24#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
25#include <Qt3DRender/QAttribute>
26#include <Qt3DRender/QBuffer>
27#include <Qt3DRender/QGeometry>
33#include <Qt3DCore/QAttribute>
34#include <Qt3DCore/QBuffer>
35#include <Qt3DCore/QGeometry>
42#include <Qt3DRender/QGeometryRenderer>
43#include <Qt3DRender/QTechnique>
44#include <Qt3DRender/QGraphicsApiFilter>
45#include <Qt3DRender/QBlendEquation>
46#include <Qt3DRender/QColorMask>
47#include <Qt3DRender/QSortPolicy>
48#include <Qt3DRender/QNoDepthMask>
49#include <Qt3DRender/QBlendEquationArguments>
51Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructTexturesPreviewPass()
53 mPreviewLayerFilter =
new Qt3DRender::QLayerFilter;
54 mPreviewLayerFilter->addLayer( mPreviewLayer );
56 mPreviewRenderStateSet =
new Qt3DRender::QRenderStateSet( mPreviewLayerFilter );
57 mPreviewDepthTest =
new Qt3DRender::QDepthTest;
58 mPreviewDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
59 mPreviewRenderStateSet->addRenderState( mPreviewDepthTest );
60 mPreviewCullFace =
new Qt3DRender::QCullFace;
61 mPreviewCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
62 mPreviewRenderStateSet->addRenderState( mPreviewCullFace );
64 return mPreviewLayerFilter;
67Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructForwardRenderPass()
104 mMainCameraSelector =
new Qt3DRender::QCameraSelector;
105 mMainCameraSelector->setObjectName(
"Forward render pass CameraSelector" );
106 mMainCameraSelector->setCamera( mMainCamera );
108 mForwardRenderLayerFilter =
new Qt3DRender::QLayerFilter( mMainCameraSelector );
109 mForwardRenderLayerFilter->addLayer( mForwardRenderLayer );
111 mForwardColorTexture =
new Qt3DRender::QTexture2D;
112 mForwardColorTexture->setWidth( mSize.width() );
113 mForwardColorTexture->setHeight( mSize.height() );
114 mForwardColorTexture->setFormat( Qt3DRender::QAbstractTexture::RGB8_UNorm );
115 mForwardColorTexture->setGenerateMipMaps(
false );
116 mForwardColorTexture->setMagnificationFilter( Qt3DRender::QTexture2D::Linear );
117 mForwardColorTexture->setMinificationFilter( Qt3DRender::QTexture2D::Linear );
118 mForwardColorTexture->wrapMode()->setX( Qt3DRender::QTextureWrapMode::ClampToEdge );
119 mForwardColorTexture->wrapMode()->setY( Qt3DRender::QTextureWrapMode::ClampToEdge );
121 mForwardDepthTexture =
new Qt3DRender::QTexture2D;
122 mForwardDepthTexture->setWidth( mSize.width() );
123 mForwardDepthTexture->setHeight( mSize.height() );
124 mForwardDepthTexture->setFormat( Qt3DRender::QTexture2D::TextureFormat::DepthFormat );
125 mForwardDepthTexture->setGenerateMipMaps(
false );
126 mForwardDepthTexture->setMagnificationFilter( Qt3DRender::QTexture2D::Linear );
127 mForwardDepthTexture->setMinificationFilter( Qt3DRender::QTexture2D::Linear );
128 mForwardDepthTexture->wrapMode()->setX( Qt3DRender::QTextureWrapMode::ClampToEdge );
129 mForwardDepthTexture->wrapMode()->setY( Qt3DRender::QTextureWrapMode::ClampToEdge );
131 Qt3DRender::QRenderTarget *forwardRenderTarget =
new Qt3DRender::QRenderTarget;
132 Qt3DRender::QRenderTargetOutput *forwardRenderTargetDepthOutput =
new Qt3DRender::QRenderTargetOutput;
133 forwardRenderTargetDepthOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Depth );
134 forwardRenderTargetDepthOutput->setTexture( mForwardDepthTexture );
135 forwardRenderTarget->addOutput( forwardRenderTargetDepthOutput );
136 Qt3DRender::QRenderTargetOutput *forwardRenderTargetColorOutput =
new Qt3DRender::QRenderTargetOutput;
137 forwardRenderTargetColorOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
138 forwardRenderTargetColorOutput->setTexture( mForwardColorTexture );
139 forwardRenderTarget->addOutput( forwardRenderTargetColorOutput );
141 mForwardRenderTargetSelector =
new Qt3DRender::QRenderTargetSelector( mForwardRenderLayerFilter );
142 mForwardRenderTargetSelector->setTarget( forwardRenderTarget );
145 Qt3DRender::QLayerFilter *opaqueObjectsFilter =
new Qt3DRender::QLayerFilter( mForwardRenderTargetSelector );
146 opaqueObjectsFilter->addLayer( mTransparentObjectsPassLayer );
147 opaqueObjectsFilter->setFilterMode( Qt3DRender::QLayerFilter::DiscardAnyMatchingLayers );
149 Qt3DRender::QRenderStateSet *forwardedRenderStateSet =
new Qt3DRender::QRenderStateSet( opaqueObjectsFilter );
151 Qt3DRender::QDepthTest *depthTest =
new Qt3DRender::QDepthTest;
152 depthTest->setDepthFunction( Qt3DRender::QDepthTest::Less );
153 forwardedRenderStateSet->addRenderState( depthTest );
155 Qt3DRender::QCullFace *cullFace =
new Qt3DRender::QCullFace;
156 cullFace->setMode( Qt3DRender::QCullFace::CullingMode::Back );
157 forwardedRenderStateSet->addRenderState( cullFace );
159 mFrustumCulling =
new Qt3DRender::QFrustumCulling( forwardedRenderStateSet );
161 mForwardClearBuffers =
new Qt3DRender::QClearBuffers( mFrustumCulling );
162 mForwardClearBuffers->setClearColor( QColor::fromRgbF( 0.0, 0.0, 1.0, 1.0 ) );
163 mForwardClearBuffers->setBuffers( Qt3DRender::QClearBuffers::ColorDepthBuffer );
164 mForwardClearBuffers->setClearDepthValue( 1.0f );
167 Qt3DRender::QLayerFilter *transparentObjectsLayerFilter =
new Qt3DRender::QLayerFilter( mForwardRenderTargetSelector );
168 transparentObjectsLayerFilter->addLayer( mTransparentObjectsPassLayer );
169 transparentObjectsLayerFilter->setFilterMode( Qt3DRender::QLayerFilter::AcceptAnyMatchingLayers );
171 Qt3DRender::QSortPolicy *sortPolicy =
new Qt3DRender::QSortPolicy( transparentObjectsLayerFilter );
172 QVector<Qt3DRender::QSortPolicy::SortType> sortTypes;
173 sortTypes.push_back( Qt3DRender::QSortPolicy::BackToFront );
174 sortPolicy->setSortTypes( sortTypes );
176 Qt3DRender::QRenderStateSet *transparentObjectsRenderStateSetColor =
new Qt3DRender::QRenderStateSet( sortPolicy );
178 Qt3DRender::QDepthTest *depthTest =
new Qt3DRender::QDepthTest;
179 depthTest->setDepthFunction( Qt3DRender::QDepthTest::Less );
180 transparentObjectsRenderStateSetColor->addRenderState( depthTest );
182 Qt3DRender::QNoDepthMask *noDepthMask =
new Qt3DRender::QNoDepthMask;
183 transparentObjectsRenderStateSetColor->addRenderState( noDepthMask );
185 Qt3DRender::QCullFace *cullFace =
new Qt3DRender::QCullFace;
186 cullFace->setMode( Qt3DRender::QCullFace::CullingMode::NoCulling );
187 transparentObjectsRenderStateSetColor->addRenderState( cullFace );
189 Qt3DRender::QBlendEquation *blendEquation =
new Qt3DRender::QBlendEquation;
190 blendEquation->setBlendFunction( Qt3DRender::QBlendEquation::Add );
191 transparentObjectsRenderStateSetColor->addRenderState( blendEquation );
193 Qt3DRender::QBlendEquationArguments *blendEquationArgs =
new Qt3DRender::QBlendEquationArguments;
194 blendEquationArgs->setSourceRgb( Qt3DRender::QBlendEquationArguments::Blending::SourceAlpha );
195 blendEquationArgs->setDestinationRgb( Qt3DRender::QBlendEquationArguments::Blending::OneMinusSourceAlpha );
196 transparentObjectsRenderStateSetColor->addRenderState( blendEquationArgs );
200 Qt3DRender::QRenderStateSet *transparentObjectsRenderStateSetDepth =
new Qt3DRender::QRenderStateSet( sortPolicy );
202 Qt3DRender::QDepthTest *depthTest =
new Qt3DRender::QDepthTest;
203 depthTest->setDepthFunction( Qt3DRender::QDepthTest::Less );
204 transparentObjectsRenderStateSetDepth->addRenderState( depthTest );
206 Qt3DRender::QColorMask *noColorMask =
new Qt3DRender::QColorMask;
207 noColorMask->setAlphaMasked(
false );
208 noColorMask->setRedMasked(
false );
209 noColorMask->setGreenMasked(
false );
210 noColorMask->setBlueMasked(
false );
211 transparentObjectsRenderStateSetDepth->addRenderState( noColorMask );
213 Qt3DRender::QCullFace *cullFace =
new Qt3DRender::QCullFace;
214 cullFace->setMode( Qt3DRender::QCullFace::CullingMode::NoCulling );
215 transparentObjectsRenderStateSetDepth->addRenderState( cullFace );
218 mDebugOverlay =
new Qt3DRender::QDebugOverlay( mForwardClearBuffers );
219 mDebugOverlay->setEnabled(
false );
223 return mMainCameraSelector;
226Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructShadowRenderPass()
228 mLightCameraSelectorShadowPass =
new Qt3DRender::QCameraSelector;
229 mLightCameraSelectorShadowPass->setObjectName(
"Shadow render pass CameraSelector" );
230 mLightCameraSelectorShadowPass->setCamera( mLightCamera );
232 mShadowSceneEntitiesFilter =
new Qt3DRender::QLayerFilter( mLightCameraSelectorShadowPass );
233 mShadowSceneEntitiesFilter->addLayer( mCastShadowsLayer );
235 mShadowMapTexture =
new Qt3DRender::QTexture2D;
236 mShadowMapTexture->setWidth( mShadowMapResolution );
237 mShadowMapTexture->setHeight( mShadowMapResolution );
238 mShadowMapTexture->setFormat( Qt3DRender::QTexture2D::TextureFormat::DepthFormat );
239 mShadowMapTexture->setGenerateMipMaps(
false );
240 mShadowMapTexture->setMagnificationFilter( Qt3DRender::QTexture2D::Linear );
241 mShadowMapTexture->setMinificationFilter( Qt3DRender::QTexture2D::Linear );
242 mShadowMapTexture->wrapMode()->setX( Qt3DRender::QTextureWrapMode::ClampToEdge );
243 mShadowMapTexture->wrapMode()->setY( Qt3DRender::QTextureWrapMode::ClampToEdge );
245 Qt3DRender::QRenderTarget *shadowRenderTarget =
new Qt3DRender::QRenderTarget;
246 Qt3DRender::QRenderTargetOutput *shadowRenderTargetOutput =
new Qt3DRender::QRenderTargetOutput;
247 shadowRenderTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Depth );
248 shadowRenderTargetOutput->setTexture( mShadowMapTexture );
249 shadowRenderTarget->addOutput( shadowRenderTargetOutput );
251 mShadowRenderTargetSelector =
new Qt3DRender::QRenderTargetSelector( mShadowSceneEntitiesFilter );
252 mShadowRenderTargetSelector->setTarget( shadowRenderTarget );
254 mShadowClearBuffers =
new Qt3DRender::QClearBuffers( mShadowRenderTargetSelector );
255 mShadowClearBuffers->setBuffers( Qt3DRender::QClearBuffers::BufferType::ColorDepthBuffer );
256 mShadowClearBuffers->setClearColor( QColor::fromRgbF( 0.0f, 1.0f, 0.0f ) );
258 mShadowRenderStateSet =
new Qt3DRender::QRenderStateSet( mShadowClearBuffers );
260 Qt3DRender::QDepthTest *shadowDepthTest =
new Qt3DRender::QDepthTest;
261 shadowDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Less );
262 mShadowRenderStateSet->addRenderState( shadowDepthTest );
264 Qt3DRender::QCullFace *shadowCullFace =
new Qt3DRender::QCullFace;
265 shadowCullFace->setMode( Qt3DRender::QCullFace::CullingMode::Front );
266 mShadowRenderStateSet->addRenderState( shadowCullFace );
268 Qt3DRender::QPolygonOffset *polygonOffset =
new Qt3DRender::QPolygonOffset;
269 polygonOffset->setDepthSteps( 4.0 );
270 polygonOffset->setScaleFactor( 1.1 );
271 mShadowRenderStateSet->addRenderState( polygonOffset );
273 return mLightCameraSelectorShadowPass;
276Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructPostprocessingPass()
278 mPostProcessingCameraSelector =
new Qt3DRender::QCameraSelector;
279 mPostProcessingCameraSelector->setObjectName(
"Postprocessing pass CameraSelector" );
280 mPostProcessingCameraSelector->setCamera( mLightCamera );
282 mPostprocessPassLayerFilter =
new Qt3DRender::QLayerFilter( mPostProcessingCameraSelector );
284 mPostprocessClearBuffers =
new Qt3DRender::QClearBuffers( mPostprocessPassLayerFilter );
286 mRenderCaptureTargetSelector =
new Qt3DRender::QRenderTargetSelector( mPostprocessClearBuffers );
287 mRenderCaptureTargetSelector->setObjectName(
"Postprocessing pass RenderTargetSelector" );
289 Qt3DRender::QRenderTarget *renderTarget =
new Qt3DRender::QRenderTarget( mRenderCaptureTargetSelector );
295 Qt3DRender::QRenderTargetOutput *colorOutput =
new Qt3DRender::QRenderTargetOutput( renderTarget );
296 colorOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
299 mRenderCaptureColorTexture =
new Qt3DRender::QTexture2D( colorOutput );
300 mRenderCaptureColorTexture->setSize( mSize.width(), mSize.height() );
301 mRenderCaptureColorTexture->setFormat( Qt3DRender::QAbstractTexture::RGB8_UNorm );
302 mRenderCaptureColorTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
303 mRenderCaptureColorTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
304 mRenderCaptureColorTexture->setObjectName(
"PostProcessingPass::ColorTarget" );
307 colorOutput->setTexture( mRenderCaptureColorTexture );
308 renderTarget->addOutput( colorOutput );
310 Qt3DRender::QRenderTargetOutput *depthOutput =
new Qt3DRender::QRenderTargetOutput( renderTarget );
312 depthOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Depth );
313 mRenderCaptureDepthTexture =
new Qt3DRender::QTexture2D( depthOutput );
314 mRenderCaptureDepthTexture->setSize( mSize.width(), mSize.height() );
315 mRenderCaptureDepthTexture->setFormat( Qt3DRender::QAbstractTexture::DepthFormat );
316 mRenderCaptureDepthTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
317 mRenderCaptureDepthTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
318 mRenderCaptureDepthTexture->setComparisonFunction( Qt3DRender::QAbstractTexture::CompareLessEqual );
319 mRenderCaptureDepthTexture->setComparisonMode( Qt3DRender::QAbstractTexture::CompareRefToTexture );
320 mRenderCaptureDepthTexture->setObjectName(
"PostProcessingPass::DepthTarget" );
322 depthOutput->setTexture( mRenderCaptureDepthTexture );
323 renderTarget->addOutput( depthOutput );
325 mRenderCaptureTargetSelector->setTarget( renderTarget );
327 mRenderCapture =
new Qt3DRender::QRenderCapture( mRenderCaptureTargetSelector );
330 mPostprocessPassLayerFilter->addLayer( mPostprocessingEntity->
layer() );
331 mPostprocessingEntity->setObjectName(
"PostProcessingPassEntity" );
333 return mPostProcessingCameraSelector;
336Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructAmbientOcclusionRenderPass()
338 mAmbientOcclusionRenderCameraSelector =
new Qt3DRender::QCameraSelector;
339 mAmbientOcclusionRenderCameraSelector->setObjectName(
"AmbientOcclusion render pass CameraSelector" );
340 mAmbientOcclusionRenderCameraSelector->setCamera( mMainCamera );
342 mAmbientOcclusionRenderStateSet =
new Qt3DRender::QRenderStateSet( mAmbientOcclusionRenderCameraSelector );
344 Qt3DRender::QDepthTest *depthRenderDepthTest =
new Qt3DRender::QDepthTest;
345 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );;
346 Qt3DRender::QCullFace *depthRenderCullFace =
new Qt3DRender::QCullFace;
347 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
349 mAmbientOcclusionRenderStateSet->addRenderState( depthRenderDepthTest );
350 mAmbientOcclusionRenderStateSet->addRenderState( depthRenderCullFace );
352 mAmbientOcclusionRenderLayerFilter =
new Qt3DRender::QLayerFilter( mAmbientOcclusionRenderStateSet );
354 mAmbientOcclusionRenderCaptureTargetSelector =
new Qt3DRender::QRenderTargetSelector( mAmbientOcclusionRenderLayerFilter );
355 Qt3DRender::QRenderTarget *colorRenderTarget =
new Qt3DRender::QRenderTarget( mAmbientOcclusionRenderCaptureTargetSelector );
361 Qt3DRender::QRenderTargetOutput *colorOutput =
new Qt3DRender::QRenderTargetOutput( colorRenderTarget );
362 colorOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
365 mAmbientOcclusionRenderTexture =
new Qt3DRender::QTexture2D( colorOutput );
366 mAmbientOcclusionRenderTexture->setSize( mSize.width(), mSize.height() );
367 mAmbientOcclusionRenderTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
368 mAmbientOcclusionRenderTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
369 mAmbientOcclusionRenderTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
372 colorOutput->setTexture( mAmbientOcclusionRenderTexture );
373 colorRenderTarget->addOutput( colorOutput );
375 mAmbientOcclusionRenderCaptureTargetSelector->setTarget( colorRenderTarget );
378 mAmbientOcclusionRenderLayerFilter->addLayer( mAmbientOcclusionRenderEntity->
layer() );
380 return mAmbientOcclusionRenderCameraSelector;
383Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructAmbientOcclusionBlurPass()
385 mAmbientOcclusionBlurCameraSelector =
new Qt3DRender::QCameraSelector;
386 mAmbientOcclusionBlurCameraSelector->setObjectName(
"AmbientOcclusion blur pass CameraSelector" );
387 mAmbientOcclusionBlurCameraSelector->setCamera( mMainCamera );
389 mAmbientOcclusionBlurStateSet =
new Qt3DRender::QRenderStateSet( mAmbientOcclusionBlurCameraSelector );
391 Qt3DRender::QDepthTest *depthRenderDepthTest =
new Qt3DRender::QDepthTest;
392 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );;
393 Qt3DRender::QCullFace *depthRenderCullFace =
new Qt3DRender::QCullFace;
394 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
396 mAmbientOcclusionBlurStateSet->addRenderState( depthRenderDepthTest );
397 mAmbientOcclusionBlurStateSet->addRenderState( depthRenderCullFace );
399 mAmbientOcclusionBlurLayerFilter =
new Qt3DRender::QLayerFilter( mAmbientOcclusionBlurStateSet );
401 mAmbientOcclusionBlurRenderCaptureTargetSelector =
new Qt3DRender::QRenderTargetSelector( mAmbientOcclusionBlurLayerFilter );
402 Qt3DRender::QRenderTarget *depthRenderTarget =
new Qt3DRender::QRenderTarget( mAmbientOcclusionBlurRenderCaptureTargetSelector );
408 Qt3DRender::QRenderTargetOutput *colorOutput =
new Qt3DRender::QRenderTargetOutput( depthRenderTarget );
409 colorOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
412 mAmbientOcclusionBlurTexture =
new Qt3DRender::QTexture2D( colorOutput );
413 mAmbientOcclusionBlurTexture->setSize( mSize.width(), mSize.height() );
414 mAmbientOcclusionBlurTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
415 mAmbientOcclusionBlurTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
416 mAmbientOcclusionBlurTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
419 colorOutput->setTexture( mAmbientOcclusionBlurTexture );
420 depthRenderTarget->addOutput( colorOutput );
422 mAmbientOcclusionBlurRenderCaptureTargetSelector->setTarget( depthRenderTarget );
425 mAmbientOcclusionBlurLayerFilter->addLayer( mAmbientOcclusionBlurEntity->
layer() );
427 return mAmbientOcclusionBlurCameraSelector;
431Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructRubberBandsPass()
433 mRubberBandsCameraSelector =
new Qt3DRender::QCameraSelector;
434 mRubberBandsCameraSelector->setObjectName(
"RubberBands Pass CameraSelector" );
435 mRubberBandsCameraSelector->setCamera( mMainCamera );
437 mRubberBandsLayerFilter =
new Qt3DRender::QLayerFilter( mRubberBandsCameraSelector );
438 mRubberBandsLayerFilter->addLayer( mRubberBandsLayer );
440 mRubberBandsStateSet =
new Qt3DRender::QRenderStateSet( mRubberBandsLayerFilter );
441 Qt3DRender::QDepthTest *depthTest =
new Qt3DRender::QDepthTest;
442 depthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
443 mRubberBandsStateSet->addRenderState( depthTest );
448 mRubberBandsRenderTargetSelector =
new Qt3DRender::QRenderTargetSelector( mRubberBandsStateSet );
449 mRubberBandsRenderTargetSelector->setTarget( mForwardRenderTargetSelector->target() );
451 return mRubberBandsCameraSelector;
456Qt3DRender::QFrameGraphNode *QgsFrameGraph::constructDepthRenderPass()
460 mDepthRenderCameraSelector =
new Qt3DRender::QCameraSelector;
461 mDepthRenderCameraSelector->setObjectName(
"Depth render view CameraSelector" );
462 mDepthRenderCameraSelector->setCamera( mMainCamera );
464 mDepthRenderStateSet =
new Qt3DRender::QRenderStateSet( mDepthRenderCameraSelector );
466 Qt3DRender::QDepthTest *depthRenderDepthTest =
new Qt3DRender::QDepthTest;
467 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );;
468 Qt3DRender::QCullFace *depthRenderCullFace =
new Qt3DRender::QCullFace;
469 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
471 mDepthRenderStateSet->addRenderState( depthRenderDepthTest );
472 mDepthRenderStateSet->addRenderState( depthRenderCullFace );
474 mDepthRenderLayerFilter =
new Qt3DRender::QLayerFilter( mDepthRenderStateSet );
475 mDepthRenderLayerFilter->addLayer( mDepthRenderPassLayer );
477 mDepthRenderCaptureTargetSelector =
new Qt3DRender::QRenderTargetSelector( mDepthRenderLayerFilter );
478 Qt3DRender::QRenderTarget *depthRenderTarget =
new Qt3DRender::QRenderTarget( mDepthRenderCaptureTargetSelector );
484 Qt3DRender::QRenderTargetOutput *colorOutput =
new Qt3DRender::QRenderTargetOutput( depthRenderTarget );
485 colorOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
488 mDepthRenderCaptureColorTexture =
new Qt3DRender::QTexture2D( colorOutput );
489 mDepthRenderCaptureColorTexture->setSize( mSize.width(), mSize.height() );
490 mDepthRenderCaptureColorTexture->setFormat( Qt3DRender::QAbstractTexture::RGB8_UNorm );
491 mDepthRenderCaptureColorTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
492 mDepthRenderCaptureColorTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
495 colorOutput->setTexture( mDepthRenderCaptureColorTexture );
496 depthRenderTarget->addOutput( colorOutput );
498 Qt3DRender::QRenderTargetOutput *depthOutput =
new Qt3DRender::QRenderTargetOutput( depthRenderTarget );
500 depthOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Depth );
501 mDepthRenderCaptureDepthTexture =
new Qt3DRender::QTexture2D( depthOutput );
502 mDepthRenderCaptureDepthTexture->setSize( mSize.width(), mSize.height() );
503 mDepthRenderCaptureDepthTexture->setFormat( Qt3DRender::QAbstractTexture::DepthFormat );
504 mDepthRenderCaptureDepthTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
505 mDepthRenderCaptureDepthTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
506 mDepthRenderCaptureDepthTexture->setComparisonFunction( Qt3DRender::QAbstractTexture::CompareLessEqual );
507 mDepthRenderCaptureDepthTexture->setComparisonMode( Qt3DRender::QAbstractTexture::CompareRefToTexture );
509 depthOutput->setTexture( mDepthRenderCaptureDepthTexture );
510 depthRenderTarget->addOutput( depthOutput );
512 mDepthRenderCaptureTargetSelector->setTarget( depthRenderTarget );
515 mDepthRenderCapture =
new Qt3DRender::QRenderCapture( mDepthRenderCaptureTargetSelector );
517 return mDepthRenderCameraSelector;
520Qt3DCore::QEntity *QgsFrameGraph::constructDepthRenderQuad()
522 Qt3DCore::QEntity *quad =
new Qt3DCore::QEntity;
523 quad->setObjectName(
"depthRenderQuad" );
527 const QVector<float> vert = { -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
529 const QByteArray vertexArr( (
const char * ) vert.constData(), vert.size() *
sizeof(
float ) );
532 vertexBuffer->setData( vertexArr );
534 positionAttribute->setName( Qt3DQAttribute::defaultPositionAttributeName() );
535 positionAttribute->setVertexBaseType( Qt3DQAttribute::Float );
536 positionAttribute->setVertexSize( 3 );
537 positionAttribute->setAttributeType( Qt3DQAttribute::VertexAttribute );
538 positionAttribute->setBuffer( vertexBuffer );
539 positionAttribute->setByteOffset( 0 );
540 positionAttribute->setByteStride( 3 *
sizeof(
float ) );
541 positionAttribute->setCount( 6 );
543 geom->addAttribute( positionAttribute );
545 Qt3DRender::QGeometryRenderer *renderer =
new Qt3DRender::QGeometryRenderer;
546 renderer->setPrimitiveType( Qt3DRender::QGeometryRenderer::PrimitiveType::Triangles );
547 renderer->setGeometry( geom );
549 quad->addComponent( renderer );
551 QMatrix4x4 modelMatrix;
552 modelMatrix.setToIdentity();
556 Qt3DRender::QMaterial *material =
new Qt3DRender::QMaterial;
557 Qt3DRender::QParameter *textureParameter =
new Qt3DRender::QParameter(
"depthTexture", mForwardDepthTexture );
558 Qt3DRender::QParameter *textureTransformParameter =
new Qt3DRender::QParameter(
"modelMatrix", QVariant::fromValue( modelMatrix ) );
559 material->addParameter( textureParameter );
560 material->addParameter( textureTransformParameter );
562 Qt3DRender::QEffect *effect =
new Qt3DRender::QEffect;
564 Qt3DRender::QTechnique *technique =
new Qt3DRender::QTechnique;
566 Qt3DRender::QGraphicsApiFilter *graphicsApiFilter = technique->graphicsApiFilter();
567 graphicsApiFilter->setApi( Qt3DRender::QGraphicsApiFilter::Api::OpenGL );
568 graphicsApiFilter->setProfile( Qt3DRender::QGraphicsApiFilter::OpenGLProfile::CoreProfile );
569 graphicsApiFilter->setMajorVersion( 1 );
570 graphicsApiFilter->setMinorVersion( 5 );
572 Qt3DRender::QRenderPass *renderPass =
new Qt3DRender::QRenderPass;
574 Qt3DRender::QShaderProgram *shader =
new Qt3DRender::QShaderProgram;
575 shader->setVertexShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl(
"qrc:/shaders/depth_render.vert" ) ) );
576 shader->setFragmentShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl(
"qrc:/shaders/depth_render.frag" ) ) );
577 renderPass->setShaderProgram( shader );
579 technique->addRenderPass( renderPass );
581 effect->addTechnique( technique );
582 material->setEffect( effect );
584 quad->addComponent( material );
624 mLightCamera =
new Qt3DRender::QCamera;
626 mPreviewLayer =
new Qt3DRender::QLayer;
627 mCastShadowsLayer =
new Qt3DRender::QLayer;
628 mForwardRenderLayer =
new Qt3DRender::QLayer;
629 mDepthRenderPassLayer =
new Qt3DRender::QLayer;
630 mTransparentObjectsPassLayer =
new Qt3DRender::QLayer;
631 mRubberBandsLayer =
new Qt3DRender::QLayer;
633 mRubberBandsLayer->setObjectName(
"mRubberBandsLayer" );
635 mPreviewLayer->setRecursive(
true );
636 mCastShadowsLayer->setRecursive(
true );
637 mForwardRenderLayer->setRecursive(
true );
638 mDepthRenderPassLayer->setRecursive(
true );
639 mTransparentObjectsPassLayer->setRecursive(
true );
640 mRubberBandsLayer->setRecursive(
true );
642 mRenderSurfaceSelector =
new Qt3DRender::QRenderSurfaceSelector;
644 QObject *surfaceObj =
dynamic_cast< QObject *
>( surface );
645 Q_ASSERT( surfaceObj );
647 mRenderSurfaceSelector->setSurface( surfaceObj );
648 mRenderSurfaceSelector->setExternalRenderTargetSize( mSize );
650 mMainViewPort =
new Qt3DRender::QViewport( mRenderSurfaceSelector );
651 mMainViewPort->setNormalizedRect( QRectF( 0.0f, 0.0f, 1.0f, 1.0f ) );
654 Qt3DRender::QFrameGraphNode *forwardRenderPass = constructForwardRenderPass();
655 forwardRenderPass->setParent( mMainViewPort );
658 Qt3DRender::QFrameGraphNode *rubberBandsPass = constructRubberBandsPass();
659 rubberBandsPass->setObjectName(
"rubberBandsPass" );
660 rubberBandsPass->setParent( mMainViewPort );
663 Qt3DRender::QFrameGraphNode *shadowRenderPass = constructShadowRenderPass();
664 shadowRenderPass->setParent( mMainViewPort );
667 Qt3DRender::QFrameGraphNode *depthBufferProcessingPass = constructDepthRenderPass();
668 depthBufferProcessingPass->setParent( mMainViewPort );
671 Qt3DRender::QFrameGraphNode *ambientOcclusionFactorRender = constructAmbientOcclusionRenderPass();
672 ambientOcclusionFactorRender->setParent( mMainViewPort );
674 Qt3DRender::QFrameGraphNode *ambientOcclusionBlurPass = constructAmbientOcclusionBlurPass();
675 ambientOcclusionBlurPass->setParent( mMainViewPort );
678 Qt3DRender::QFrameGraphNode *postprocessingPass = constructPostprocessingPass();
679 postprocessingPass->setParent( mMainViewPort );
680 postprocessingPass->setObjectName(
"PostProcessingPass" );
682 mRubberBandsRootEntity =
new Qt3DCore::QEntity( mRootEntity );
683 mRubberBandsRootEntity->setObjectName(
"mRubberBandsRootEntity" );
684 mRubberBandsRootEntity->addComponent( mRubberBandsLayer );
687 Qt3DRender::QFrameGraphNode *previewPass = constructTexturesPreviewPass();
688 previewPass->setParent( mMainViewPort );
690 Qt3DRender::QParameter *depthMapIsDepthParam =
new Qt3DRender::QParameter(
"isDepth",
true );
691 Qt3DRender::QParameter *shadowMapIsDepthParam =
new Qt3DRender::QParameter(
"isDepth",
true );
693 mDebugDepthMapPreviewQuad = this->
addTexturePreviewOverlay( mForwardDepthTexture, QPointF( 0.9f, 0.9f ), QSizeF( 0.1, 0.1 ), QVector<Qt3DRender::QParameter *> { depthMapIsDepthParam } );
694 mDebugShadowMapPreviewQuad = this->
addTexturePreviewOverlay( mShadowMapTexture, QPointF( 0.9f, 0.9f ), QSizeF( 0.1, 0.1 ), QVector<Qt3DRender::QParameter *> { shadowMapIsDepthParam } );
695 mDebugDepthMapPreviewQuad->setEnabled(
false );
696 mDebugShadowMapPreviewQuad->setEnabled(
false );
698 mDepthRenderQuad = constructDepthRenderQuad();
699 mDepthRenderQuad->addComponent( mDepthRenderPassLayer );
700 mDepthRenderQuad->setParent( mRootEntity );
706 previewQuad->addComponent( mPreviewLayer );
707 previewQuad->setParent( mRootEntity );
708 mPreviewQuads.push_back( previewQuad );
713void calculateViewExtent( Qt3DRender::QCamera *camera,
float shadowRenderingDistance,
float y,
float &minX,
float &maxX,
float &minY,
float &maxY,
float &minZ,
float &maxZ )
715 const QVector3D cameraPos = camera->position();
716 const QMatrix4x4 projectionMatrix = camera->projectionMatrix();
717 const QMatrix4x4 viewMatrix = camera->viewMatrix();
719 QVector4D viewCenter = viewMatrix * QVector4D( camera->viewCenter(), 1.0f );
720 viewCenter /= viewCenter.w();
721 viewCenter = projectionMatrix * viewCenter;
722 viewCenter /= viewCenter.w();
723 depth = viewCenter.z();
724 QVector<QVector3D> viewFrustumPoints =
726 QVector3D( 0.0f, 0.0f, depth ),
727 QVector3D( 0.0f, 1.0f, depth ),
728 QVector3D( 1.0f, 0.0f, depth ),
729 QVector3D( 1.0f, 1.0f, depth ),
730 QVector3D( 0.0f, 0.0f, 0 ),
731 QVector3D( 0.0f, 1.0f, 0 ),
732 QVector3D( 1.0f, 0.0f, 0 ),
733 QVector3D( 1.0f, 1.0f, 0 )
735 maxX = std::numeric_limits<float>::lowest();
736 maxY = std::numeric_limits<float>::lowest();
737 maxZ = std::numeric_limits<float>::lowest();
738 minX = std::numeric_limits<float>::max();
739 minY = std::numeric_limits<float>::max();
740 minZ = std::numeric_limits<float>::max();
741 for (
int i = 0; i < viewFrustumPoints.size(); ++i )
744 viewFrustumPoints[i] = viewFrustumPoints[i].unproject( viewMatrix, projectionMatrix, QRect( 0, 0, 1, 1 ) );
745 minX = std::min( minX, viewFrustumPoints[i].x() );
746 maxX = std::max( maxX, viewFrustumPoints[i].x() );
747 minY = std::min( minY, viewFrustumPoints[i].y() );
748 maxY = std::max( maxY, viewFrustumPoints[i].y() );
749 minZ = std::min( minZ, viewFrustumPoints[i].z() );
750 maxZ = std::max( maxZ, viewFrustumPoints[i].z() );
755 const QVector3D pt = cameraPos;
756 const QVector3D vect = ( viewFrustumPoints[i] - pt ).normalized();
757 float t = ( y - pt.y() ) / vect.y();
759 t = shadowRenderingDistance;
761 t = std::min( t, shadowRenderingDistance );
762 viewFrustumPoints[i] = pt + t * vect;
763 minX = std::min( minX, viewFrustumPoints[i].x() );
764 maxX = std::max( maxX, viewFrustumPoints[i].x() );
765 minY = std::min( minY, viewFrustumPoints[i].y() );
766 maxY = std::max( maxY, viewFrustumPoints[i].y() );
767 minZ = std::min( minZ, viewFrustumPoints[i].z() );
768 maxZ = std::max( maxZ, viewFrustumPoints[i].z() );
774 float minX, maxX, minY, maxY, minZ, maxZ;
775 QVector3D lookingAt = mMainCamera->viewCenter();
776 const float d = 2 * ( mMainCamera->position() - mMainCamera->viewCenter() ).length();
778 const QVector3D vertical = QVector3D( 0.0f, d, 0.0f );
780 calculateViewExtent( mMainCamera, maximumShadowRenderingDistance, lookingAt.y(), minX, maxX, minY, maxY, minZ, maxZ );
782 lookingAt = QVector3D( 0.5 * ( minX + maxX ), mMainCamera->viewCenter().y(), 0.5 * ( minZ + maxZ ) );
783 const QVector3D lightPosition = lookingAt + vertical;
784 mLightCamera->setPosition( lightPosition );
785 mLightCamera->setViewCenter( lookingAt );
786 mLightCamera->setUpVector( QVector3D( 0.0f, 1.0f, 0.0f ) );
787 mLightCamera->rotateAboutViewCenter( QQuaternion::rotationTo( vertical.normalized(), -lightDirection.normalized() ) );
789 mLightCamera->setProjectionType( Qt3DRender::QCameraLens::ProjectionType::OrthographicProjection );
790 mLightCamera->lens()->setOrthographicProjection(
791 - 0.7 * ( maxX - minX ), 0.7 * ( maxX - minX ),
792 - 0.7 * ( maxZ - minZ ), 0.7 * ( maxZ - minZ ),
793 1.0f, 2 * ( lookingAt - lightPosition ).length() );
801 mForwardClearBuffers->setClearColor( clearColor );
806 mShadowRenderingEnabled = enabled;
808 if ( mShadowRenderingEnabled )
809 mShadowSceneEntitiesFilter->setEnabled(
true );
811 mShadowSceneEntitiesFilter->setEnabled(
false );
822 mShadowMapResolution = resolution;
823 mShadowMapTexture->setWidth( mShadowMapResolution );
824 mShadowMapTexture->setHeight( mShadowMapResolution );
829 mAmbientOcclusionEnabled = enabled;
830 mAmbientOcclusionRenderEntity->setEnabled( enabled );
836 mAmbientOcclusionIntensity = intensity;
837 mAmbientOcclusionRenderEntity->
setIntensity( intensity );
842 mAmbientOcclusionRadius = radius;
843 mAmbientOcclusionRenderEntity->
setRadius( radius );
848 mAmbientOcclusionThreshold = threshold;
849 mAmbientOcclusionRenderEntity->
setThreshold( threshold );
854 if ( enabled == mFrustumCullingEnabled )
856 mFrustumCullingEnabled = enabled;
857 if ( mFrustumCullingEnabled )
858 mFrustumCulling->setParent( mForwardClearBuffers );
860 mFrustumCulling->setParent( ( Qt3DCore::QNode * )
nullptr );
865 mEyeDomeLightingEnabled = enabled;
866 mEyeDomeLightingStrength = strength;
867 mEyeDomeLightingDistance = distance;
875 mDebugShadowMapPreviewQuad->setEnabled( enabled );
880 case Qt::Corner::TopRightCorner:
881 mDebugShadowMapPreviewQuad->
setViewPort( QPointF( 1.0f - size / 2, 0.0f + size / 2 ), 0.5 * QSizeF( size, size ) );
883 case Qt::Corner::TopLeftCorner:
884 mDebugShadowMapPreviewQuad->
setViewPort( QPointF( 0.0f + size / 2, 0.0f + size / 2 ), 0.5 * QSizeF( size, size ) );
886 case Qt::Corner::BottomRightCorner:
887 mDebugShadowMapPreviewQuad->
setViewPort( QPointF( 1.0f - size / 2, 1.0f - size / 2 ), 0.5 * QSizeF( size, size ) );
889 case Qt::Corner::BottomLeftCorner:
890 mDebugShadowMapPreviewQuad->
setViewPort( QPointF( 0.0f + size / 2, 1.0f - size / 2 ), 0.5 * QSizeF( size, size ) );
898 mDebugDepthMapPreviewQuad->setEnabled( enabled );
904 case Qt::Corner::TopRightCorner:
905 mDebugDepthMapPreviewQuad->
setViewPort( QPointF( 1.0f - size / 2, 0.0f + size / 2 ), 0.5 * QSizeF( size, size ) );
907 case Qt::Corner::TopLeftCorner:
908 mDebugDepthMapPreviewQuad->
setViewPort( QPointF( 0.0f + size / 2, 0.0f + size / 2 ), 0.5 * QSizeF( size, size ) );
910 case Qt::Corner::BottomRightCorner:
911 mDebugDepthMapPreviewQuad->
setViewPort( QPointF( 1.0f - size / 2, 1.0f - size / 2 ), 0.5 * QSizeF( size, size ) );
913 case Qt::Corner::BottomLeftCorner:
914 mDebugDepthMapPreviewQuad->
setViewPort( QPointF( 0.0f + size / 2, 1.0f - size / 2 ), 0.5 * QSizeF( size, size ) );
923 mForwardColorTexture->setSize( mSize.width(), mSize.height() );
924 mForwardDepthTexture->setSize( mSize.width(), mSize.height() );
925 mRenderCaptureColorTexture->setSize( mSize.width(), mSize.height() );
926 mRenderCaptureDepthTexture->setSize( mSize.width(), mSize.height() );
927 mDepthRenderCaptureDepthTexture->setSize( mSize.width(), mSize.height() );
928 mDepthRenderCaptureColorTexture->setSize( mSize.width(), mSize.height() );
929 mRenderSurfaceSelector->setExternalRenderTargetSize( mSize );
931 mAmbientOcclusionRenderTexture->setSize( mSize.width(), mSize.height() );
932 mAmbientOcclusionBlurTexture->setSize( mSize.width(), mSize.height() );
937 if ( enabled == mRenderCaptureEnabled )
939 mRenderCaptureEnabled = enabled;
940 mRenderCaptureTargetSelector->setEnabled( mRenderCaptureEnabled );
945 mDebugOverlay->setEnabled( enabled );
void setThreshold(float threshold)
Sets the amount of occlusion when the effects starts to kick in.
void setRadius(float radius)
Sets the radius for the ambient occlusion effect.
void setIntensity(float intensity)
Sets the intensity for the ambient occlusion effect.
QgsVector3D direction() const
Returns the direction of the light in degrees.
void setRenderCaptureEnabled(bool enabled)
Sets whether it will be possible to render to an image.
void setShadowBias(float shadowBias)
Sets the shadow bias value.
void setupShadowMapDebugging(bool enabled, Qt::Corner corner, double size)
Sets the shadow map debugging view port.
void setClearColor(const QColor &clearColor)
Sets the clear color of the scene (background color)
void setShadowMapResolution(int resolution)
Sets the resolution of the shadow map.
QgsPreviewQuad * addTexturePreviewOverlay(Qt3DRender::QTexture2D *texture, const QPointF ¢erNDC, const QSizeF &size, QVector< Qt3DRender::QParameter * > additionalShaderParameters=QVector< Qt3DRender::QParameter * >())
Adds an preview entity that shows a texture in real time for debugging purposes.
void setAmbientOcclusionIntensity(float intensity)
Sets the ambient occlusion intensity.
float shadowBias() const
Returns the shadow bias value.
void setFrustumCullingEnabled(bool enabled)
Sets whether frustum culling is enabled.
void setDebugOverlayEnabled(bool enabled)
Sets whether debug overlay is enabled.
void setShadowRenderingEnabled(bool enabled)
Sets whether the shadow rendering is enabled.
void setupDepthMapDebugging(bool enabled, Qt::Corner corner, double size)
Sets the depth map debugging view port.
void setupDirectionalLight(const QgsDirectionalLightSettings &light, float maximumShadowRenderingDistance)
Sets shadow rendering to use a directional light.
void setAmbientOcclusionThreshold(float threshold)
Sets the ambient occlusion threshold.
void setupEyeDomeLighting(bool enabled, double strength, int distance)
Sets eye dome lighting shading related settings.
void setSize(QSize s)
Sets the size of the buffers used for rendering.
void setAmbientOcclusionEnabled(bool enabled)
Sets whether Screen Space Ambient Occlusion will be enabled.
void setAmbientOcclusionRadius(float radius)
Sets the ambient occlusion radius.
Qt3DRender::QCamera * mainCamera()
Returns the main camera.
QgsFrameGraph(QSurface *surface, QSize s, Qt3DRender::QCamera *mainCamera, Qt3DCore::QEntity *root)
Constructor.
void setupShadowRenderingExtent(float minX, float maxX, float minZ, float maxZ)
Sets the parts of the scene where objects cast shadows.
void setAmbientOcclusionEnabled(bool enabled)
Sets whether screen space ambient occlusion is enabled.
void setShadowRenderingEnabled(bool enabled)
Sets whether shadow rendering is enabled.
void setEyeDomeLightingDistance(int distance)
Sets the eye dome lighting distance (contributes to the contrast of the image)
void setShadowBias(float shadowBias)
Sets the shadow bias value.
void setEyeDomeLightingStrength(double strength)
Sets the eye dome lighting strength.
void setupDirectionalLight(QVector3D position, QVector3D direction)
Sets up a directional light that is used to render shadows.
void setEyeDomeLightingEnabled(bool enabled)
Sets whether eye dome lighting is enabled.
void setViewPort(const QPointF ¢erNDC, const QSizeF &size)
Sets where the quad will be located on the scene.
Qt3DRender::QLayer * layer()
Returns the layer object used to select this entity for rendering in a specific rendering pass.
double y() const
Returns Y coordinate.
double z() const
Returns Z coordinate.
double x() const
Returns X coordinate.
Qt3DCore::QAttribute Qt3DQAttribute
Qt3DCore::QBuffer Qt3DQBuffer
Qt3DCore::QGeometry Qt3DQGeometry
Qt3DCore::QAttribute Qt3DQAttribute
Qt3DCore::QBuffer Qt3DQBuffer
void calculateViewExtent(Qt3DRender::QCamera *camera, float shadowRenderingDistance, float y, float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ)
Qt3DCore::QGeometry Qt3DQGeometry