1 /**************************************************************************** 2 ** 3 ** Copyright (C) 2008-2012 NVIDIA Corporation. 4 ** Copyright (C) 2019 The Qt Company Ltd. 5 ** Contact: https://www.qt.io/licensing/ 6 ** 7 ** This file is part of Qt Quick 3D. 8 ** 9 ** $QT_BEGIN_LICENSE:GPL$ 10 ** Commercial License Usage 11 ** Licensees holding valid commercial Qt licenses may use this file in 12 ** accordance with the commercial license agreement provided with the 13 ** Software or, alternatively, in accordance with the terms contained in 14 ** a written agreement between you and The Qt Company. For licensing terms 15 ** and conditions see https://www.qt.io/terms-conditions. For further 16 ** information use the contact form at https://www.qt.io/contact-us. 17 ** 18 ** GNU General Public License Usage 19 ** Alternatively, this file may be used under the terms of the GNU 20 ** General Public License version 3 or (at your option) any later version 21 ** approved by the KDE Free Qt Foundation. The licenses are as published by 22 ** the Free Software Foundation and appearing in the file LICENSE.GPL3 23 ** included in the packaging of this file. Please review the following 24 ** information to ensure the GNU General Public License requirements will 25 ** be met: https://www.gnu.org/licenses/gpl-3.0.html. 26 ** 27 ** $QT_END_LICENSE$ 28 ** 29 ****************************************************************************/ 30 31 #ifndef QSSG_RENDER_LAYER_HELPER_IMPL_H 32 #define QSSG_RENDER_LAYER_HELPER_IMPL_H 33 34 // 35 // W A R N I N G 36 // ------------- 37 // 38 // This file is not part of the Qt API. It exists purely as an 39 // implementation detail. This header file may change from version to 40 // version without notice, or even be removed. 41 // 42 // We mean it. 43 // 44 45 #include <QtQuick3DRender/private/qssgrenderbasetypes_p.h> 46 #include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h> 47 #include <QtQuick3DRuntimeRender/private/qssgrendercontextcore_p.h> 48 49 QT_BEGIN_NAMESPACE 50 51 /** An independent, testable entity to encapsulate taking at least: 52 * layer, current viewport rect, current scissor rect, presentation design dimensions 53 * and producing a set of rectangles: 54 * layer viewport rect (inside viewport rect and calculated using outer viewport rect info) 55 * layer scissor rect (inside current scissor rect) 56 * layer camera rect (may be the viewport rect) 57 * 58 * In the case where we have to render offscreen for this layer then we need to handle produce 59 * a set of texture dimensions and the layer camera rect ends up being same size but with no 60 *offsets. 61 * 62 * This object should handle part of any translation from screenspace to global space. 63 * I am using language level access control on this object because it needs specific 64 * interface design that will enable future modifications. 65 */ 66 struct Q_AUTOTEST_EXPORT QSSGLayerRenderHelper 67 { 68 private: 69 QSSGRenderLayer *m_layer = nullptr; 70 QSSGRenderCamera *m_camera = nullptr; 71 72 QRectF m_viewport; 73 QRectF m_scissor; 74 75 public: 76 QSSGLayerRenderHelper() = default; 77 78 QSSGLayerRenderHelper(const QRectF &inViewport, 79 const QRectF &inScissor, 80 QSSGRenderLayer &inLayer); 81 layerQSSGLayerRenderHelper82 QSSGRenderLayer *layer() const { return m_layer; } cameraQSSGLayerRenderHelper83 QSSGRenderCamera *camera() const { return m_camera; } 84 85 // Does not differ whether offscreen or not, simply states how this layer maps to the 86 // presentation viewportQSSGLayerRenderHelper87 QRectF viewport() const { return m_viewport; } 88 // Does not differ whether offscreen or not, scissor rect of how this layer maps to 89 // presentation. scissorQSSGLayerRenderHelper90 QRectF scissor() const { return m_scissor; } 91 92 QSize textureDimensions() const; 93 94 QSSGCameraGlobalCalculationResult setupCameraForRender(QSSGRenderCamera &inCamera); 95 96 static QSSGOption<QVector2D> layerMouseCoords(const QRectF &viewport, const QVector2D &inMouseCoords, const QVector2D &inWindowDimensions, bool inForceIntersect); 97 static QSSGOption<QSSGRenderRay> pickRay(const QSSGRenderCamera &camera, const QRectF &viewport, const QVector2D &inMouseCoords, const QVector2D &inWindowDimensions, bool inForceIntersect); 98 99 // Checks the various viewports and determines if the layer is visible or not. 100 bool isLayerVisible() const; 101 102 private: 103 // Viewport used when actually rendering. In the case where this is an offscreen item then 104 // it may be different than the layer to presentation viewport. 105 QRectF layerRenderViewport() const; 106 }; 107 QT_END_NAMESPACE 108 109 #endif // QSSG_RENDER_LAYER_HELPER_IMPL_H 110