16#ifndef QGSFRAMEGRAPH_H
17#define QGSFRAMEGRAPH_H
20#include <Qt3DRender/QCamera>
21#include <Qt3DRender/QRenderSurfaceSelector>
22#include <Qt3DRender/QViewport>
23#include <Qt3DRender/QCameraSelector>
24#include <Qt3DRender/QLayerFilter>
25#include <Qt3DRender/QLayer>
26#include <Qt3DRender/QRenderTargetSelector>
27#include <Qt3DRender/QRenderTarget>
28#include <Qt3DRender/QTexture>
29#include <Qt3DRender/QClearBuffers>
30#include <Qt3DRender/QParameter>
31#include <Qt3DRender/QFrustumCulling>
32#include <Qt3DRender/QRenderStateSet>
33#include <Qt3DRender/QDepthTest>
34#include <Qt3DRender/QCullFace>
35#include <Qt3DRender/QPolygonOffset>
36#include <Qt3DRender/QRenderCapture>
37#include <Qt3DRender/QDebugOverlay>
70 Qt3DRender::QFrameGraphNode *
frameGraphRoot() {
return mRenderSurfaceSelector; }
195 QgsPreviewQuad *
addTexturePreviewOverlay( Qt3DRender::QTexture2D *texture,
const QPointF ¢erNDC,
const QSizeF &size, QVector<Qt3DRender::QParameter *> additionalShaderParameters = QVector<Qt3DRender::QParameter *>() );
226 Qt3DRender::QRenderSurfaceSelector *mRenderSurfaceSelector =
nullptr;
227 Qt3DRender::QViewport *mMainViewPort =
nullptr;
228 bool mFrustumCullingEnabled =
true;
230 Qt3DRender::QCamera *mMainCamera =
nullptr;
231 Qt3DRender::QCamera *mLightCamera =
nullptr;
234 Qt3DRender::QCameraSelector *mMainCameraSelector =
nullptr;
235 Qt3DRender::QLayerFilter *mForwardRenderLayerFilter =
nullptr;
236 Qt3DRender::QRenderTargetSelector *mForwardRenderTargetSelector =
nullptr;
237 Qt3DRender::QClearBuffers *mForwardClearBuffers =
nullptr;
238 Qt3DRender::QFrustumCulling *mFrustumCulling =
nullptr;
240 Qt3DRender::QTexture2D *mForwardColorTexture =
nullptr;
241 Qt3DRender::QTexture2D *mForwardDepthTexture =
nullptr;
243 Qt3DRender::QDebugOverlay *mDebugOverlay =
nullptr;
246 Qt3DRender::QCameraSelector *mLightCameraSelectorShadowPass =
nullptr;
247 Qt3DRender::QLayerFilter *mShadowSceneEntitiesFilter =
nullptr;
248 Qt3DRender::QRenderTargetSelector *mShadowRenderTargetSelector =
nullptr;
249 Qt3DRender::QClearBuffers *mShadowClearBuffers =
nullptr;
250 Qt3DRender::QRenderStateSet *mShadowRenderStateSet =
nullptr;
252 Qt3DRender::QTexture2D *mShadowMapTexture =
nullptr;
258 Qt3DRender::QCameraSelector *mDepthRenderCameraSelector =
nullptr;
259 Qt3DRender::QRenderStateSet *mDepthRenderStateSet =
nullptr;;
260 Qt3DRender::QLayerFilter *mDepthRenderLayerFilter =
nullptr;
261 Qt3DRender::QRenderTargetSelector *mDepthRenderCaptureTargetSelector =
nullptr;
262 Qt3DRender::QRenderCapture *mDepthRenderCapture =
nullptr;
264 Qt3DRender::QTexture2D *mDepthRenderCaptureDepthTexture =
nullptr;
265 Qt3DRender::QTexture2D *mDepthRenderCaptureColorTexture =
nullptr;
268 Qt3DRender::QCameraSelector *mPostProcessingCameraSelector =
nullptr;
269 Qt3DRender::QLayerFilter *mPostprocessPassLayerFilter =
nullptr;
270 Qt3DRender::QClearBuffers *mPostprocessClearBuffers =
nullptr;
271 Qt3DRender::QRenderTargetSelector *mRenderCaptureTargetSelector =
nullptr;
272 Qt3DRender::QRenderCapture *mRenderCapture =
nullptr;
274 Qt3DRender::QTexture2D *mRenderCaptureColorTexture =
nullptr;
275 Qt3DRender::QTexture2D *mRenderCaptureDepthTexture =
nullptr;
278 Qt3DRender::QCameraSelector *mAmbientOcclusionRenderCameraSelector =
nullptr;
279 Qt3DRender::QRenderStateSet *mAmbientOcclusionRenderStateSet =
nullptr;;
280 Qt3DRender::QLayerFilter *mAmbientOcclusionRenderLayerFilter =
nullptr;
281 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionRenderCaptureTargetSelector =
nullptr;
283 Qt3DRender::QTexture2D *mAmbientOcclusionRenderTexture =
nullptr;
286 Qt3DRender::QCameraSelector *mAmbientOcclusionBlurCameraSelector =
nullptr;
287 Qt3DRender::QRenderStateSet *mAmbientOcclusionBlurStateSet =
nullptr;;
288 Qt3DRender::QLayerFilter *mAmbientOcclusionBlurLayerFilter =
nullptr;
289 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionBlurRenderCaptureTargetSelector =
nullptr;
291 Qt3DRender::QTexture2D *mAmbientOcclusionBlurTexture =
nullptr;
294 Qt3DRender::QCameraSelector *mRubberBandsCameraSelector =
nullptr;
295 Qt3DRender::QLayerFilter *mRubberBandsLayerFilter =
nullptr;
296 Qt3DRender::QRenderStateSet *mRubberBandsStateSet =
nullptr;
297 Qt3DRender::QRenderTargetSelector *mRubberBandsRenderTargetSelector =
nullptr;
300 Qt3DRender::QLayerFilter *mPreviewLayerFilter =
nullptr;
301 Qt3DRender::QRenderStateSet *mPreviewRenderStateSet =
nullptr;
302 Qt3DRender::QDepthTest *mPreviewDepthTest =
nullptr;
303 Qt3DRender::QCullFace *mPreviewCullFace =
nullptr;
305 bool mShadowRenderingEnabled =
false;
306 float mShadowBias = 0.00001f;
307 int mShadowMapResolution = 2048;
310 bool mAmbientOcclusionEnabled =
false;
311 float mAmbientOcclusionIntensity = 0.5f;
312 float mAmbientOcclusionRadius = 25.f;
313 float mAmbientOcclusionThreshold = 0.5f;
315 QSize mSize = QSize( 1024, 768 );
317 bool mEyeDomeLightingEnabled =
false;
318 double mEyeDomeLightingStrength = 1000.0;
319 int mEyeDomeLightingDistance = 1;
324 QEntity *mDepthRenderQuad =
nullptr;
326 QVector3D mLightDirection = QVector3D( 0.0, -1.0f, 0.0f );
328 Qt3DCore::QEntity *mRootEntity =
nullptr;
330 Qt3DRender::QLayer *mPreviewLayer =
nullptr;
331 Qt3DRender::QLayer *mForwardRenderLayer =
nullptr;
332 Qt3DRender::QLayer *mCastShadowsLayer =
nullptr;
333 Qt3DRender::QLayer *mDepthRenderPassLayer =
nullptr;
334 Qt3DRender::QLayer *mTransparentObjectsPassLayer =
nullptr;
335 Qt3DRender::QLayer *mRubberBandsLayer =
nullptr;
341 Qt3DCore::QEntity *mRubberBandsRootEntity =
nullptr;
343 QVector<QgsPreviewQuad *> mPreviewQuads;
345 Qt3DRender::QFrameGraphNode *constructShadowRenderPass();
346 Qt3DRender::QFrameGraphNode *constructForwardRenderPass();
347 Qt3DRender::QFrameGraphNode *constructTexturesPreviewPass();
348 Qt3DRender::QFrameGraphNode *constructPostprocessingPass();
349 Qt3DRender::QFrameGraphNode *constructDepthRenderPass();
350 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionRenderPass();
351 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionBlurPass();
352 Qt3DRender::QFrameGraphNode *constructRubberBandsPass();
354 Qt3DCore::QEntity *constructDepthRenderQuad();
356 bool mRenderCaptureEnabled =
true;
bool renderCaptureEnabled() const
Returns whether it will be possible to render to an image.
Qt3DRender::QLayer * forwardRenderLayer()
Returns a layer object used to indicate that an entity will be rendered during the forward rendering ...
bool frustumCullingEnabled() const
Returns whether frustum culling is enabled.
int shadowMapResolution() const
Returns the shadow map resolution.
void setRenderCaptureEnabled(bool enabled)
Sets whether it will be possible to render to an image.
Qt3DRender::QRenderCapture * depthRenderCapture()
Returns the render capture object used to take an image of the depth buffer of the scene.
Qt3DCore::QEntity * rootEntity()
Returns the root entity of the entities related to the frame graph (like the post processing entity a...
void setShadowBias(float shadowBias)
Sets the shadow bias value.
bool ambientOcclusionEnabled() const
Returns whether Screen Space Ambient Occlusion is enabled.
Qt3DRender::QFrameGraphNode * frameGraphRoot()
Returns the root of the frame graph object.
void setupShadowMapDebugging(bool enabled, Qt::Corner corner, double size)
Sets the shadow map debugging view port.
Qt3DRender::QTexture2D * shadowMapTexture()
Returns the shadow map (a depth texture for the shadow rendering pass)
void setClearColor(const QColor &clearColor)
Sets the clear color of the scene (background color)
bool shadowRenderingEnabled() const
Returns whether shadow rendering is enabled.
QgsPostprocessingEntity * postprocessingEntity()
Returns the postprocessing entity.
Qt3DRender::QTexture2D * forwardRenderColorTexture()
Returns the color texture of the forward rendering pass.
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.
Qt3DCore::QEntity * rubberBandsRootEntity()
Returns entity for all rubber bands (to show them always on top)
void setFrustumCullingEnabled(bool enabled)
Sets whether frustum culling is enabled.
Qt3DRender::QLayer * transparentObjectLayer()
Returns a layer object used to indicate that the object is transparent.
void setDebugOverlayEnabled(bool enabled)
Sets whether debug overlay is enabled.
void setShadowRenderingEnabled(bool enabled)
Sets whether the shadow rendering is enabled.
Qt3DRender::QTexture2D * ambientOcclusionFactorMap()
Returns ambient occlusion factor values texture.
Qt3DRender::QLayer * previewLayer()
Returns a layer object used to indicate that an entity is to be rendered during the preview textures ...
float ambientOcclusionRadius() const
Returns the ambient occlusion radius.
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.
float ambientOcclusionIntensity() const
Returns the ambient occlusion intensity.
void setAmbientOcclusionThreshold(float threshold)
Sets the ambient occlusion threshold.
Qt3DRender::QCamera * lightCamera()
Returns the light camera.
Qt3DRender::QTexture2D * blurredAmbientOcclusionFactorMap()
Returns blurred ambient occlusion factor values texture.
Qt3DRender::QLayer * castShadowsLayer()
Returns a layer object used to indicate that an entity will cast shadows.
float ambientOcclusionThreshold() const
Returns 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.
Qt3DRender::QTexture2D * forwardRenderDepthTexture()
Returns the depth texture of the forward rendering pass.
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.
Qt3DRender::QRenderCapture * renderCapture()
Returns the render capture object used to take an image of the scene.
A rectangle specified with double values.