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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#pragma once
#ifndef QT3DS_RENDER_LAYER_H
#define QT3DS_RENDER_LAYER_H
#include "Qt3DSRender.h"
#include "Qt3DSRenderNode.h"
#include "foundation/Qt3DSContainers.h"
#include "Qt3DSRenderer.h"

namespace qt3ds {
namespace render {
    class IQt3DSRenderContext;
    struct SPresentation;
    struct SScene;
    struct SEffect;

    struct AAModeValues
    {
        enum Enum {
            NoAA = 0,
            SSAA = 1,
            X2 = 2,
            X4 = 4,
            X8 = 8
        };
    };

    struct HorizontalFieldValues
    {
        enum Enum {
            LeftWidth = 0,
            LeftRight,
            WidthRight
        };
    };

    struct VerticalFieldValues
    {
        enum Enum {
            TopHeight = 0,
            TopBottom,
            HeightBottom
        };
    };

    struct LayerUnitTypes
    {
        enum Enum {
            Percent = 0,
            Pixels
        };
    };

    struct LayerBackground
    {
        enum Enum {
            Transparent = 0,
            Unspecified,
            Color
        };
    };

    struct LayerBlendTypes
    {
        enum Enum {
            Normal = 0,
            Screen,
            Multiply,
            Add,
            Subtract,
            Overlay,
            ColorBurn,
            ColorDodge
        };
    };

    // 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 QT3DS_AUTOTEST_EXPORT SLayer : public SNode
    {
        SScene *m_Scene;

        // First effect in a list of effects.
        SEffect *m_FirstEffect;

        // If a layer has a valid texture path (one that resolves to either a
        // an on-disk image or a offscreen renderer), then it does not render its
        // own source path.  Instead, it renders the offscreen renderer.  Used in this manner,
        // offscreen renderer's also have the option (if they support it) to render directly to the
        // render target given a specific viewport (that is also scissored if necessary).
        qt3ds::foundation::CRegisteredString m_TexturePath;

        SRenderPlugin *m_RenderPlugin; // Overrides texture path if available.

        AAModeValues::Enum m_ProgressiveAAMode;
        AAModeValues::Enum m_MultisampleAAMode;
        LayerBackground::Enum m_Background;
        QT3DSVec3 m_ClearColor;

        LayerBlendTypes::Enum m_BlendType;

        HorizontalFieldValues::Enum m_HorizontalFieldValues;
        QT3DSF32 m_Left;
        LayerUnitTypes::Enum m_LeftUnits;
        QT3DSF32 m_Width;
        LayerUnitTypes::Enum m_WidthUnits;
        QT3DSF32 m_Right;
        LayerUnitTypes::Enum m_RightUnits;

        VerticalFieldValues::Enum m_VerticalFieldValues;
        QT3DSF32 m_Top;
        LayerUnitTypes::Enum m_TopUnits;
        QT3DSF32 m_Height;
        LayerUnitTypes::Enum m_HeightUnits;
        QT3DSF32 m_Bottom;
        LayerUnitTypes::Enum m_BottomUnits;

        // Ambient occlusion
        QT3DSF32 m_AoStrength;
        QT3DSF32 m_AoDistance;
        QT3DSF32 m_AoSoftness;
        QT3DSF32 m_AoBias;
        QT3DSI32 m_AoSamplerate;
        bool m_AoDither;

        // Direct occlusion
        QT3DSF32 m_ShadowStrength;
        QT3DSF32 m_ShadowDist;
        QT3DSF32 m_ShadowSoftness;
        QT3DSF32 m_ShadowBias;

        // IBL
        SImage *m_LightProbe;
        QT3DSF32 m_ProbeBright;
        bool m_FastIbl;
        QT3DSF32 m_ProbeHorizon;
        QT3DSF32 m_ProbeFov;
        SImage *m_LightProbe2;
        QT3DSF32 m_Probe2Fade;
        QT3DSF32 m_Probe2Window;
        QT3DSF32 m_Probe2Pos;

        bool m_TemporalAAEnabled;

        SLayer();

        void AddEffect(SEffect &inEffect);

        SEffect *GetLastEffect();

        LayerBlendTypes::Enum GetLayerBlend()
        {
            return m_BlendType;
        }

        // Generic method used during serialization
        // to remap string and object pointers
        template <typename TRemapperType>
        void Remap(TRemapperType &inRemapper)
        {
            SNode::Remap(inRemapper);
            inRemapper.Remap(m_Scene);
            inRemapper.Remap(m_FirstEffect);
            inRemapper.Remap(m_TexturePath);
            inRemapper.Remap(m_RenderPlugin);
            inRemapper.Remap(m_LightProbe);
            inRemapper.Remap(m_LightProbe2);
        }
    };
}
}

#endif