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-rw-r--r--src/runtimerender/graphobjects/Qt3DSRenderLayer.cpp105
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diff --git a/src/runtimerender/graphobjects/Qt3DSRenderLayer.cpp b/src/runtimerender/graphobjects/Qt3DSRenderLayer.cpp
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+++ b/src/runtimerender/graphobjects/Qt3DSRenderLayer.cpp
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+/****************************************************************************
+**
+** 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 "Qt3DSRenderLayer.h"
+#include "Qt3DSRenderEffect.h"
+
+using namespace qt3ds::render;
+
+SLayer::SLayer()
+ : SNode(GraphObjectTypes::Layer)
+ , m_Scene(NULL)
+ , m_FirstEffect(NULL)
+ , m_RenderPlugin(NULL)
+ , m_ProgressiveAAMode(AAModeValues::NoAA)
+ , m_MultisampleAAMode(AAModeValues::NoAA)
+ , m_Background(LayerBackground::Transparent)
+ , m_ClearColor(0.0f)
+ , m_BlendType(LayerBlendTypes::Normal)
+ , m_HorizontalFieldValues(HorizontalFieldValues::LeftWidth)
+ , m_Left(0)
+ , m_LeftUnits(LayerUnitTypes::Percent)
+ , m_Width(100.0f)
+ , m_WidthUnits(LayerUnitTypes::Percent)
+ , m_Right(0)
+ , m_RightUnits(LayerUnitTypes::Percent)
+ , m_VerticalFieldValues(VerticalFieldValues::TopHeight)
+ , m_Top(0)
+ , m_TopUnits(LayerUnitTypes::Percent)
+ , m_Height(100.0f)
+ , m_HeightUnits(LayerUnitTypes::Percent)
+ , m_Bottom(0)
+ , m_BottomUnits(LayerUnitTypes::Percent)
+ , m_AoStrength(0)
+ , m_AoDistance(5.0f)
+ , m_AoSoftness(50.0f)
+ , m_AoBias(0)
+ , m_AoSamplerate(2)
+ , m_AoDither(false)
+ , m_ShadowStrength(0)
+ , m_ShadowDist(10)
+ , m_ShadowSoftness(100.0f)
+ , m_ShadowBias(0)
+ , m_LightProbe(NULL)
+ , m_ProbeBright(100.0f)
+ , m_FastIbl(false)
+ , m_ProbeHorizon(-1.0f)
+ , m_ProbeFov(180.0f)
+ , m_LightProbe2(NULL)
+ , m_Probe2Fade(1.0f)
+ , m_Probe2Window(1.0f)
+ , m_Probe2Pos(0.5f)
+ , m_TemporalAAEnabled(false)
+{
+ m_Flags.SetLayerRenderToTarget(true);
+ m_Flags.SetLayerEnableDepthTest(true);
+ m_Flags.SetLayerEnableDepthPrepass(true);
+}
+
+void SLayer::AddEffect(SEffect &inEffect)
+{
+ // Effects need to be rendered in reverse order as described in the file.
+ inEffect.m_NextEffect = m_FirstEffect;
+ m_FirstEffect = &inEffect;
+ inEffect.m_Layer = this;
+}
+
+SEffect *SLayer::GetLastEffect()
+{
+ if (m_FirstEffect) {
+ SEffect *theEffect = m_FirstEffect;
+ // Empty loop intentional
+ for (; theEffect->m_NextEffect; theEffect = theEffect->m_NextEffect) {
+ }
+ QT3DS_ASSERT(theEffect->m_NextEffect == NULL);
+ return theEffect;
+ }
+ return NULL;
+}