summaryrefslogtreecommitdiff
path: root/src/render/renderstates/qmultisampleantialiasing.cpp
blob: 82f8ea1baf1730ae46462859032cf22271dea2a0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
// Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only

#include "qmultisampleantialiasing.h"
#include "qrenderstate_p.h"
#include <private/qnode_p.h>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {

/*!
    \class Qt3DRender::QMultiSampleAntiAliasing
    \brief Enable multisample antialiasing.
    \since 5.7
    \ingroup renderstates
    \inmodule Qt3DRender

    A Qt3DRender::QMultiSampleAntiAliasing class enables multisample antialiasing.

    It can be added to a QRenderPass by calling QRenderPass::addRenderState():

    \code
    QRenderPass *renderPass = new QRenderPass();

    QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
    renderPass->addRenderState(msaa);
    \endcode

    Or a QRenderStateSet by calling QRenderStateSet::addRenderState():

    \code
    QRenderStateSet *renderStateSet = new QRenderStateSet();

    QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing();
    renderStateSet->addRenderState(msaa);
    \endcode

    For multisampling to take effect, the render target must have been allocated
    with multisampling enabled:

    \code
    QTexture2DMultisample *colorTex = new QTexture2DMultisample;
    colorTex->setFormat(QAbstractTexture::RGBA8_UNorm);
    colorTex->setWidth(1024);
    colorTex->setHeight(1024);

    QRenderTargetOutput *color = new QRenderTargetOutput;
    color->setAttachmentPoint(QRenderTargetOutput::Color0);
    color->setTexture(colorTex);

    QTexture2DMultisample *depthStencilTex = new QTexture2DMultisample;
    depthStencilTex->setFormat(QAbstractTexture::RGBA8_UNorm);
    depthStencilTex->setWidth(1024);
    depthStencilTex->setHeight(1024);

    QRenderTargetOutput *depthStencil = new QRenderTargetOutput;
    depthStencil->setAttachmentPoint(QRenderTargetOutput::DepthStencil);
    depthStencil->setTexture(depthStencilTex);

    Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget;
    renderTarget->addOutput(color);
    renderTarget->addOutput(depthStencil);
    \endcode

    \include code/src_render_renderstates_qmultisampleantialiasing.qdocinc

    \note When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if
    QMultiSampleAntiAliasing has been added to the render states.
 */

/*!
    \qmltype MultiSampleAntiAliasing
    \brief Enable multisample antialiasing.
    \since 5.7
    \ingroup renderstates
    \inqmlmodule Qt3D.Render
    \inherits RenderState
    \instantiates Qt3DRender::QMultiSampleAntiAliasing

    A MultiSampleAntiAliasing type enables multisample antialiasing.

    It can be added to a RenderPass:

    \qml
    RenderPass {
        shaderProgram: ShaderProgram {
            // ...
        }
        renderStates: [
            MultiSampleAntiAliasing {}
        ]
    }
    \endqml

    Or a RenderStateSet:

    \qml
    RenderStateSet {
        renderStates: [
            MultiSampleAntiAliasing {}
        ]
    }
    \endqml

    For multisampling to take effect, the render target must have been allocated
    with multisampling enabled:

    \qml
    RenderTarget {
        attachments: [
            RenderTargetOutput {
                attachmentPoint: RenderTargetOutput.Color0
                texture: Texture2DMultisample {
                    width: 1024
                    height: 1024
                    format: Texture.RGBA8_UNorm
                }
            },
            RenderTargetOutput {
                attachmentPoint: RenderTargetOutput.DepthStencil
                texture: Texture2DMultisample{
                    width: 1024
                    height: 1024
                    format: Texture.D24S8
                }
            }
        ]
    }
    \endqml

    Further, the shader code must use multisampling sampler types and texelFetch() instead
    of texture().

    \include code/src_render_renderstates_qmultisampleantialiasing.qdocinc

    \note When using OpenGL as the graphics API, glEnable(GL_MULTISAMPLE) will be called if
    MultiSampleAntiAliasing has been added to the render states.
 */

class QMultiSampleAntiAliasingPrivate : public QRenderStatePrivate
{
public:
    QMultiSampleAntiAliasingPrivate()
        : QRenderStatePrivate(Render::MSAAEnabledStateMask)
    {
    }

    Q_DECLARE_PUBLIC(QMultiSampleAntiAliasing)
};

/*!
    The constructor creates a new QMultiSampleAntiAliasing::QMultiSampleAntiAliasing
    instance with the specified \a parent.
 */
QMultiSampleAntiAliasing::QMultiSampleAntiAliasing(QNode *parent)
    : QRenderState(*new QMultiSampleAntiAliasingPrivate, parent)
{
}

/*! \internal */
QMultiSampleAntiAliasing::~QMultiSampleAntiAliasing()
{
}

} // namespace Qt3DRender

QT_END_NAMESPACE