/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef DRAGONRENDERVIEW_P_H #define DRAGONRENDERVIEW_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Borrowed from Qt3DRender::Render (they are fine, simple structs) #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Dragon { class Parameter; class Entity; class RenderCommand; struct ClearColorInfo { int drawBufferIndex = 0; QRenderTargetOutput::AttachmentPoint attchmentPoint = QRenderTargetOutput::Color0; QVector4D clearColor; }; struct ClearBackBufferInfo { QClearBuffers::BufferTypeFlags buffers; float depth = 1.f; int stencil = 0; QVector4D color; }; struct BlitFramebufferInfo { Optional> sourceRenderTarget; Optional sourceAttachments; Optional> destinationRenderTarget; Optional destinationAttachments; QRect sourceRect; QRect destinationRect; Qt3DRender::QRenderTargetOutput::AttachmentPoint sourceAttachmentPoint; Qt3DRender::QRenderTargetOutput::AttachmentPoint destinationAttachmentPoint; QBlitFramebuffer::InterpolationMethod interpolationMethod; Immutable node; }; struct CameraMatrices { Matrix4x4 projectionMatrix; Matrix4x4 viewMatrix; Matrix4x4 viewProjectionMatrix; Vector3D eyePosition; Vector3D eyeViewDirection; }; struct RenderView { Qt3DCore::QNodeId leafNodeId; QSurface *surface = nullptr; // TODO consider wrapping this together with a surface locker bool hasCamera = false; QMemoryBarrier::Operations memoryBarrier{}; // Render target Qt3DCore::QNodeId renderTargetId; // used only to see if has been already set, consider using Optional AttachmentPack attachmentPack; ClearBackBufferInfo clearBackBufferInfo; // global ClearColor QHash specificClearColorBuffers; // different draw buffers with distinct colors // TODO turn into a vector of filters Immutable techniqueFilter; bool hasTechniqueFilter = false; // TODO turn into a vector of filters Immutable renderPassFilter; bool hasRenderPassFilter = false; QVector> layerFilters; // Viewport QRectF viewport = QRectF(0.f, 0.f, 1.f, 1.f); float gamma = 2.2f; QSize surfaceSize; float devicePixelRatio = 1.f; // Misc needed to set uniforms Immutable cameraLens; Immutable cameraNode; // Render state set Immutable renderStateSet; bool noDraw = false; // Misc QVector sortingTypes; Optional blitFrameBufferInfo; }; } // namespace Dragon } // namespace Qt3DRender QT_END_NAMESPACE #endif // DRAGONRENDERVIEW_P_H