16#ifndef QGSSHADOWRENDERINGFRAMEGRAPH_H
17#define QGSSHADOWRENDERINGFRAMEGRAPH_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#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
38#include <Qt3DRender/QDebugOverlay>
70 Qt3DRender::QFrameGraphNode *
frameGraphRoot() {
return mRenderSurfaceSelector; }
192 QgsPreviewQuad *
addTexturePreviewOverlay( Qt3DRender::QTexture2D *texture,
const QPointF ¢erNDC,
const QSizeF &size, QVector<Qt3DRender::QParameter *> additionalShaderParameters = QVector<Qt3DRender::QParameter *>() );
223 Qt3DRender::QRenderSurfaceSelector *mRenderSurfaceSelector =
nullptr;
224 Qt3DRender::QViewport *mMainViewPort =
nullptr;
225 bool mFrustumCullingEnabled =
true;
227 Qt3DRender::QCamera *mMainCamera =
nullptr;
228 Qt3DRender::QCamera *mLightCamera =
nullptr;
231 Qt3DRender::QCameraSelector *mMainCameraSelector =
nullptr;
232 Qt3DRender::QLayerFilter *mForwardRenderLayerFilter =
nullptr;
233 Qt3DRender::QRenderTargetSelector *mForwardRenderTargetSelector =
nullptr;
234 Qt3DRender::QClearBuffers *mForwardClearBuffers =
nullptr;
235 Qt3DRender::QFrustumCulling *mFrustumCulling =
nullptr;
237 Qt3DRender::QTexture2D *mForwardColorTexture =
nullptr;
238 Qt3DRender::QTexture2D *mForwardDepthTexture =
nullptr;
240#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
241 Qt3DRender::QDebugOverlay *mDebugOverlay =
nullptr;
245 Qt3DRender::QCameraSelector *mLightCameraSelectorShadowPass =
nullptr;
246 Qt3DRender::QLayerFilter *mShadowSceneEntitiesFilter =
nullptr;
247 Qt3DRender::QRenderTargetSelector *mShadowRenderTargetSelector =
nullptr;
248 Qt3DRender::QClearBuffers *mShadowClearBuffers =
nullptr;
249 Qt3DRender::QRenderStateSet *mShadowRenderStateSet =
nullptr;
251 Qt3DRender::QTexture2D *mShadowMapTexture =
nullptr;
257 Qt3DRender::QCameraSelector *mDepthRenderCameraSelector =
nullptr;
258 Qt3DRender::QRenderStateSet *mDepthRenderStateSet =
nullptr;;
259 Qt3DRender::QLayerFilter *mDepthRenderLayerFilter =
nullptr;
260 Qt3DRender::QRenderTargetSelector *mDepthRenderCaptureTargetSelector =
nullptr;
261 Qt3DRender::QRenderCapture *mDepthRenderCapture =
nullptr;
263 Qt3DRender::QTexture2D *mDepthRenderCaptureDepthTexture =
nullptr;
264 Qt3DRender::QTexture2D *mDepthRenderCaptureColorTexture =
nullptr;
267 Qt3DRender::QCameraSelector *mPostProcessingCameraSelector =
nullptr;
268 Qt3DRender::QLayerFilter *mPostprocessPassLayerFilter =
nullptr;
269 Qt3DRender::QClearBuffers *mPostprocessClearBuffers =
nullptr;
270 Qt3DRender::QRenderTargetSelector *mRenderCaptureTargetSelector =
nullptr;
271 Qt3DRender::QRenderCapture *mRenderCapture =
nullptr;
273 Qt3DRender::QTexture2D *mRenderCaptureColorTexture =
nullptr;
274 Qt3DRender::QTexture2D *mRenderCaptureDepthTexture =
nullptr;
277 Qt3DRender::QCameraSelector *mAmbientOcclusionRenderCameraSelector =
nullptr;
278 Qt3DRender::QRenderStateSet *mAmbientOcclusionRenderStateSet =
nullptr;;
279 Qt3DRender::QLayerFilter *mAmbientOcclusionRenderLayerFilter =
nullptr;
280 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionRenderCaptureTargetSelector =
nullptr;
282 Qt3DRender::QTexture2D *mAmbientOcclusionRenderTexture =
nullptr;
285 Qt3DRender::QCameraSelector *mAmbientOcclusionBlurCameraSelector =
nullptr;
286 Qt3DRender::QRenderStateSet *mAmbientOcclusionBlurStateSet =
nullptr;;
287 Qt3DRender::QLayerFilter *mAmbientOcclusionBlurLayerFilter =
nullptr;
288 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionBlurRenderCaptureTargetSelector =
nullptr;
290 Qt3DRender::QTexture2D *mAmbientOcclusionBlurTexture =
nullptr;
293 Qt3DRender::QLayerFilter *mPreviewLayerFilter =
nullptr;
294 Qt3DRender::QRenderStateSet *mPreviewRenderStateSet =
nullptr;
295 Qt3DRender::QDepthTest *mPreviewDepthTest =
nullptr;
296 Qt3DRender::QCullFace *mPreviewCullFace =
nullptr;
298 bool mShadowRenderingEnabled =
false;
299 float mShadowBias = 0.00001f;
300 int mShadowMapResolution = 2048;
303 bool mAmbientOcclusionEnabled =
false;
304 float mAmbientOcclusionIntensity = 0.5f;
305 float mAmbientOcclusionRadius = 25.f;
306 float mAmbientOcclusionThreshold = 0.5f;
308 QSize mSize = QSize( 1024, 768 );
310 bool mEyeDomeLightingEnabled =
false;
311 double mEyeDomeLightingStrength = 1000.0;
312 int mEyeDomeLightingDistance = 1;
317 QEntity *mDepthRenderQuad =
nullptr;
319 QVector3D mLightDirection = QVector3D( 0.0, -1.0f, 0.0f );
321 Qt3DCore::QEntity *mRootEntity =
nullptr;
323 Qt3DRender::QLayer *mPreviewLayer =
nullptr;
324 Qt3DRender::QLayer *mForwardRenderLayer =
nullptr;
325 Qt3DRender::QLayer *mCastShadowsLayer =
nullptr;
326 Qt3DRender::QLayer *mDepthRenderPassLayer =
nullptr;
327 Qt3DRender::QLayer *mTransparentObjectsPassLayer =
nullptr;
333 QVector<QgsPreviewQuad *> mPreviewQuads;
335 Qt3DRender::QFrameGraphNode *constructShadowRenderPass();
336 Qt3DRender::QFrameGraphNode *constructForwardRenderPass();
337 Qt3DRender::QFrameGraphNode *constructTexturesPreviewPass();
338 Qt3DRender::QFrameGraphNode *constructPostprocessingPass();
339 Qt3DRender::QFrameGraphNode *constructDepthRenderPass();
340 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionRenderPass();
341 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionBlurPass();
343 Qt3DCore::QEntity *constructDepthRenderQuad();
345 bool mRenderCaptureEnabled =
true;
A rectangle specified with double values.
Qt3DRender::QTexture2D * ambientOcclusionFactorMap()
Returns ambient occlusion factor values texture.
int shadowMapResolution() const
Returns the shadow map resolution.
void setupDepthMapDebugging(bool enabled, Qt::Corner corner, double size)
Sets the depth map debugging view port.
Qt3DRender::QLayer * transparentObjectLayer()
Returns a layer object used to indicate that the object is transparent.
bool renderCaptureEnabled() const
Returns whether it will be possible to render to an image.
Qt3DRender::QTexture2D * shadowMapTexture()
Returns the shadow map (a depth texture for the shadow rendering pass)
void setAmbientOcclusionThreshold(float threshold)
Sets the ambient occlusion threshold.
QgsShadowRenderingFrameGraph(QSurface *surface, QSize s, Qt3DRender::QCamera *mainCamera, Qt3DCore::QEntity *root)
Constructor.
void setupShadowMapDebugging(bool enabled, Qt::Corner corner, double size)
Sets the shadow map debugging view port.
Qt3DRender::QRenderCapture * renderCapture()
Returns the render capture object used to take an image of the scene.
void setShadowBias(float shadowBias)
Sets the shadow bias value.
Qt3DRender::QLayer * castShadowsLayer()
Returns a layer object used to indicate that an entity will cast shadows.
void setAmbientOcclusionIntensity(float intensity)
Sets the ambient occlusion intensity.
void setShadowMapResolution(int resolution)
Sets the resolution of the shadow map.
void setSize(QSize s)
Sets the size of the buffers used for rendering.
QgsPostprocessingEntity * postprocessingEntity()
Returns the postprocessing entity.
void setupEyeDomeLighting(bool enabled, double strength, int distance)
Sets eye dome lighting shading related settings.
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.
Qt3DRender::QFrameGraphNode * frameGraphRoot()
Returns the root of the frame graph object.
float ambientOcclusionRadius() const
Returns the ambient occlusion radius.
float ambientOcclusionIntensity() const
Returns the ambient occlusion intensity.
bool shadowRenderingEnabled() const
Returns whether shadow rendering is enabled.
Qt3DRender::QCamera * lightCamera()
Returns the light camera.
Qt3DRender::QTexture2D * forwardRenderColorTexture()
Returns the color texture of the forward rendering pass.
bool ambientOcclusionEnabled() const
Returns whether Screen Space Ambient Occlusion is enabled.
Qt3DRender::QRenderCapture * depthRenderCapture()
Returns the render capture object used to take an image of the depth buffer of the scene.
void setAmbientOcclusionRadius(float radius)
Sets the ambient occlusion radius.
Qt3DRender::QLayer * previewLayer()
Returns a layer object used to indicate that an entity is to be rendered during the preview textures ...
void setDebugOverlayEnabled(bool enabled)
Sets whether debug overlay is enabled.
bool frustumCullingEnabled() const
Returns whether frustum culling is enabled.
void setAmbientOcclusionEnabled(bool enabled)
Sets whether Screen Space Ambient Occlusion will be enabled.
void setFrustumCullingEnabled(bool enabled)
Sets whether frustum culling is enabled.
void setClearColor(const QColor &clearColor)
Sets the clear color of the scene (background color)
Qt3DRender::QLayer * forwardRenderLayer()
Returns a layer object used to indicate that an entity will be rendered during the forward rendering ...
Qt3DRender::QTexture2D * forwardRenderDepthTexture()
Returns the depth texture of the forward rendering pass.
Qt3DCore::QEntity * rootEntity()
Returns the root entity of the entities related to the frame graph (like the post processing entity a...
void setRenderCaptureEnabled(bool enabled)
Sets whether it will be possible to render to an image.
float ambientOcclusionThreshold() const
Returns the ambient occlusion threshold.
void setupDirectionalLight(const QgsDirectionalLightSettings &light, float maximumShadowRenderingDistance)
Sets shadow rendering to use a directional light.
float shadowBias() const
Returns the shadow bias value.
Qt3DRender::QCamera * mainCamera()
Returns the main camera.
Qt3DRender::QTexture2D * blurredAmbientOcclusionFactorMap()
Returns blurred ambient occlusion factor values texture.
void setShadowRenderingEnabled(bool enabled)
Sets whether the shadow rendering is enabled.