QGIS API Documentation 4.0.0-Norrköping (1ddcee3d0e4)
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qgsambientocclusionrenderview.cpp
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1/***************************************************************************
2 qgsambientocclusionrenderview.cpp
3 --------------------------------------
4 Date : May 2025
5 Copyright : (C) 2025 by Benoit De Mezzo and (C) 2020 by Belgacem Nedjima
6 Email : benoit dot de dot mezzo at oslandia dot com
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
17
20
21#include <Qt3DRender/QCamera>
22#include <Qt3DRender/QCullFace>
23#include <Qt3DRender/QDepthTest>
24#include <Qt3DRender/QLayer>
25#include <Qt3DRender/QLayerFilter>
26#include <Qt3DRender/QRenderStateSet>
27#include <Qt3DRender/QRenderTarget>
28#include <Qt3DRender/QRenderTargetSelector>
29#include <Qt3DRender/QTexture>
30#include <Qt3DRender/qsubtreeenabler.h>
31
33 const QString &viewName, Qt3DRender::QCamera *mainCamera, QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity
34)
35 : QgsAbstractRenderView( viewName )
36{
37 mAOPassLayer = new Qt3DRender::QLayer;
38 mAOPassLayer->setRecursive( true );
39 mAOPassLayer->setObjectName( mViewName + "::Layer(AO)" );
40
41 mBlurPassLayer = new Qt3DRender::QLayer;
42 mBlurPassLayer->setRecursive( true );
43 mBlurPassLayer->setObjectName( mViewName + "::Layer(Blur)" );
44
45 // ambient occlusion rendering pass
46 buildRenderPasses( mSize, forwardDepthTexture, rootSceneEntity, mainCamera );
47}
48
50{
51 mAOPassTexture->setSize( width, height );
52 mBlurPassTexture->setSize( width, height );
53}
54
56{
58 mAmbientOcclusionRenderEntity->setEnabled( enable );
59 mAmbientOcclusionBlurEntity->setEnabled( enable );
60}
61
62Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildAOTexture( QSize mSize )
63{
64 // Create a texture to render into.
65 Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput;
66 colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
67
68 mAOPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput );
69 mAOPassTexture->setSize( mSize.width(), mSize.height() );
70 mAOPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
71 mAOPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
72 mAOPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
73 mAOPassTexture->setObjectName( mViewName + "::ColorTarget(AO)" );
74 colorTargetOutput->setTexture( mAOPassTexture );
75
76 Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
77 renderTarget->addOutput( colorTargetOutput );
78
79 return renderTarget;
80}
81
82Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildBlurTexture( QSize mSize )
83{
84 // Create a texture to render into.
85 Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput;
86 colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
87
88 mBlurPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput );
89 mBlurPassTexture->setSize( mSize.width(), mSize.height() );
90 mBlurPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
91 mBlurPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
92 mBlurPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
93 mBlurPassTexture->setObjectName( mViewName + "::ColorTarget(blur)" );
94 colorTargetOutput->setTexture( mBlurPassTexture );
95
96 Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
97 renderTarget->addOutput( colorTargetOutput );
98
99 return renderTarget;
100}
101
102void QgsAmbientOcclusionRenderView::buildRenderPasses( QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity, Qt3DRender::QCamera *mainCamera )
103{
104 // AO pass
105 {
106 Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler );
107
108 Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest;
109 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
110 Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace;
111 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
112
113 renderStateSet->addRenderState( depthRenderDepthTest );
114 renderStateSet->addRenderState( depthRenderCullFace );
115
116 Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet );
117 layerFilter->addLayer( mAOPassLayer );
118
119 Qt3DRender::QRenderTarget *renderTarget = buildAOTexture( mSize );
120
121 Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter );
122 renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(AO)" );
123 renderTargetSelector->setTarget( renderTarget );
124
125 mAmbientOcclusionRenderEntity = new QgsAmbientOcclusionRenderEntity( forwardDepthTexture, mAOPassLayer, mainCamera, rootSceneEntity );
126 }
127
128 // blur pass
129 {
130 Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler );
131
132 Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest;
133 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
134 Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace;
135 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
136
137 renderStateSet->addRenderState( depthRenderDepthTest );
138 renderStateSet->addRenderState( depthRenderCullFace );
139
140 Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet );
141 layerFilter->addLayer( mBlurPassLayer );
142
143 Qt3DRender::QRenderTarget *renderTarget = buildBlurTexture( mSize );
144
145 Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter );
146 renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(Blur)" );
147 renderTargetSelector->setTarget( renderTarget );
148
149 mAmbientOcclusionBlurEntity = new QgsAmbientOcclusionBlurEntity( mAOPassTexture, mBlurPassLayer, rootSceneEntity );
150 }
151}
152
154{
155 mAmbientOcclusionRenderEntity->setIntensity( intensity );
156}
157
159{
160 mAmbientOcclusionRenderEntity->setRadius( radius );
161}
162
164{
165 mAmbientOcclusionRenderEntity->setThreshold( threshold );
166}
167
169{
170 return mBlurPassTexture;
171}
Qt3DRender::QSubtreeEnabler * mRendererEnabler
virtual void setEnabled(bool enable)
Enable or disable via enable the render view sub tree.
QgsAbstractRenderView(const QString &viewName)
Constructor for QgsAbstractRenderView with the specified parent object.
void setRadius(float radius)
Delegates to QgsAmbientOcclusionRenderEntity::setRadius.
void setEnabled(bool enable) override
Enable or disable via enable the render view sub tree.
void updateWindowResize(int width, int height) override
Called when 3D window is resized.
QgsAmbientOcclusionRenderView(const QString &viewName, Qt3DRender::QCamera *mainCamera, QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity)
Default constructor.
void setIntensity(float intensity)
Delegates to QgsAmbientOcclusionRenderEntity::setIntensity.
void setThreshold(float threshold)
Delegates to QgsAmbientOcclusionRenderEntity::setThreshold.
Qt3DRender::QTexture2D * blurredFactorMapTexture() const
Returns blur pass texture.