QGIS API Documentation 3.34.0-Prizren (ffbdd678812)
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qgsshadowrenderingframegraph.h
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1/***************************************************************************
2 qgsshadowrenderingframegraph.h
3 --------------------------------------
4 Date : August 2020
5 Copyright : (C) 2020 by Belgacem Nedjima
6 Email : gb underscore nedjima at esi dot dz
7 ***************************************************************************
8 * *
9 * This program is free software; you can redistribute it and/or modify *
10 * it under the terms of the GNU General Public License as published by *
11 * the Free Software Foundation; either version 2 of the License, or *
12 * (at your option) any later version. *
13 * *
14 ***************************************************************************/
15
16#ifndef QGSSHADOWRENDERINGFRAMEGRAPH_H
17#define QGSSHADOWRENDERINGFRAMEGRAPH_H
18
19#include <QWindow>
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>
39#endif
40
42
45class QgsRectangle;
48class QgsPreviewQuad;
50
51#define SIP_NO_FILE
52
61class QgsShadowRenderingFrameGraph : public Qt3DCore::QEntity
62{
63 Q_OBJECT
64
65 public:
67 QgsShadowRenderingFrameGraph( QSurface *surface, QSize s, Qt3DRender::QCamera *mainCamera, Qt3DCore::QEntity *root );
68
70 Qt3DRender::QFrameGraphNode *frameGraphRoot() { return mRenderSurfaceSelector; }
71
73 Qt3DRender::QTexture2D *forwardRenderColorTexture() { return mForwardColorTexture; }
75 Qt3DRender::QTexture2D *forwardRenderDepthTexture() { return mForwardDepthTexture; }
77 Qt3DRender::QTexture2D *shadowMapTexture() { return mShadowMapTexture; }
78
83 Qt3DRender::QTexture2D *ambientOcclusionFactorMap() { return mAmbientOcclusionRenderTexture; }
84
89 Qt3DRender::QTexture2D *blurredAmbientOcclusionFactorMap() { return mAmbientOcclusionBlurTexture; }
90
92 Qt3DRender::QLayer *previewLayer() { return mPreviewLayer; }
94 Qt3DRender::QLayer *castShadowsLayer() { return mCastShadowsLayer; }
96 Qt3DRender::QLayer *forwardRenderLayer() { return mForwardRenderLayer; }
97
102 Qt3DRender::QLayer *transparentObjectLayer() { return mTransparentObjectsPassLayer; }
103
105 Qt3DRender::QCamera *mainCamera() { return mMainCamera; }
107 Qt3DRender::QCamera *lightCamera() { return mLightCamera; }
109 QgsPostprocessingEntity *postprocessingEntity() { return mPostprocessingEntity; }
111 Qt3DCore::QEntity *rootEntity() { return mRootEntity; }
112
114 Qt3DCore::QEntity *rubberBandsRootEntity() { return mRubberBandsRootEntity; }
115
117 Qt3DRender::QRenderCapture *renderCapture() { return mRenderCapture; }
118
120 Qt3DRender::QRenderCapture *depthRenderCapture() { return mDepthRenderCapture; }
121
122
124 bool frustumCullingEnabled() const { return mFrustumCullingEnabled; }
126 void setFrustumCullingEnabled( bool enabled );
127
129 bool shadowRenderingEnabled() const { return mShadowRenderingEnabled; }
131 void setShadowRenderingEnabled( bool enabled );
132
134 float shadowBias() const { return mShadowBias; }
136 void setShadowBias( float shadowBias );
137
139 int shadowMapResolution() const { return mShadowMapResolution; }
141 void setShadowMapResolution( int resolution );
142
143
148 void setAmbientOcclusionEnabled( bool enabled );
149
154 bool ambientOcclusionEnabled() const { return mAmbientOcclusionEnabled; }
155
160 void setAmbientOcclusionIntensity( float intensity );
161
166 float ambientOcclusionIntensity() const { return mAmbientOcclusionIntensity; }
167
172 void setAmbientOcclusionRadius( float radius );
173
178 float ambientOcclusionRadius() const { return mAmbientOcclusionRadius; }
179
184 void setAmbientOcclusionThreshold( float threshold );
185
190 float ambientOcclusionThreshold() const { return mAmbientOcclusionThreshold; }
191
193 void setClearColor( const QColor &clearColor );
195 QgsPreviewQuad *addTexturePreviewOverlay( Qt3DRender::QTexture2D *texture, const QPointF &centerNDC, const QSizeF &size, QVector<Qt3DRender::QParameter *> additionalShaderParameters = QVector<Qt3DRender::QParameter *>() );
197 void setupDirectionalLight( const QgsDirectionalLightSettings &light, float maximumShadowRenderingDistance );
199 void setupEyeDomeLighting( bool enabled, double strength, int distance );
201 void setupShadowMapDebugging( bool enabled, Qt::Corner corner, double size );
203 void setupDepthMapDebugging( bool enabled, Qt::Corner corner, double size );
205 void setSize( QSize s );
206
211 void setRenderCaptureEnabled( bool enabled );
212
217 bool renderCaptureEnabled() const { return mRenderCaptureEnabled; }
218
223 void setDebugOverlayEnabled( bool enabled );
224
225 private:
226 Qt3DRender::QRenderSurfaceSelector *mRenderSurfaceSelector = nullptr;
227 Qt3DRender::QViewport *mMainViewPort = nullptr;
228 bool mFrustumCullingEnabled = true;
229
230 Qt3DRender::QCamera *mMainCamera = nullptr;
231 Qt3DRender::QCamera *mLightCamera = nullptr;
232
233 // Forward rendering pass branch nodes:
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;
239 // Forward rendering pass texture related objects:
240 Qt3DRender::QTexture2D *mForwardColorTexture = nullptr;
241 Qt3DRender::QTexture2D *mForwardDepthTexture = nullptr;
242 // QDebugOverlay added in the forward pass
243#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
244 Qt3DRender::QDebugOverlay *mDebugOverlay = nullptr;
245#endif
246
247 // Shadow rendering pass branch nodes:
248 Qt3DRender::QCameraSelector *mLightCameraSelectorShadowPass = nullptr;
249 Qt3DRender::QLayerFilter *mShadowSceneEntitiesFilter = nullptr;
250 Qt3DRender::QRenderTargetSelector *mShadowRenderTargetSelector = nullptr;
251 Qt3DRender::QClearBuffers *mShadowClearBuffers = nullptr;
252 Qt3DRender::QRenderStateSet *mShadowRenderStateSet = nullptr;
253 // Shadow rendering pass texture related objects:
254 Qt3DRender::QTexture2D *mShadowMapTexture = nullptr;
255
256 // - The depth buffer render pass is made to copy the depth buffer into
257 // an RGB texture that can be captured into a QImage and sent to the CPU for
258 // calculating real 3D points from mouse coordinates (for zoom, rotation, drag..)
259 // Depth buffer render pass branch nodes:
260 Qt3DRender::QCameraSelector *mDepthRenderCameraSelector = nullptr;
261 Qt3DRender::QRenderStateSet *mDepthRenderStateSet = nullptr;;
262 Qt3DRender::QLayerFilter *mDepthRenderLayerFilter = nullptr;
263 Qt3DRender::QRenderTargetSelector *mDepthRenderCaptureTargetSelector = nullptr;
264 Qt3DRender::QRenderCapture *mDepthRenderCapture = nullptr;
265 // Depth buffer processing pass texture related objects:
266 Qt3DRender::QTexture2D *mDepthRenderCaptureDepthTexture = nullptr;
267 Qt3DRender::QTexture2D *mDepthRenderCaptureColorTexture = nullptr;
268
269 // Post processing pass branch nodes:
270 Qt3DRender::QCameraSelector *mPostProcessingCameraSelector = nullptr;
271 Qt3DRender::QLayerFilter *mPostprocessPassLayerFilter = nullptr;
272 Qt3DRender::QClearBuffers *mPostprocessClearBuffers = nullptr;
273 Qt3DRender::QRenderTargetSelector *mRenderCaptureTargetSelector = nullptr;
274 Qt3DRender::QRenderCapture *mRenderCapture = nullptr;
275 // Post processing pass texture related objects:
276 Qt3DRender::QTexture2D *mRenderCaptureColorTexture = nullptr;
277 Qt3DRender::QTexture2D *mRenderCaptureDepthTexture = nullptr;
278
279 // Ambient occlusion factor generation pass
280 Qt3DRender::QCameraSelector *mAmbientOcclusionRenderCameraSelector = nullptr;
281 Qt3DRender::QRenderStateSet *mAmbientOcclusionRenderStateSet = nullptr;;
282 Qt3DRender::QLayerFilter *mAmbientOcclusionRenderLayerFilter = nullptr;
283 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionRenderCaptureTargetSelector = nullptr;
284 // Ambient occlusion factor generation pass texture related objects:
285 Qt3DRender::QTexture2D *mAmbientOcclusionRenderTexture = nullptr;
286
287 // Ambient occlusion factor blur pass
288 Qt3DRender::QCameraSelector *mAmbientOcclusionBlurCameraSelector = nullptr;
289 Qt3DRender::QRenderStateSet *mAmbientOcclusionBlurStateSet = nullptr;;
290 Qt3DRender::QLayerFilter *mAmbientOcclusionBlurLayerFilter = nullptr;
291 Qt3DRender::QRenderTargetSelector *mAmbientOcclusionBlurRenderCaptureTargetSelector = nullptr;
292 // Ambient occlusion factor blur pass texture related objects:
293 Qt3DRender::QTexture2D *mAmbientOcclusionBlurTexture = nullptr;
294
295 // Rubber bands pass
296 Qt3DRender::QCameraSelector *mRubberBandsCameraSelector = nullptr;
297 Qt3DRender::QLayerFilter *mRubberBandsLayerFilter = nullptr;
298 Qt3DRender::QRenderStateSet *mRubberBandsStateSet = nullptr;
299 Qt3DRender::QRenderTargetSelector *mRubberBandsRenderTargetSelector = nullptr;
300
301 // Texture preview:
302 Qt3DRender::QLayerFilter *mPreviewLayerFilter = nullptr;
303 Qt3DRender::QRenderStateSet *mPreviewRenderStateSet = nullptr;
304 Qt3DRender::QDepthTest *mPreviewDepthTest = nullptr;
305 Qt3DRender::QCullFace *mPreviewCullFace = nullptr;
306
307 bool mShadowRenderingEnabled = false;
308 float mShadowBias = 0.00001f;
309 int mShadowMapResolution = 2048;
310
311 // Ambient occlusion related settings
312 bool mAmbientOcclusionEnabled = false;
313 float mAmbientOcclusionIntensity = 0.5f;
314 float mAmbientOcclusionRadius = 25.f;
315 float mAmbientOcclusionThreshold = 0.5f;
316
317 QSize mSize = QSize( 1024, 768 );
318
319 bool mEyeDomeLightingEnabled = false;
320 double mEyeDomeLightingStrength = 1000.0;
321 int mEyeDomeLightingDistance = 1;
322
323 QgsPreviewQuad *mDebugShadowMapPreviewQuad = nullptr;
324 QgsPreviewQuad *mDebugDepthMapPreviewQuad = nullptr;
325
326 QEntity *mDepthRenderQuad = nullptr;
327
328 QVector3D mLightDirection = QVector3D( 0.0, -1.0f, 0.0f );
329
330 Qt3DCore::QEntity *mRootEntity = nullptr;
331
332 Qt3DRender::QLayer *mPreviewLayer = nullptr;
333 Qt3DRender::QLayer *mForwardRenderLayer = nullptr;
334 Qt3DRender::QLayer *mCastShadowsLayer = nullptr;
335 Qt3DRender::QLayer *mDepthRenderPassLayer = nullptr;
336 Qt3DRender::QLayer *mTransparentObjectsPassLayer = nullptr;
337 Qt3DRender::QLayer *mRubberBandsLayer = nullptr;
338
339 QgsPostprocessingEntity *mPostprocessingEntity = nullptr;
340 QgsAmbientOcclusionRenderEntity *mAmbientOcclusionRenderEntity = nullptr;
341 QgsAmbientOcclusionBlurEntity *mAmbientOcclusionBlurEntity = nullptr;
342
343 Qt3DCore::QEntity *mRubberBandsRootEntity = nullptr;
344
345 QVector<QgsPreviewQuad *> mPreviewQuads;
346
347 Qt3DRender::QFrameGraphNode *constructShadowRenderPass();
348 Qt3DRender::QFrameGraphNode *constructForwardRenderPass();
349 Qt3DRender::QFrameGraphNode *constructTexturesPreviewPass();
350 Qt3DRender::QFrameGraphNode *constructPostprocessingPass();
351 Qt3DRender::QFrameGraphNode *constructDepthRenderPass();
352 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionRenderPass();
353 Qt3DRender::QFrameGraphNode *constructAmbientOcclusionBlurPass();
354 Qt3DRender::QFrameGraphNode *constructRubberBandsPass();
355
356 Qt3DCore::QEntity *constructDepthRenderQuad();
357
358 bool mRenderCaptureEnabled = true;
359
360 Q_DISABLE_COPY( QgsShadowRenderingFrameGraph )
361};
362
363#endif // QGSSHADOWRENDERINGFRAMEGRAPH_H
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.
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 &centerNDC, 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...
Qt3DCore::QEntity * rubberBandsRootEntity()
Returns entity for all rubber bands (to show them always on top)
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.