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++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++
++ #include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
++ #include "../rendererimpl/qssglayerrenderdata_p.h"
++ #include "qssgrenderroot_p.h"
++
++ #include <QtGui/qquaternion.h>
++
++ QT_BEGIN_NAMESPACE
++
++ void QSSGRenderLayer::markDirty(DirtyFlag dirtyFlag)
++ {
++ m_layerDirtyFlags |= FlagT(dirtyFlag);
++ QSSGRenderNode::markDirty(QSSGRenderNode::DirtyFlag::SubNodeDirty);
++ }
++
++ void QSSGRenderLayer::clearDirty(DirtyFlag dirtyFlag)
++ {
++ m_layerDirtyFlags &= ~FlagT(dirtyFlag);
++ QSSGRenderNode::clearDirty(QSSGRenderNode::DirtyFlag::SubNodeDirty);
++ }
++
++ QSSGRenderLayer::QSSGRenderLayer()
++ : QSSGRenderNode(QSSGRenderNode::Type::Layer)
++ , firstEffect(nullptr)
++ , antialiasingMode(QSSGRenderLayer::AAMode::NoAA)
++ , antialiasingQuality(QSSGRenderLayer::AAQuality::High)
++ , background(QSSGRenderLayer::Background::Transparent)
++ , temporalAAStrength(0.3f)
++ , ssaaMultiplier(1.5f)
++ , specularAAEnabled(false)
++ , oitMethod(OITMethod::None)
++ , oitMethodDirty(false)
++ , oitNodeCount(0)
++ , tonemapMode(TonemapMode::Linear)
++ {
++ flags = { FlagT(LocalState::Active) | FlagT(GlobalState::Active) }; // The layer node is alway active and not dirty.
++ }
++
++ QSSGRenderLayer::~QSSGRenderLayer()
++ {
++ rootNode = nullptr;
++ rootNodeRef = nullptr;
++
++ delete importSceneNode;
++ importSceneNode = nullptr;
++
++ delete renderData;
++ renderData = nullptr;
++ }
++
++ void QSSGRenderLayer::setProbeOrientation(const QVector3D &angles)
++ {
++ if (angles != lightProbeSettings.probeOrientationAngles) {
++ lightProbeSettings.probeOrientationAngles = angles;
++ lightProbeSettings.probeOrientation = QQuaternion::fromEulerAngles(lightProbeSettings.probeOrientationAngles).toRotationMatrix();
++ }
++ }
++
++ void QSSGRenderLayer::addEffect(QSSGRenderEffect &inEffect)
++ {
++ // Effects need to be rendered in reverse order as described in the file.
++ inEffect.m_nextEffect = firstEffect;
++ firstEffect = &inEffect;
++ }
++
++ bool QSSGRenderLayer::hasEffect(QSSGRenderEffect *inEffect) const
++ {
++ for (auto currentEffect = firstEffect; currentEffect != nullptr; currentEffect = currentEffect->m_nextEffect) {
++ if (currentEffect == inEffect)
++ return true;
++ }
++ return false;
++ }
++
++ void QSSGRenderLayer::setImportScene(QSSGRenderNode &importedNode)
++ {
++ if (importedNode.parent != nullptr && !QSSGRenderGraphObjectUtils::isSceneRoot(importedNode.parent->type)) {
++ qWarning("The root of the imported scene node is already part of another scene graph.\n"
++ "Importing a sub-scene is unsupported and may not work as expected!");
++ }
++
++ // We create a dummy node to represent the imported scene tree, as we
++ // do absolutely not want to change the node links in that tree!
++ if (importSceneNode == nullptr) {
++ importSceneNode = new QSSGRenderNode(QSSGRenderGraphObject::Type::ImportScene);
++ addChild(*importSceneNode);
++ } else {
++ importSceneNode->children.clear(); // Clear the list (or the list will modify the rootNode)
++ }
++
++ // Mark all nodes as imported, this allows us to detect imported nodes later on.
++ importedNode.setState(QSSGRenderNode::LocalState::Imported);
++
++ auto &importChildren = importSceneNode->children;
++ Q_ASSERT(importChildren.isEmpty());
++ // We don't want the list to modify the imported node, so we set the tail and head manually.
++ importChildren.m_head = importChildren.m_tail = &importedNode;
++
++ // The import injects the node into the tree manually, so trigger a reindex.
++ if (rootNode != nullptr)
++ rootNode->markDirty(QSSGRenderRoot::DirtyFlag::TreeDirty);
++
++ // Now try to detect if the imported scene is used in a different window. This is not
++ // supported and might not function correctly, so we warn the user and try to be nice.
++ const bool warnAboutCrossWindowSharing = importedNode.rootNodeRef && QSSGRenderRoot::get(importedNode.rootNodeRef) != rootNode;
++ if (warnAboutCrossWindowSharing) {
++ qWarning("Sharing nodes across different windows is not supported and may lead to unexpected behavior!");
++ // NOTE: If there are multiple windows sharing the same imported scene, then we don't, and don't want
++ // to, keep track of that, so we mark the whole imported scene as dirty to force every window to
++ // update their data for the imported scene.
++ importSceneNode->markDirty(QSSGRenderNode::DirtyFlag::StickyDirty);
++ }
++ }
++
++ void QSSGRenderLayer::removeImportScene(QSSGRenderNode &importedNode)
++ {
++ if (importSceneNode && !importSceneNode->children.isEmpty()
++ && &importSceneNode->children.back() == &importedNode) {
++ // The imported node may be shared by more than one view, so only reset state
++ // that the reindex triggered by the TreeDirty mark below will restore: that's
++ // the handle 'h' (see reindexChildNodes()). Do NOT clear LocalState::Imported
++ // or rootNodeRef here, neither is re-set by the update. The rootNodeRef will
++ // stay valid for the lifetime of the window.
++ importedNode.h = {};
++ importSceneNode->children.clear();
++ }
++
++ if (rootNode != nullptr)
++ rootNode->markDirty(QSSGRenderRoot::DirtyFlag::TreeDirty);
++ }
++
++ QT_END_NAMESPACE