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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