![]() |
Qt 6.x
The Qt SDK
|
#include <qquick3dscenerenderer_p.h>
Public Member Functions | |
~QQuick3DSGRenderNode () | |
void | prepare () override |
Called from the frame preparation phase. | |
StateFlags | changedStates () const override |
When the underlying rendering API is OpenGL, this function should return a mask where each bit represents graphics states changed by the \l render() function: | |
void | render (const RenderState *state) override |
This function is called by the renderer and should paint this node with directly invoking commands in the graphics API (OpenGL, Direct3D, etc.) currently in use. | |
void | releaseResources () override |
This function is called when all custom graphics resources allocated by this node have to be freed immediately. | |
RenderingFlags | flags () const override |
![]() | |
QSGRenderNode () | |
~QSGRenderNode () override | |
Destructs the render node. | |
virtual StateFlags | changedStates () const |
When the underlying rendering API is OpenGL, this function should return a mask where each bit represents graphics states changed by the \l render() function: | |
virtual void | prepare () |
Called from the frame preparation phase. | |
virtual void | render (const RenderState *state)=0 |
This function is called by the renderer and should paint this node with directly invoking commands in the graphics API (OpenGL, Direct3D, etc.) currently in use. | |
virtual void | releaseResources () |
This function is called when all custom graphics resources allocated by this node have to be freed immediately. | |
virtual RenderingFlags | flags () const |
virtual QRectF | rect () const |
const QMatrix4x4 * | projectionMatrix () const |
const QMatrix4x4 * | matrix () const |
const QSGClipNode * | clipList () const |
qreal | inheritedOpacity () const |
QRhiRenderTarget * | renderTarget () const |
QRhiCommandBuffer * | commandBuffer () const |
![]() | |
QSGNode () | |
Constructs a new node. | |
virtual | ~QSGNode () |
Destroys the node. | |
QSGNode * | parent () const |
Returns the parent node of this node. | |
void | removeChildNode (QSGNode *node) |
Removes node from this node's list of children. | |
void | removeAllChildNodes () |
Removes all child nodes from this node's list of children. | |
void | prependChildNode (QSGNode *node) |
Prepends node to this node's the list of children. | |
void | appendChildNode (QSGNode *node) |
Appends node to this node's list of children. | |
void | insertChildNodeBefore (QSGNode *node, QSGNode *before) |
Inserts node to this node's list of children before the node specified with before. | |
void | insertChildNodeAfter (QSGNode *node, QSGNode *after) |
Inserts node to this node's list of children after the node specified with after. | |
void | reparentChildNodesTo (QSGNode *newParent) |
int | childCount () const |
Returns the number of child nodes. | |
QSGNode * | childAtIndex (int i) const |
Returns the child at index i. | |
QSGNode * | firstChild () const |
Returns the first child of this node. | |
QSGNode * | lastChild () const |
Returns the last child of this node. | |
QSGNode * | nextSibling () const |
Returns the node after this in the parent's list of children. | |
QSGNode * | previousSibling () const |
Returns the node before this in the parent's list of children. | |
NodeType | type () const |
Returns the type of this node. | |
QT_DEPRECATED void | clearDirty () |
void | markDirty (DirtyState bits) |
Notifies all connected renderers that the node has dirty bits. | |
QT_DEPRECATED DirtyState | dirtyState () const |
virtual bool | isSubtreeBlocked () const |
Returns whether this node and its subtree is available for use. | |
Flags | flags () const |
Returns the set of flags for this node. | |
void | setFlag (Flag, bool=true) |
Sets the flag f on this node if enabled is true; otherwise clears the flag. | |
void | setFlags (Flags, bool=true) |
Sets the flags f on this node if enabled is true; otherwise clears the flags. | |
virtual void | preprocess () |
Override this function to do processing on the node before it is rendered. | |
Public Attributes | |
QQuickWindow * | window = nullptr |
QQuick3DSceneRenderer * | renderer = nullptr |
Additional Inherited Members | |
![]() | |
enum | StateFlag { DepthState = 0x01 , StencilState = 0x02 , ScissorState = 0x04 , ColorState = 0x08 , BlendState = 0x10 , CullState = 0x20 , ViewportState = 0x40 , RenderTargetState = 0x80 } |
This enum is a bit mask identifying several states. More... | |
enum | RenderingFlag { BoundedRectRendering = 0x01 , DepthAwareRendering = 0x02 , OpaqueRendering = 0x04 , NoExternalRendering = 0x08 } |
Possible values for the bitmask returned from flags(). More... | |
![]() | |
enum | NodeType { BasicNodeType , GeometryNodeType , TransformNodeType , ClipNodeType , OpacityNodeType , RootNodeType , RenderNodeType } |
Can be used to figure out the type of node. More... | |
enum | Flag { OwnedByParent = 0x0001 , UsePreprocess = 0x0002 , OwnsGeometry = 0x00010000 , OwnsMaterial = 0x00020000 , OwnsOpaqueMaterial = 0x00040000 , IsVisitableNode = 0x01000000 } |
The QSGNode::Flag enum describes flags on the QSGNode. More... | |
enum | DirtyStateBit { DirtySubtreeBlocked = 0x0080 , DirtyMatrix = 0x0100 , DirtyNodeAdded = 0x0400 , DirtyNodeRemoved = 0x0800 , DirtyGeometry = 0x1000 , DirtyMaterial = 0x2000 , DirtyOpacity = 0x4000 , DirtyForceUpdate = 0x8000 , DirtyUsePreprocess = UsePreprocess , DirtyPropagationMask } |
Used in QSGNode::markDirty() to indicate how the scene graph has changed. More... | |
![]() | |
QSGNode (NodeType type) | |
Constructs a new node with the given node type. | |
QSGNode (QSGNodePrivate &dd, NodeType type) | |
Constructs a new node with the given node type. | |
![]() | |
QScopedPointer< QSGNodePrivate > | d_ptr |
Definition at line 162 of file qquick3dscenerenderer_p.h.
QQuick3DSGRenderNode::~QQuick3DSGRenderNode | ( | ) |
Definition at line 1341 of file qquick3dscenerenderer.cpp.
References renderer.
|
overridevirtual |
When the underlying rendering API is OpenGL, this function should return a mask where each bit represents graphics states changed by the \l render() function:
\value DepthState depth write mask, depth test enabled, depth comparison function \value StencilState stencil write masks, stencil test enabled, stencil operations, stencil comparison functions \value ScissorState scissor enabled, scissor test enabled \value ColorState clear color, color write mask \value BlendState blend enabled, blend function \value CullState front face, cull face enabled \value ViewportState viewport \value RenderTargetState render target
With APIs other than OpenGL, the only relevant values are the ones that correspond to dynamic state changes recorded on the command list/buffer. For example, RSSetViewports, RSSetScissorRects, OMSetBlendState, OMSetDepthStencilState in case of D3D11, or vkCmdSetViewport, vkCmdSetScissor, vkCmdSetBlendConstants, vkCmdSetStencilRef in case of Vulkan, and only when such commands were added to the scenegraph's command list queried via the QSGRendererInterface::CommandList resource enum. States set in pipeline state objects do not need to be reported here. Similarly, draw call related settings (pipeline states, descriptor sets, vertex or index buffer bindings, root signature, descriptor heaps, etc.) are always set again by the scenegraph so render() can freely change them.
The software backend exposes its QPainter and saves and restores before and after invoking render(). Therefore reporting any changed states from here is not necessary.
The function is called by the renderer so it can reset the states after rendering this node. This makes the implementation of render() simpler since it does not have to query and restore these states.
The default implementation returns 0, meaning no relevant state was changed in render().
Reimplemented from QSGRenderNode.
Definition at line 1272 of file qquick3dscenerenderer.cpp.
References QSGRenderNode::BlendState, QSGRenderNode::ColorState, QSGRenderNode::CullState, QSGRenderNode::DepthState, QSGRenderNode::RenderTargetState, QSGRenderNode::ScissorState, QSGRenderNode::StencilState, and QSGRenderNode::ViewportState.
|
overridevirtual |
The default implementation returns 0.
Reimplemented from QSGRenderNode.
Definition at line 1390 of file qquick3dscenerenderer.cpp.
References QSGRenderNode::NoExternalRendering.
|
overridevirtual |
Called from the frame preparation phase.
There is a call to this function before each invocation of render().
Unlike render(), this function is called before the scenegraph starts recording the render pass for the current frame on the underlying command buffer. This is useful when doing rendering with graphics APIs, such as Vulkan, where copy type of operations will need to be recorded before the render pass.
The default implementation is empty.
Reimplemented from QSGRenderNode.
Definition at line 1346 of file qquick3dscenerenderer.cpp.
References QQuick3DSceneRenderer::beginFrame(), dpr(), QRect::height(), QMatrix4x4::mapRect(), QSGRenderNode::matrix(), Q_QUICK3D_PROFILE_END_WITH_ID, Q_QUICK3D_PROFILE_START, Q_TRACE_SCOPE, renderer, QQuick3DSceneRenderer::rhiPrepare(), QQuick3DSceneRenderer::surfaceSize(), viewport(), QRect::width(), and window.
|
overridevirtual |
This function is called when all custom graphics resources allocated by this node have to be freed immediately.
In case the node does not directly allocate graphics resources (buffers, textures, render targets, fences, etc.) through the graphics API that is in use, there is nothing to do here.
Failing to release all custom resources can lead to incorrect behavior in graphics device loss scenarios on some systems since subsequent reinitialization of the graphics system may fail.
Unlike with the destructor, it is expected that render() can reinitialize all resources it needs when called after a call to releaseResources().
With OpenGL, the scenegraph's OpenGL context will be current both when calling the destructor and this function.
Reimplemented from QSGRenderNode.
Definition at line 1386 of file qquick3dscenerenderer.cpp.
|
overridevirtual |
This function is called by the renderer and should paint this node with directly invoking commands in the graphics API (OpenGL, Direct3D, etc.) currently in use.
The effective opacity can be retrieved with \l inheritedOpacity().
The projection matrix is available through state, while the model-view matrix can be fetched with \l matrix(). The combined matrix is then the projection matrix times the model-view matrix. The correct stacking of the items in the scene is ensured by the projection matrix.
When using the provided matrices, the coordinate system for vertex data follows the usual QQuickItem conventions: top-left is (0, 0), bottom-right is the corresponding QQuickItem's width() and height() minus one. For example, assuming a two float (x-y) per vertex coordinate layout, a triangle covering half of the item can be specified as (width - 1, height - 1), (0, 0), (0, height - 1) using counter-clockwise direction.
Clip information is calculated before the function is called. Implementations wishing to take clipping into account can set up scissoring or stencil based on the information in state. The stencil buffer is filled with the necessary clip shapes, but it is up to the implementation to enable stencil testing.
Some scenegraph backends, software in particular, use no scissor or stencil. There the clip region is provided as an ordinary QRegion.
With the legacy, direct OpenGL based renderer, the following states are set on the render thread's context before this function is called:
\list
States that are not listed above, but are covered by \l StateFlags, can have arbitrary values.
\l changedStates() should return which states this function changes. If a state is not covered by \l StateFlags, the state should be set to the default value according to the OpenGL specification. For other APIs, see the documentation for changedStates() for more information.
For APIs other than OpenGL, it will likely be necessary to query certain API-specific resources (for example, the graphics device or the command list/buffer to add the commands to). This is done via QSGRendererInterface.
Assume nothing about the pipelines and dynamic states bound on the command list/buffer when this function is called.
With some graphics APIs it can be necessary to reimplement prepare() in addition, or alternatively connect to the QQuickWindow::beforeRendering() signal. These are called/emitted before recording the beginning of a renderpass on the command buffer (vkCmdBeginRenderPass with Vulkan, or starting to encode via MTLRenderCommandEncoder in case of Metal. Recording copy operations cannot be done inside render() with such APIs. Rather, do such operations either in prepare() or the slot connected to beforeRendering (with DirectConnection).
Implements QSGRenderNode.
Definition at line 1369 of file qquick3dscenerenderer.cpp.
References QQuick3DSceneRenderer::endFrame(), Q_QUICK3D_PROFILE_END_WITH_ID, Q_QUICK3D_PROFILE_START, Q_TRACE_SCOPE, Q_UNUSED, renderer, QQuick3DSceneRenderer::rhiRender(), and state.
QQuick3DSceneRenderer* QQuick3DSGRenderNode::renderer = nullptr |
Definition at line 173 of file qquick3dscenerenderer_p.h.
Referenced by ~QQuick3DSGRenderNode(), prepare(), and render().
QQuickWindow* QQuick3DSGRenderNode::window = nullptr |
Definition at line 172 of file qquick3dscenerenderer_p.h.
Referenced by prepare().