220 lines
5.5 KiB
C++
220 lines
5.5 KiB
C++
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/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* SPDX-License-Identifier: BSD-3-Clause
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*****************************************************************************/
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#include "SceneTexture.h"
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#include <private/qsgbatchrenderer_p.h>
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namespace
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{
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class Renderer : public QSGBatchRenderer::Renderer
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{
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using Inherited = QSGBatchRenderer::Renderer;
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public:
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Renderer( QSGDefaultRenderContext* context )
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: Inherited( context, renderMode( context ) )
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{
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setClearColor( Qt::transparent );
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}
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~Renderer() override
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{
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clearTarget();
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}
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void setFinalNode( QSGTransformNode* node )
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{
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/*
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we need to find a way how to block all nodes
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that are rendered behing m_finalNode TODO ...
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*/
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m_finalNode = node;
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}
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QRhiTexture* texture() const { return m_rhiTexture; }
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void setProjection( const QRectF& rect )
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{
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const auto rhi = context()->rhi();
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auto r = rect;
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if ( rhi->isYUpInFramebuffer() )
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{
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r.moveTop( r.bottom() );
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r.setHeight( -r.height() );
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}
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MatrixTransformFlags matrixFlags;
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if ( !rhi->isYUpInNDC() )
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matrixFlags |= QSGAbstractRenderer::MatrixTransformFlipY;
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setProjectionMatrixToRect( r, matrixFlags );
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}
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void setTextureSize( const QSize& size )
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{
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if ( m_rt.rt && m_rt.rt->pixelSize() != size )
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clearTarget();
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if ( m_rt.rt == nullptr )
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createTarget( size );
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const QRect r( 0, 0, size.width(), size.height() );
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setDeviceRect( r );
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setViewportRect( r );
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}
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void renderScene() override
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{
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Inherited::renderScene();
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}
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private:
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void createTarget( const QSize& size )
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{
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const auto rhi = context()->rhi();
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auto flags = QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource;
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m_rhiTexture = rhi->newTexture( QRhiTexture::RGBA8, size, 1, flags );
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m_rhiTexture->create();
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QRhiColorAttachment color0( m_rhiTexture );
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auto target = rhi->newTextureRenderTarget( { color0 } );
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target->setRenderPassDescriptor(
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target->newCompatibleRenderPassDescriptor() );
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target->create();
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m_rt.rt = target;
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m_rt.rpDesc = target->renderPassDescriptor();
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auto defaultContext = qobject_cast< QSGDefaultRenderContext* >( context() );
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m_rt.cb = defaultContext->currentFrameCommandBuffer();
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}
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void clearTarget()
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{
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delete m_rt.rt;
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m_rt.rt = nullptr;
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delete m_rt.rpDesc;
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m_rt.rpDesc = nullptr;
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delete m_rhiTexture;
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m_rhiTexture = nullptr;
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}
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void nodeChanged( QSGNode* node, QSGNode::DirtyState state ) override
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{
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Inherited::nodeChanged( node, state );
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}
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private:
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inline QSGRendererInterface::RenderMode renderMode(
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QSGDefaultRenderContext* context ) const
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{
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return context->useDepthBufferFor2D()
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? QSGRendererInterface::RenderMode2D
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: QSGRendererInterface::RenderMode2DNoDepthBuffer;
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}
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QRhiTexture* m_rhiTexture = nullptr;
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QSGTransformNode* m_finalNode = nullptr;
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};
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};
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class SceneTexturePrivate final : public QSGTexturePrivate
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{
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public:
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SceneTexturePrivate( SceneTexture* texture )
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: QSGTexturePrivate( texture )
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{
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}
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QRectF rect;
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qreal devicePixelRatio = 1.0;
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Renderer* renderer = nullptr;
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QSGDefaultRenderContext* context = nullptr;
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};
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SceneTexture::SceneTexture( QSGRenderContext* context )
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: Inherited(*( new SceneTexturePrivate(this) ) )
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{
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d_func()->context = static_cast< QSGDefaultRenderContext* >( context );
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}
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SceneTexture::~SceneTexture()
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{
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delete d_func()->renderer;
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}
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QSize SceneTexture::textureSize() const
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{
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Q_D( const SceneTexture );
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QSize size( qCeil( d->rect.width() ), qCeil( d->rect.height() ) );
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size *= d->devicePixelRatio;
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const QSize minSize = d->context->sceneGraphContext()->minimumFBOSize();
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while ( size.width() < minSize.width() )
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size.rwidth() *= 2;
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while ( size.height() < minSize.height() )
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size.rheight() *= 2;
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return size;
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}
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qint64 SceneTexture::comparisonKey() const
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{
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return qint64( rhiTexture() );
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}
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QRhiTexture* SceneTexture::rhiTexture() const
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{
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Q_D( const SceneTexture );
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return d->renderer ? d->renderer->texture() : nullptr;
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}
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void SceneTexture::render( QSGRootNode* rootNode,
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QSGTransformNode* finalNode, const QRectF& rect )
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{
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Q_D( SceneTexture );
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d->rect = rect;
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const auto pixelSize = textureSize();
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if ( d->renderer == nullptr )
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{
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d->renderer = new Renderer( d->context );
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d->renderer->setDevicePixelRatio( d->devicePixelRatio );
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}
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d->renderer->setRootNode( rootNode );
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d->renderer->setFinalNode( finalNode );
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d->renderer->setProjection( d->rect );
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d->renderer->setTextureSize( pixelSize );
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d->renderer->renderScene();
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}
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void SceneTexture::setDevicePixelRatio( qreal ratio )
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{
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d_func()->devicePixelRatio = ratio;
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}
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QRectF SceneTexture::normalizedTextureSubRect() const
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{
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return QRectF( 0, 1, 1, -1 );
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}
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