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
|
/****************************************************************************
**
** 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 "Qt3DSRender.h"
#include "Qt3DSRenderScene.h"
#include "Qt3DSRenderLayer.h"
#include "Qt3DSRenderContextCore.h"
#include "render/Qt3DSRenderContext.h"
using namespace qt3ds::render;
SScene::SScene()
: SGraphObject(GraphObjectTypes::Scene)
, m_Presentation(NULL)
, m_FirstChild(NULL)
, m_ClearColor(0.0f)
, m_UseClearColor(true)
, m_Dirty(true)
{
}
void SScene::AddChild(SLayer &inLayer)
{
if (m_FirstChild == NULL)
m_FirstChild = &inLayer;
else
GetLastChild()->m_NextSibling = &inLayer;
inLayer.m_Scene = this;
}
SLayer *SScene::GetLastChild()
{
// empty loop intentional
SLayer *child;
for (child = m_FirstChild; child && child->m_NextSibling;
child = (SLayer *)child->m_NextSibling) {
}
return child;
}
bool SScene::PrepareForRender(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
const SRenderInstanceId id)
{
// We need to iterate through the layers in reverse order and ask them to render.
bool wasDirty = m_Dirty;
m_Dirty = false;
if (m_FirstChild) {
wasDirty |=
inContext.GetRenderer().PrepareLayerForRender(*m_FirstChild, inViewportDimensions,
true, id);
}
return wasDirty;
}
void SScene::Render(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
RenderClearCommand inClearColorBuffer, const SRenderInstanceId id)
{
if ((inClearColorBuffer == SScene::ClearIsOptional && m_UseClearColor)
|| inClearColorBuffer == SScene::AlwaysClear) {
QT3DSF32 clearColorAlpha
= inContext.IsInSubPresentation() && !m_UseClearColor ? 0.0f : 1.0f;
QT3DSVec4 clearColor(0.0f, 0.0f, 0.0f, clearColorAlpha);
if (m_UseClearColor) {
clearColor.x = m_ClearColor.x;
clearColor.y = m_ClearColor.y;
clearColor.z = m_ClearColor.z;
clearColor.w = m_ClearColor.w;
}
// Maybe clear and reset to previous clear color after we leave.
qt3ds::render::NVRenderContextScopedProperty<QT3DSVec4> __clearColor(
inContext.GetRenderContext(), &NVRenderContext::GetClearColor,
&NVRenderContext::SetClearColor, clearColor);
inContext.GetRenderContext().Clear(qt3ds::render::NVRenderClearValues::Color);
}
if (m_FirstChild) {
inContext.GetRenderer().RenderLayer(*m_FirstChild, inViewportDimensions, m_UseClearColor,
m_ClearColor, true, id);
}
}
void SScene::RenderWithClear(const QT3DSVec2 &inViewportDimensions,
IQt3DSRenderContext &inContext,
RenderClearCommand inClearColorBuffer,
QT3DSVec4 inClearColor,
const SRenderInstanceId id)
{
// If this scene is not using clear color, we set the color
// to background color from parent layer. This allows
// fully transparent subpresentations (both scene and layer(s) transparent)
// to inherit color from the layer that contains them.
if (!m_UseClearColor) {
m_ClearColor = inClearColor;
m_UseClearColor = true;
}
Render(inViewportDimensions, inContext, inClearColorBuffer, id);
}
|