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// Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qmultisampleantialiasing.h"
#include "qrenderstate_p.h"
#include <private/qnode_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
/*!
\class Qt3DRender::QMultiSampleAntiAliasing
\brief Enable multisample antialiasing.
\since 5.7
\ingroup renderstates
\inmodule Qt3DRender
A Qt3DRender::QMultiSampleAntiAliasing class enables multisample antialiasing.
It can be added to a QRenderPass by calling QRenderPass::addRenderState():
\code
QRenderPass *renderPass = new QRenderPass();
QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
renderPass->addRenderState(msaa);
\endcode
Or a QRenderStateSet by calling QRenderStateSet::addRenderState():
\code
QRenderStateSet *renderStateSet = new QRenderStateSet();
QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
renderStateSet->addRenderState(msaa);
\endcode
For multisampling to take effect, the render target must have been allocated
with multisampling enabled:
\code
QTexture2DMultisample *colorTex = new QTexture2DMultisample;
colorTex->setFormat(QAbstractTexture::RGBA8_UNorm);
colorTex->setWidth(1024);
colorTex->setHeight(1024);
QRenderTargetOutput *color = new QRenderTargetOutput;
color->setAttachmentPoint(QRenderTargetOutput::Color0);
color->setTexture(colorTex);
QTexture2DMultisample *depthStencilTex = new QTexture2DMultisample;
depthStencilTex->setFormat(QAbstractTexture::RGBA8_UNorm);
depthStencilTex->setWidth(1024);
depthStencilTex->setHeight(1024);
QRenderTargetOutput *depthStencil = new QRenderTargetOutput;
depthStencil->setAttachmentPoint(QRenderTargetOutput::DepthStencil);
depthStencil->setTexture(depthStencilTex);
Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
renderTarget->addOutput(color);
renderTarget->addOutput(depthStencil);
\endcode
\include code/src_render_renderstates_qmultisampleantialiasing.qdocinc
\note When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if
QMultiSampleAntiAliasing has been added to the render states.
*/
/*!
\qmltype MultiSampleAntiAliasing
\brief Enable multisample antialiasing.
\since 5.7
\ingroup renderstates
\inqmlmodule Qt3D.Render
\inherits RenderState
\nativetype Qt3DRender::QMultiSampleAntiAliasing
A MultiSampleAntiAliasing type enables multisample antialiasing.
It can be added to a RenderPass:
\qml
RenderPass {
shaderProgram: ShaderProgram {
// ...
}
renderStates: [
MultiSampleAntiAliasing {}
]
}
\endqml
Or a RenderStateSet:
\qml
RenderStateSet {
renderStates: [
MultiSampleAntiAliasing {}
]
}
\endqml
For multisampling to take effect, the render target must have been allocated
with multisampling enabled:
\qml
RenderTarget {
attachments: [
RenderTargetOutput {
attachmentPoint: RenderTargetOutput.Color0
texture: Texture2DMultisample {
width: 1024
height: 1024
format: Texture.RGBA8_UNorm
}
},
RenderTargetOutput {
attachmentPoint: RenderTargetOutput.DepthStencil
texture: Texture2DMultisample{
width: 1024
height: 1024
format: Texture.D24S8
}
}
]
}
\endqml
Further, the shader code must use multisampling sampler types and texelFetch() instead
of texture().
\include code/src_render_renderstates_qmultisampleantialiasing.qdocinc
\note When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if
MultiSampleAntiAliasing has been added to the render states.
*/
class QMultiSampleAntiAliasingPrivate : public QRenderStatePrivate
{
public:
QMultiSampleAntiAliasingPrivate()
: QRenderStatePrivate(Render::MSAAEnabledStateMask)
{
}
Q_DECLARE_PUBLIC(QMultiSampleAntiAliasing)
};
/*!
The constructor creates a new QMultiSampleAntiAliasing::QMultiSampleAntiAliasing
instance with the specified \a parent.
*/
QMultiSampleAntiAliasing::QMultiSampleAntiAliasing(QNode *parent)
: QRenderState(*new QMultiSampleAntiAliasingPrivate, parent)
{
}
/*! \internal */
QMultiSampleAntiAliasing::~QMultiSampleAntiAliasing()
{
}
} // namespace Qt3DRender
QT_END_NAMESPACE
#include "moc_qmultisampleantialiasing.cpp"