x, QT3DSF32 y, + qt3ds::foundation::Option<qt3ds::QT3DSVec3> inColor) = 0; + + // Get the mouse coordinates as they relate to a given layer + virtual Option<QT3DSVec2> GetLayerMouseCoords(SLayer &inLayer, const QT3DSVec2 &inMouseCoords, + const QT3DSVec2 &inViewportDimensions, + bool forceImageIntersect = false) const = 0; + + virtual IRenderWidgetContext &GetRenderWidgetContext() = 0; + + static bool IsGlEsContext(qt3ds::render::NVRenderContextType inContextType); + static bool IsGlEs3Context(qt3ds::render::NVRenderContextType inContextType); + static bool IsGl2Context(qt3ds::render::NVRenderContextType inContextType); + static const char *GetGlslVesionString(qt3ds::render::NVRenderContextType inContextType); + + static IQt3DSRenderer &CreateRenderer(IQt3DSRenderContext &inContext); + }; +} +} + +#endif |