QGIS API Documentation 3.41.0-Master (3440c17df1d)
Loading...
Searching...
No Matches
qgspostprocessingentity.cpp
Go to the documentation of this file.
1/***************************************************************************
2 qgspostprocessingentity.cpp
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
17#include "moc_qgspostprocessingentity.cpp"
18
19#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
20#include <Qt3DRender/QAttribute>
21#include <Qt3DRender/QBuffer>
22#include <Qt3DRender/QGeometry>
23
24typedef Qt3DRender::QAttribute Qt3DQAttribute;
25typedef Qt3DRender::QBuffer Qt3DQBuffer;
26typedef Qt3DRender::QGeometry Qt3DQGeometry;
27#else
28#include <Qt3DCore/QAttribute>
29#include <Qt3DCore/QBuffer>
30#include <Qt3DCore/QGeometry>
31
32typedef Qt3DCore::QAttribute Qt3DQAttribute;
33typedef Qt3DCore::QBuffer Qt3DQBuffer;
34typedef Qt3DCore::QGeometry Qt3DQGeometry;
35#endif
36
37#include <Qt3DRender/QGeometryRenderer>
38#include <Qt3DRender/QParameter>
39#include <Qt3DRender/QTechnique>
40#include <Qt3DRender/QGraphicsApiFilter>
41#include <Qt3DRender/QDepthTest>
42#include <QUrl>
43
44#include "qgsframegraph.h"
45
46QgsPostprocessingEntity::QgsPostprocessingEntity( QgsFrameGraph *frameGraph, Qt3DRender::QLayer *layer, QNode *parent )
47 : QgsRenderPassQuad( layer, parent )
48{
49 Q_UNUSED( frameGraph )
50 mColorTextureParameter = new Qt3DRender::QParameter( QStringLiteral( "colorTexture" ), frameGraph->forwardRenderColorTexture() );
51 mDepthTextureParameter = new Qt3DRender::QParameter( QStringLiteral( "depthTexture" ), frameGraph->forwardRenderDepthTexture() );
52 mShadowMapParameter = new Qt3DRender::QParameter( QStringLiteral( "shadowTexture" ), frameGraph->shadowMapTexture() );
53 mAmbientOcclusionTextureParameter = new Qt3DRender::QParameter( QStringLiteral( "ssaoTexture" ), frameGraph->blurredAmbientOcclusionFactorMap() );
54 mMaterial->addParameter( mColorTextureParameter );
55 mMaterial->addParameter( mDepthTextureParameter );
56 mMaterial->addParameter( mShadowMapParameter );
57 mMaterial->addParameter( mAmbientOcclusionTextureParameter );
58
59 mMainCamera = frameGraph->mainCamera();
60 mLightCamera = frameGraph->lightCamera();
61
62 mFarPlaneParameter = new Qt3DRender::QParameter( QStringLiteral( "farPlane" ), mMainCamera->farPlane() );
63 mMaterial->addParameter( mFarPlaneParameter );
64 connect( mMainCamera, &Qt3DRender::QCamera::farPlaneChanged, mFarPlaneParameter, [&]( float farPlane )
65 {
66 mFarPlaneParameter->setValue( farPlane );
67 } );
68 mNearPlaneParameter = new Qt3DRender::QParameter( QStringLiteral( "nearPlane" ), mMainCamera->nearPlane() );
69 mMaterial->addParameter( mNearPlaneParameter );
70 connect( mMainCamera, &Qt3DRender::QCamera::nearPlaneChanged, mNearPlaneParameter, [&]( float nearPlane )
71 {
72 mNearPlaneParameter->setValue( nearPlane );
73 } );
74
75 mLightFarPlaneParameter = new Qt3DRender::QParameter( QStringLiteral( "lightFarPlane" ), mLightCamera->farPlane() );
76 mMaterial->addParameter( mLightFarPlaneParameter );
77 connect( mLightCamera, &Qt3DRender::QCamera::farPlaneChanged, mLightFarPlaneParameter, [&]( float farPlane )
78 {
79 mLightFarPlaneParameter->setValue( farPlane );
80 } );
81 mLightNearPlaneParameter = new Qt3DRender::QParameter( QStringLiteral( "lightNearPlane" ), mLightCamera->nearPlane() );
82 mMaterial->addParameter( mLightNearPlaneParameter );
83 connect( mLightCamera, &Qt3DRender::QCamera::nearPlaneChanged, mLightNearPlaneParameter, [&]( float nearPlane )
84 {
85 mLightNearPlaneParameter->setValue( nearPlane );
86 } );
87
88 mMainCameraInvViewMatrixParameter = new Qt3DRender::QParameter( QStringLiteral( "invertedCameraView" ), mMainCamera->viewMatrix().inverted() );
89 mMaterial->addParameter( mMainCameraInvViewMatrixParameter );
90 mMainCameraInvProjMatrixParameter = new Qt3DRender::QParameter( QStringLiteral( "invertedCameraProj" ), mMainCamera->projectionMatrix().inverted() );
91 mMaterial->addParameter( mMainCameraInvProjMatrixParameter );
92 connect( mMainCamera, &Qt3DRender::QCamera::projectionMatrixChanged, mMainCameraInvProjMatrixParameter, [&]( const QMatrix4x4 & projectionMatrix )
93 {
94 mMainCameraInvProjMatrixParameter->setValue( projectionMatrix.inverted() );
95 } );
96 connect( mMainCamera, &Qt3DRender::QCamera::viewMatrixChanged, mMainCameraInvViewMatrixParameter, [&]()
97 {
98 mMainCameraInvViewMatrixParameter->setValue( mMainCamera->viewMatrix().inverted() );
99 } );
100
101 mShadowMinX = new Qt3DRender::QParameter( QStringLiteral( "shadowMinX" ), QVariant::fromValue( 0.0f ) );
102 mShadowMaxX = new Qt3DRender::QParameter( QStringLiteral( "shadowMaxX" ), QVariant::fromValue( 0.0f ) );
103 mShadowMinY = new Qt3DRender::QParameter( QStringLiteral( "shadowMinY" ), QVariant::fromValue( 0.0f ) );
104 mShadowMaxY = new Qt3DRender::QParameter( QStringLiteral( "shadowMaxY" ), QVariant::fromValue( 0.0f ) );
105 mMaterial->addParameter( mShadowMinX );
106 mMaterial->addParameter( mShadowMaxX );
107 mMaterial->addParameter( mShadowMinY );
108 mMaterial->addParameter( mShadowMaxY );
109
110 mRenderShadowsParameter = new Qt3DRender::QParameter( QStringLiteral( "renderShadows" ), QVariant::fromValue( 0 ) );
111 mMaterial->addParameter( mRenderShadowsParameter );
112
113 mShadowBiasParameter = new Qt3DRender::QParameter( QStringLiteral( "shadowBias" ), QVariant::fromValue( 0.00001f ) );
114 mMaterial->addParameter( mShadowBiasParameter );
115
116 mEyeDomeLightingEnabledParameter = new Qt3DRender::QParameter( QStringLiteral( "edlEnabled" ), QVariant::fromValue( 0 ) );
117 mEyeDomeLightingStrengthParameter = new Qt3DRender::QParameter( QStringLiteral( "edlStrength" ), QVariant::fromValue( 1000.0f ) );
118 mEyeDomeLightingDistanceParameter = new Qt3DRender::QParameter( QStringLiteral( "edlDistance" ), QVariant::fromValue( 2.0f ) );
119 mMaterial->addParameter( mEyeDomeLightingEnabledParameter );
120 mMaterial->addParameter( mEyeDomeLightingStrengthParameter );
121 mMaterial->addParameter( mEyeDomeLightingDistanceParameter );
122
123 mAmbientOcclusionEnabledParameter = new Qt3DRender::QParameter( QStringLiteral( "ssaoEnabled" ), QVariant::fromValue( 0 ) );
124 mMaterial->addParameter( mAmbientOcclusionEnabledParameter );
125
126 mLightPosition = new Qt3DRender::QParameter( QStringLiteral( "lightPosition" ), QVariant::fromValue( QVector3D() ) );
127 mLightDirection = new Qt3DRender::QParameter( QStringLiteral( "lightDirection" ), QVariant::fromValue( QVector3D() ) );
128 mMaterial->addParameter( mLightPosition );
129 mMaterial->addParameter( mLightDirection );
130
131 const QString vertexShaderPath = QStringLiteral( "qrc:/shaders/postprocess.vert" );
132 const QString fragmentShaderPath = QStringLiteral( "qrc:/shaders/postprocess.frag" );
133
134 mShader->setVertexShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl( vertexShaderPath ) ) );
135 mShader->setFragmentShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl( fragmentShaderPath ) ) );
136}
137
138void QgsPostprocessingEntity::setupShadowRenderingExtent( float minX, float maxX, float minY, float maxY )
139{
140 mShadowMinX->setValue( minX );
141 mShadowMaxX->setValue( maxX );
142 mShadowMinY->setValue( minY );
143 mShadowMaxY->setValue( maxY );
144}
145
146void QgsPostprocessingEntity::setupDirectionalLight( QVector3D position, QVector3D direction )
147{
148 mLightPosition->setValue( QVariant::fromValue( position ) );
149 mLightDirection->setValue( QVariant::fromValue( direction.normalized() ) );
150}
151
153{
154 mRenderShadowsParameter->setValue( QVariant::fromValue( enabled ? 1 : 0 ) );
155}
156
158{
159 mShadowBiasParameter->setValue( QVariant::fromValue( shadowBias ) );
160}
161
163{
164 mEyeDomeLightingEnabledParameter->setValue( QVariant::fromValue( enabled ? 1 : 0 ) );
165}
166
168{
169 mEyeDomeLightingStrengthParameter->setValue( QVariant::fromValue( strength ) );
170}
171
173{
174 mEyeDomeLightingDistanceParameter->setValue( QVariant::fromValue( distance ) );
175}
176
178{
179 mAmbientOcclusionEnabledParameter->setValue( enabled );
180}
Qt3DRender::QTexture2D * shadowMapTexture()
Returns the shadow map (a depth texture for the shadow rendering pass)
Qt3DRender::QTexture2D * forwardRenderColorTexture()
Returns the color texture of the forward rendering pass.
Qt3DRender::QCamera * lightCamera()
Returns the light camera.
Qt3DRender::QTexture2D * blurredAmbientOcclusionFactorMap()
Returns blurred ambient occlusion factor values texture.
Qt3DRender::QTexture2D * forwardRenderDepthTexture()
Returns the depth texture of the forward rendering pass.
Qt3DRender::QCamera * mainCamera()
Returns the main camera.
void setupShadowRenderingExtent(float minX, float maxX, float minY, float maxY)
Sets the parts of the scene where objects cast shadows.
void setAmbientOcclusionEnabled(bool enabled)
Sets whether screen space ambient occlusion is enabled.
void setShadowRenderingEnabled(bool enabled)
Sets whether shadow rendering is enabled.
void setEyeDomeLightingDistance(int distance)
Sets the eye dome lighting distance (contributes to the contrast of the image)
void setShadowBias(float shadowBias)
Sets the shadow bias value.
void setEyeDomeLightingStrength(double strength)
Sets the eye dome lighting strength.
void setupDirectionalLight(QVector3D position, QVector3D direction)
Sets up a directional light that is used to render shadows.
void setEyeDomeLightingEnabled(bool enabled)
Sets whether eye dome lighting is enabled.
QgsPostprocessingEntity(QgsFrameGraph *frameGraph, Qt3DRender::QLayer *layer, QNode *parent=nullptr)
Constructor.
Qt3DRender::QShaderProgram * mShader
Qt3DRender::QMaterial * mMaterial
Qt3DCore::QAttribute Qt3DQAttribute
Qt3DCore::QBuffer Qt3DQBuffer
Qt3DCore::QGeometry Qt3DQGeometry