| 1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
| 2 | // Copyright (C) 2019 The Qt Company Ltd. |
| 3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 4 | |
| 5 | #ifndef QSSG_RENDER_LAYER_H |
| 6 | #define QSSG_RENDER_LAYER_H |
| 7 | |
| 8 | // |
| 9 | // W A R N I N G |
| 10 | // ------------- |
| 11 | // |
| 12 | // This file is not part of the Qt API. It exists purely as an |
| 13 | // implementation detail. This header file may change from version to |
| 14 | // version without notice, or even be removed. |
| 15 | // |
| 16 | // We mean it. |
| 17 | // |
| 18 | |
| 19 | #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h> |
| 20 | #include <QtCore/qvarlengtharray.h> |
| 21 | #include <QtCore/qlist.h> |
| 22 | #include <QMutex> |
| 23 | #include <ssg/qssglightmapper.h> |
| 24 | |
| 25 | QT_BEGIN_NAMESPACE |
| 26 | class QSSGRenderContextInterface; |
| 27 | struct QSSGRenderPresentation; |
| 28 | struct QSSGRenderEffect; |
| 29 | struct QSSGRenderImage; |
| 30 | class QSSGLayerRenderData; |
| 31 | struct QSSGRenderResourceLoader; |
| 32 | |
| 33 | class QQuick3DObject; |
| 34 | class QSSGRenderExtension; |
| 35 | |
| 36 | class QRhiShaderResourceBindings; |
| 37 | |
| 38 | // A layer is a special node. It *always* presents its global transform |
| 39 | // to children as the identity. It also can optionally have a width or height |
| 40 | // different than the overlying context. You can think of layers as the transformation |
| 41 | // between a 3d scene graph and a 2D texture. |
| 42 | struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderLayer : public QSSGRenderNode |
| 43 | { |
| 44 | enum class AAMode : quint8 |
| 45 | { |
| 46 | NoAA = 0, |
| 47 | SSAA, |
| 48 | MSAA, |
| 49 | ProgressiveAA |
| 50 | }; |
| 51 | |
| 52 | enum class TAAMode : quint8 |
| 53 | { |
| 54 | Off, |
| 55 | On |
| 56 | }; |
| 57 | |
| 58 | enum class AAQuality : quint8 |
| 59 | { |
| 60 | Normal = 2, |
| 61 | High = 4, |
| 62 | VeryHigh = 8 |
| 63 | }; |
| 64 | |
| 65 | enum class HorizontalField : quint8 |
| 66 | { |
| 67 | LeftWidth = 0, |
| 68 | LeftRight, |
| 69 | WidthRight |
| 70 | }; |
| 71 | |
| 72 | enum class VerticalField : quint8 |
| 73 | { |
| 74 | TopHeight = 0, |
| 75 | TopBottom, |
| 76 | HeightBottom |
| 77 | }; |
| 78 | |
| 79 | enum class UnitType : quint8 |
| 80 | { |
| 81 | Percent = 0, |
| 82 | Pixels |
| 83 | }; |
| 84 | |
| 85 | enum class Background : quint8 |
| 86 | { |
| 87 | Transparent = 0, |
| 88 | Unspecified, |
| 89 | Color, |
| 90 | SkyBox, |
| 91 | SkyBoxCubeMap |
| 92 | }; |
| 93 | |
| 94 | enum class TonemapMode : quint8 |
| 95 | { |
| 96 | None = 0, // Bypass mode |
| 97 | Linear, |
| 98 | Aces, |
| 99 | HejlDawson, |
| 100 | Filmic, |
| 101 | Custom |
| 102 | }; |
| 103 | static size_t constexpr TonemapModeCount = 6; |
| 104 | |
| 105 | enum class LayerFlag |
| 106 | { |
| 107 | EnableDepthTest = 0x1, |
| 108 | EnableDepthPrePass = 0x2, ///< True when we render a depth pass before |
| 109 | RenderToTarget = 0x3 ///< Does this layer render to the normal render target, |
| 110 | }; |
| 111 | Q_DECLARE_FLAGS(LayerFlags, LayerFlag) |
| 112 | |
| 113 | enum class MaterialDebugMode : quint8 |
| 114 | { |
| 115 | None = 0, // Bypass |
| 116 | BaseColor = 1, |
| 117 | Roughness, |
| 118 | Metalness, |
| 119 | Diffuse, |
| 120 | Specular, |
| 121 | ShadowOcclusion, |
| 122 | Emission, |
| 123 | AmbientOcclusion, |
| 124 | Normal, |
| 125 | Tangent, |
| 126 | Binormal, |
| 127 | F0 |
| 128 | }; |
| 129 | |
| 130 | // First effect in a list of effects. |
| 131 | QSSGRenderEffect *firstEffect; |
| 132 | QSSGLayerRenderData *renderData = nullptr; |
| 133 | enum class RenderExtensionStage { Underlay, Overlay, Count }; |
| 134 | QList<QSSGRenderExtension *> renderExtensions[size_t(RenderExtensionStage::Count)]; |
| 135 | |
| 136 | QSSGRenderLayer::AAMode antialiasingMode; |
| 137 | QSSGRenderLayer::AAQuality antialiasingQuality; |
| 138 | |
| 139 | QSSGRenderLayer::Background background; |
| 140 | QVector3D clearColor; |
| 141 | |
| 142 | quint8 viewCount = 1; |
| 143 | |
| 144 | // Ambient occlusion |
| 145 | float aoStrength = 0.0f; |
| 146 | float aoDistance = 5.0f; |
| 147 | float aoSoftness = 50.0f; |
| 148 | float aoBias = 0.0f; |
| 149 | qint32 aoSamplerate = 2; |
| 150 | bool aoDither = false; |
| 151 | bool aoEnabled = false; |
| 152 | |
| 153 | constexpr bool ssaoEnabled() const { return aoEnabled && (aoStrength > 0.0f && aoDistance > 0.0f); } |
| 154 | |
| 155 | // IBL |
| 156 | QSSGRenderImage *lightProbe { nullptr }; |
| 157 | struct LightProbeSettings { |
| 158 | float probeExposure { 1.0f }; |
| 159 | float probeHorizon { -1.0f }; |
| 160 | QMatrix3x3 probeOrientation; |
| 161 | QVector3D probeOrientationAngles; |
| 162 | } lightProbeSettings; |
| 163 | |
| 164 | QSSGRenderImage *skyBoxCubeMap = nullptr; |
| 165 | |
| 166 | TAAMode temporalAAMode { TAAMode::Off }; |
| 167 | float temporalAAStrength; |
| 168 | float ssaaMultiplier; |
| 169 | bool specularAAEnabled; |
| 170 | |
| 171 | //TODO: move render state somewhere more suitable |
| 172 | bool temporalAAIsActive; |
| 173 | bool progressiveAAIsActive; |
| 174 | uint tempAAPassIndex; |
| 175 | uint progAAPassIndex; |
| 176 | |
| 177 | // The camera explicitly set on the view by the user. (backend node can be null) |
| 178 | QVarLengthArray<QSSGRenderCamera *, 2> explicitCameras; |
| 179 | // The camera used for rendering, multiple ones with multiview. |
| 180 | QVarLengthArray<QSSGRenderCamera *, 2> renderedCameras; |
| 181 | QMutex renderedCamerasMutex; |
| 182 | |
| 183 | // Tonemapping |
| 184 | TonemapMode tonemapMode; |
| 185 | |
| 186 | LayerFlags layerFlags { LayerFlag::RenderToTarget, |
| 187 | LayerFlag::EnableDepthTest, |
| 188 | LayerFlag::EnableDepthPrePass }; |
| 189 | |
| 190 | // references to objects owned by the QSSGRhiContext |
| 191 | QRhiShaderResourceBindings *skyBoxSrb = nullptr; |
| 192 | QVarLengthArray<QRhiShaderResourceBindings *, 4> item2DSrbs; |
| 193 | bool skyBoxIsRgbe8 = false; |
| 194 | |
| 195 | // Skybox |
| 196 | float skyboxBlurAmount = 0.0f; |
| 197 | |
| 198 | // Grid |
| 199 | bool gridEnabled = false; |
| 200 | float gridScale = 1.0f; |
| 201 | quint32 gridFlags = 0; |
| 202 | QRhiShaderResourceBindings *gridSrb = nullptr; |
| 203 | |
| 204 | // Lightmapper config |
| 205 | QSSGLightmapperOptions lmOptions; |
| 206 | |
| 207 | // Scissor |
| 208 | QRect scissorRect; |
| 209 | |
| 210 | // Fog |
| 211 | struct FogOptions { |
| 212 | bool enabled = false; |
| 213 | QVector3D color = QVector3D(0.5f, 0.6f, 0.7f); |
| 214 | float density = 1.0f; |
| 215 | bool depthEnabled = false; |
| 216 | float depthBegin = 10.0f; |
| 217 | float depthEnd = 1000.0f; |
| 218 | float depthCurve = 1.0f; |
| 219 | bool heightEnabled = false; |
| 220 | float heightMin = 10.0f; |
| 221 | float heightMax = 0.0f; |
| 222 | float heightCurve = 1.0f; |
| 223 | bool transmitEnabled = false; |
| 224 | float transmitCurve = 1.0f; |
| 225 | } fog; |
| 226 | |
| 227 | QVector<QSSGRenderGraphObject *> resourceLoaders; |
| 228 | |
| 229 | MaterialDebugMode debugMode = MaterialDebugMode::None; |
| 230 | |
| 231 | bool wireframeMode = false; |
| 232 | bool drawDirectionalLightShadowBoxes = false; |
| 233 | bool drawShadowCastingBounds = false; |
| 234 | bool drawShadowReceivingBounds = false; |
| 235 | bool drawCascades = false; |
| 236 | bool drawSceneCascadeIntersection = false; |
| 237 | bool disableShadowCameraUpdate = false; |
| 238 | |
| 239 | QSSGRenderLayer(); |
| 240 | ~QSSGRenderLayer(); |
| 241 | |
| 242 | void setProbeOrientation(const QVector3D &angles); |
| 243 | |
| 244 | void addEffect(QSSGRenderEffect &inEffect); |
| 245 | bool hasEffect(QSSGRenderEffect *inEffect) const; |
| 246 | |
| 247 | QSSGRenderNode *importSceneNode = nullptr; |
| 248 | |
| 249 | // Special function(s) for importScene |
| 250 | void setImportScene(QSSGRenderNode &rootNode); |
| 251 | void removeImportScene(QSSGRenderNode &rootNode); |
| 252 | |
| 253 | [[nodiscard]] bool isMsaaEnabled() const { return antialiasingMode == AAMode::MSAA; } |
| 254 | [[nodiscard]] bool isSsaaEnabled() const { return antialiasingMode == AAMode::SSAA; } |
| 255 | [[nodiscard]] bool isProgressiveAAEnabled() const { return antialiasingMode == AAMode::ProgressiveAA; } |
| 256 | // NOTE: Temporal AA is not enabled when MSAA is enabled. |
| 257 | [[nodiscard]] bool isTemporalAAEnabled() const { return (temporalAAMode == TAAMode::On) && !isMsaaEnabled(); } |
| 258 | |
| 259 | static constexpr float ssaaMultiplierForQuality(QSSGRenderLayer::AAQuality quality) |
| 260 | { |
| 261 | switch (quality) { |
| 262 | case QSSGRenderLayer::AAQuality::Normal: |
| 263 | return 1.2f; |
| 264 | case QSSGRenderLayer::AAQuality::High: |
| 265 | return 1.5f; |
| 266 | case QSSGRenderLayer::AAQuality::VeryHigh: |
| 267 | return 2.0f; |
| 268 | } |
| 269 | |
| 270 | return 1.5f; // QSSGRenderLayer::AAQuality::High |
| 271 | } |
| 272 | }; |
| 273 | QT_END_NAMESPACE |
| 274 | |
| 275 | #endif |
| 276 | |