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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 | + |
| 16 | +#include "qgsambientocclusionrenderview.h" |
| 17 | +#include <Qt3DRender/QCamera> |
| 18 | +#include <Qt3DRender/QLayerFilter> |
| 19 | +#include <Qt3DRender/QLayer> |
| 20 | +#include <Qt3DRender/QRenderTargetSelector> |
| 21 | +#include <Qt3DRender/QRenderTarget> |
| 22 | +#include <Qt3DRender/QTexture> |
| 23 | +#include <Qt3DRender/qsubtreeenabler.h> |
| 24 | +#include <Qt3DRender/QCameraSelector> |
| 25 | +#include <Qt3DRender/QRenderStateSet> |
| 26 | +#include <Qt3DRender/QDepthTest> |
| 27 | +#include <Qt3DRender/QCullFace> |
| 28 | + |
| 29 | +#include "qgsambientocclusionrenderentity.h" |
| 30 | +#include "qgsambientocclusionblurentity.h" |
| 31 | + |
| 32 | + |
| 33 | +QgsAmbientOcclusionRenderView::QgsAmbientOcclusionRenderView( const QString &viewName, Qt3DRender::QCamera *mainCamera, QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity ) |
| 34 | + : QgsAbstractRenderView( viewName ) |
| 35 | +{ |
| 36 | + mAOPassLayer = new Qt3DRender::QLayer; |
| 37 | + mAOPassLayer->setRecursive( true ); |
| 38 | + mAOPassLayer->setObjectName( mViewName + "::Layer(AO)" ); |
| 39 | + |
| 40 | + mBlurPassLayer = new Qt3DRender::QLayer; |
| 41 | + mBlurPassLayer->setRecursive( true ); |
| 42 | + mBlurPassLayer->setObjectName( mViewName + "::Layer(Blur)" ); |
| 43 | + |
| 44 | + // ambient occlusion rendering pass |
| 45 | + buildRenderPasses( mSize, forwardDepthTexture, rootSceneEntity, mainCamera ); |
| 46 | +} |
| 47 | + |
| 48 | +void QgsAmbientOcclusionRenderView::updateWindowResize( int width, int height ) |
| 49 | +{ |
| 50 | + mAOPassTexture->setSize( width, height ); |
| 51 | + mBlurPassTexture->setSize( width, height ); |
| 52 | +} |
| 53 | + |
| 54 | +void QgsAmbientOcclusionRenderView::setEnabled( bool enable ) |
| 55 | +{ |
| 56 | + QgsAbstractRenderView::setEnabled( enable ); |
| 57 | + mAmbientOcclusionRenderEntity->setEnabled( enable ); |
| 58 | + mAmbientOcclusionBlurEntity->setEnabled( enable ); |
| 59 | +} |
| 60 | + |
| 61 | +Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildAOTexture( QSize mSize ) |
| 62 | +{ |
| 63 | + // Create a texture to render into. |
| 64 | + Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput; |
| 65 | + colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 ); |
| 66 | + |
| 67 | + mAOPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput ); |
| 68 | + mAOPassTexture->setSize( mSize.width(), mSize.height() ); |
| 69 | + mAOPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F ); |
| 70 | + mAOPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear ); |
| 71 | + mAOPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear ); |
| 72 | + mAOPassTexture->setObjectName( mViewName + "::ColorTarget(AO)" ); |
| 73 | + colorTargetOutput->setTexture( mAOPassTexture ); |
| 74 | + |
| 75 | + Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget; |
| 76 | + renderTarget->addOutput( colorTargetOutput ); |
| 77 | + |
| 78 | + return renderTarget; |
| 79 | +} |
| 80 | + |
| 81 | +Qt3DRender::QRenderTarget *QgsAmbientOcclusionRenderView::buildBlurTexture( QSize mSize ) |
| 82 | +{ |
| 83 | + // Create a texture to render into. |
| 84 | + Qt3DRender::QRenderTargetOutput *colorTargetOutput = new Qt3DRender::QRenderTargetOutput; |
| 85 | + colorTargetOutput->setAttachmentPoint( Qt3DRender::QRenderTargetOutput::Color0 ); |
| 86 | + |
| 87 | + mBlurPassTexture = new Qt3DRender::QTexture2D( colorTargetOutput ); |
| 88 | + mBlurPassTexture->setSize( mSize.width(), mSize.height() ); |
| 89 | + mBlurPassTexture->setFormat( Qt3DRender::QAbstractTexture::R32F ); |
| 90 | + mBlurPassTexture->setMinificationFilter( Qt3DRender::QAbstractTexture::Linear ); |
| 91 | + mBlurPassTexture->setMagnificationFilter( Qt3DRender::QAbstractTexture::Linear ); |
| 92 | + mBlurPassTexture->setObjectName( mViewName + "::ColorTarget(blur)" ); |
| 93 | + colorTargetOutput->setTexture( mBlurPassTexture ); |
| 94 | + |
| 95 | + Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget; |
| 96 | + renderTarget->addOutput( colorTargetOutput ); |
| 97 | + |
| 98 | + return renderTarget; |
| 99 | +} |
| 100 | + |
| 101 | +void QgsAmbientOcclusionRenderView::buildRenderPasses( QSize mSize, Qt3DRender::QTexture2D *forwardDepthTexture, Qt3DCore::QEntity *rootSceneEntity, Qt3DRender::QCamera *mainCamera ) |
| 102 | +{ |
| 103 | + // AO pass |
| 104 | + { |
| 105 | + Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler ); |
| 106 | + |
| 107 | + Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest; |
| 108 | + depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always ); |
| 109 | + Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace; |
| 110 | + depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling ); |
| 111 | + |
| 112 | + renderStateSet->addRenderState( depthRenderDepthTest ); |
| 113 | + renderStateSet->addRenderState( depthRenderCullFace ); |
| 114 | + |
| 115 | + Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet ); |
| 116 | + layerFilter->addLayer( mAOPassLayer ); |
| 117 | + |
| 118 | + Qt3DRender::QRenderTarget *renderTarget = buildAOTexture( mSize ); |
| 119 | + |
| 120 | + Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter ); |
| 121 | + renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(AO)" ); |
| 122 | + renderTargetSelector->setTarget( renderTarget ); |
| 123 | + |
| 124 | + mAmbientOcclusionRenderEntity = new QgsAmbientOcclusionRenderEntity( forwardDepthTexture, mAOPassLayer, mainCamera, rootSceneEntity ); |
| 125 | + } |
| 126 | + |
| 127 | + // blur pass |
| 128 | + { |
| 129 | + Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet( mRendererEnabler ); |
| 130 | + |
| 131 | + Qt3DRender::QDepthTest *depthRenderDepthTest = new Qt3DRender::QDepthTest; |
| 132 | + depthRenderDepthTest->setDepthFunction( Qt3DRender::QDepthTest::Always ); |
| 133 | + Qt3DRender::QCullFace *depthRenderCullFace = new Qt3DRender::QCullFace; |
| 134 | + depthRenderCullFace->setMode( Qt3DRender::QCullFace::NoCulling ); |
| 135 | + |
| 136 | + renderStateSet->addRenderState( depthRenderDepthTest ); |
| 137 | + renderStateSet->addRenderState( depthRenderCullFace ); |
| 138 | + |
| 139 | + Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter( renderStateSet ); |
| 140 | + layerFilter->addLayer( mBlurPassLayer ); |
| 141 | + |
| 142 | + Qt3DRender::QRenderTarget *renderTarget = buildBlurTexture( mSize ); |
| 143 | + |
| 144 | + Qt3DRender::QRenderTargetSelector *renderTargetSelector = new Qt3DRender::QRenderTargetSelector( layerFilter ); |
| 145 | + renderTargetSelector->setObjectName( mViewName + "::RenderTargetSelector(Blur)" ); |
| 146 | + renderTargetSelector->setTarget( renderTarget ); |
| 147 | + |
| 148 | + mAmbientOcclusionBlurEntity = new QgsAmbientOcclusionBlurEntity( mAOPassTexture, mBlurPassLayer, rootSceneEntity ); |
| 149 | + } |
| 150 | +} |
| 151 | + |
| 152 | +void QgsAmbientOcclusionRenderView::setIntensity( float intensity ) |
| 153 | +{ |
| 154 | + mAmbientOcclusionRenderEntity->setIntensity( intensity ); |
| 155 | +} |
| 156 | + |
| 157 | +void QgsAmbientOcclusionRenderView::setRadius( float radius ) |
| 158 | +{ |
| 159 | + mAmbientOcclusionRenderEntity->setRadius( radius ); |
| 160 | +} |
| 161 | + |
| 162 | +void QgsAmbientOcclusionRenderView::setThreshold( float threshold ) |
| 163 | +{ |
| 164 | + mAmbientOcclusionRenderEntity->setThreshold( threshold ); |
| 165 | +} |
| 166 | + |
| 167 | +Qt3DRender::QTexture2D *QgsAmbientOcclusionRenderView::blurredFactorMapTexture() const |
| 168 | +{ |
| 169 | + return mBlurPassTexture; |
| 170 | +} |
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