QGIS API Documentation 3.99.0-Master (a8f284845db)
Loading...
Searching...
No Matches
qgsambientocclusionrenderview.cpp
Go to the documentation of this file.
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
32QgsAmbientOcclusionRenderView::QgsAmbientOcclusionRenderView( const QString &viewName, Qt3DRender::QCamera *mainCamera, QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity )
33 : QgsAbstractRenderView( viewName )
34{
35 mAOPassLayer = new Qt3DRender::QLayer;
36 mAOPassLayer->setRecursive( true );
37 mAOPassLayer->setObjectName( mViewName + "::Layer(AO)" );
38
39 mBlurPassLayer = new Qt3DRender::QLayer;
40 mBlurPassLayer->setRecursive( true );
41 mBlurPassLayer->setObjectName( mViewName + "::Layer(Blur)" );
42
43 // ambient occlusion rendering pass
44 buildRenderPasses( mSize, forwardDepthTexture, rootSceneEntity, mainCamera );
45}
46
48{
49 mAOPassTexture->setSize( width, height );
50 mBlurPassTexture->setSize( width, height );
51}
52
54{
56 mAmbientOcclusionRenderEntity->setEnabled( enable );
57 mAmbientOcclusionBlurEntity->setEnabled( enable );
58}
59
60Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildAOTexture( QSize mSize )
61{
62 // Create a texture to render into.
63 Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput;
64 colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
65
66 mAOPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput );
67 mAOPassTexture->setSize( mSize.width(), mSize.height() );
68 mAOPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
69 mAOPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
70 mAOPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
71 mAOPassTexture->setObjectName( mViewName + "::ColorTarget(AO)" );
72 colorTargetOutput->setTexture( mAOPassTexture );
73
74 Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
75 renderTarget->addOutput( colorTargetOutput );
76
77 return renderTarget;
78}
79
80Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildBlurTexture( QSize mSize )
81{
82 // Create a texture to render into.
83 Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput;
84 colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 );
85
86 mBlurPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput );
87 mBlurPassTexture->setSize( mSize.width(), mSize.height() );
88 mBlurPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F );
89 mBlurPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear );
90 mBlurPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear );
91 mBlurPassTexture->setObjectName( mViewName + "::ColorTarget(blur)" );
92 colorTargetOutput->setTexture( mBlurPassTexture );
93
94 Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
95 renderTarget->addOutput( colorTargetOutput );
96
97 return renderTarget;
98}
99
100void QgsAmbientOcclusionRenderView::buildRenderPasses( QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity, Qt3DRender::QCamera *mainCamera )
101{
102 // AO pass
103 {
104 Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler );
105
106 Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest;
107 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
108 Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace;
109 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
110
111 renderStateSet->addRenderState( depthRenderDepthTest );
112 renderStateSet->addRenderState( depthRenderCullFace );
113
114 Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet );
115 layerFilter->addLayer( mAOPassLayer );
116
117 Qt3DRender::QRenderTarget *renderTarget = buildAOTexture( mSize );
118
119 Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter );
120 renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(AO)" );
121 renderTargetSelector->setTarget( renderTarget );
122
123 mAmbientOcclusionRenderEntity = new QgsAmbientOcclusionRenderEntity( forwardDepthTexture, mAOPassLayer, mainCamera, rootSceneEntity );
124 }
125
126 // blur pass
127 {
128 Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler );
129
130 Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest;
131 depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always );
132 Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace;
133 depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling );
134
135 renderStateSet->addRenderState( depthRenderDepthTest );
136 renderStateSet->addRenderState( depthRenderCullFace );
137
138 Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet );
139 layerFilter->addLayer( mBlurPassLayer );
140
141 Qt3DRender::QRenderTarget *renderTarget = buildBlurTexture( mSize );
142
143 Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter );
144 renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(Blur)" );
145 renderTargetSelector->setTarget( renderTarget );
146
147 mAmbientOcclusionBlurEntity = new QgsAmbientOcclusionBlurEntity( mAOPassTexture, mBlurPassLayer, rootSceneEntity );
148 }
149}
150
152{
153 mAmbientOcclusionRenderEntity->setIntensity( intensity );
154}
155
157{
158 mAmbientOcclusionRenderEntity->setRadius( radius );
159}
160
162{
163 mAmbientOcclusionRenderEntity->setThreshold( threshold );
164}
165
167{
168 return mBlurPassTexture;
169}
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.