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Diffstat (limited to 'src/runtimerender/Qt3DSRendererUtil.cpp')
-rw-r--r-- | src/runtimerender/Qt3DSRendererUtil.cpp | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/src/runtimerender/Qt3DSRendererUtil.cpp b/src/runtimerender/Qt3DSRendererUtil.cpp new file mode 100644 index 0000000..7bc108e --- /dev/null +++ b/src/runtimerender/Qt3DSRendererUtil.cpp @@ -0,0 +1,119 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#include "Qt3DSRendererUtil.h" +#include "Qt3DSRenderResourceBufferObjects.h" +#include "Qt3DSRenderResourceTexture2D.h" + +using namespace qt3ds::render; + +void CRendererUtil::ResolveMutisampleFBOColorOnly(IResourceManager &inManager, + CResourceTexture2D &ioResult, + NVRenderContext &inRenderContext, QT3DSU32 inWidth, + QT3DSU32 inHeight, + NVRenderTextureFormats::Enum inColorFormat, + NVRenderFrameBuffer &inSourceFBO) +{ + // create resolve FBO + CResourceFrameBuffer theResolveFB(inManager); + // Allocates the frame buffer which has the side effect of setting the current render target to + // that frame buffer. + theResolveFB.EnsureFrameBuffer(); + // set copy flags + qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color); + + // get / create resolve targets and attach + ioResult.EnsureTexture(inWidth, inHeight, inColorFormat); + theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult); + // CN - I don't believe we have to resolve the depth. + // The reason is we render the depth texture specially unresolved. So there is no need to + // resolve + // the depth prepass texture to anything else. + + // 1. Make resolve buffer be the render target ( already happend ) + // 2. Make the current layer FBO the current read target + // 3. Do the blit from MSAA to non MSAA + + // 2. + inRenderContext.SetReadTarget(&inSourceFBO); + inRenderContext.SetReadBuffer(NVReadFaces::Color0); + // 3. + inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, inWidth, inHeight, copyFlags, + NVRenderTextureMagnifyingOp::Nearest); +} + +void CRendererUtil::ResolveSSAAFBOColorOnly(IResourceManager &inManager, + CResourceTexture2D &ioResult, QT3DSU32 outWidth, + QT3DSU32 outHeight, NVRenderContext &inRenderContext, + QT3DSU32 inWidth, QT3DSU32 inHeight, + NVRenderTextureFormats::Enum inColorFormat, + NVRenderFrameBuffer &inSourceFBO) +{ + // create resolve FBO + CResourceFrameBuffer theResolveFB(inManager); + // Allocates the frame buffer which has the side effect of setting the current render target to + // that frame buffer. + theResolveFB.EnsureFrameBuffer(); + // set copy flags + qt3ds::render::NVRenderClearFlags copyFlags(NVRenderClearValues::Color); + + // get / create resolve targets and attach + ioResult.EnsureTexture(outWidth, outHeight, inColorFormat); + theResolveFB->Attach(NVRenderFrameBufferAttachments::Color0, *ioResult); + // CN - I don't believe we have to resolve the depth. + // The reason is we render the depth texture specially unresolved. So there is no need to + // resolve + // the depth prepass texture to anything else. + + // 1. Make resolve buffer be the render target ( already happend ) + // 2. Make the current layer FBO the current read target + // 3. Do the blit from High res to low res buffer + + // 2. + inRenderContext.SetReadTarget(&inSourceFBO); + inRenderContext.SetReadBuffer(NVReadFaces::Color0); + // 3. + inRenderContext.BlitFramebuffer(0, 0, inWidth, inHeight, 0, 0, outWidth, outHeight, copyFlags, + NVRenderTextureMagnifyingOp::Linear); +} + +void CRendererUtil::GetSSAARenderSize(QT3DSU32 inWidth, QT3DSU32 inHeight, QT3DSU32 &outWidth, + QT3DSU32 &outHeight) +{ + // we currently double width and height + outWidth = inWidth * 2; + outHeight = inHeight * 2; + + // keep aspect ration? + // clamp to max + if (outWidth > MAX_SSAA_DIM) + outWidth = MAX_SSAA_DIM; + if (outHeight > MAX_SSAA_DIM) + outHeight = MAX_SSAA_DIM; +} |