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#include "qsgcontext.h"
#include "renderer.h"
#include "node.h"

#include "qmlrenderer.h"
#include "default/default_rectanglenode.h"
#include "default/default_texturenode.h"
#include "default/default_glyphnode.h"
#include "threadedtexturemanager.h"

#include <QApplication>

#ifdef Q_WS_MAC
#include "mactexturemanager.h"
#endif

#ifdef Q_WS_QPA
#include "qsgeglfsthreadedtexturemanager.h"
#endif

#include <private/qobject_p.h>

class QSGContextPrivate : public QObjectPrivate
{
public:
    QSGContextPrivate()
        : rootNode(0)
        , renderer(0)
        , gl(0)
    {
    }

    RootNode *rootNode;
    Renderer *renderer;
    TextureManager *textureManager;

    QGLContext *gl;
};


/*!
    \brief The QSGContext holds the scene graph entry points for one QML engine.

    The context is not ready for use until it has a QGLContext. Once that happens,
    the scene graph population can start.
 */

QSGContext::QSGContext(QObject *parent) :
    QObject(*(new QSGContextPrivate), parent)
{
}


/*!
    Returns the renderer. The renderer instance is created through the adaptation layer.
 */
Renderer *QSGContext::renderer() const
{
    Q_D(const QSGContext);
    return d->renderer;
}


/*!
    Returns the root node. The root node instance is only created once the scene graph
    context becomes ready.
 */
RootNode *QSGContext::rootNode() const
{
    Q_D(const QSGContext);
    return d->rootNode;
}


QGLContext *QSGContext::glContext() const
{
    Q_D(const QSGContext);
    return d->gl;
}

QSGContext *QSGContext::current;

/*!
    Initializes the scene graph context with the GL context \a context. This also
    emits the ready() signal so that the QML graph can start building scene graph nodes.
 */
void QSGContext::initialize(QGLContext *context)
{
    Q_D(QSGContext);

    Q_ASSERT(!d->gl);

    d->gl = context;

    d->renderer = createRenderer();
    d->renderer->setClearColor(Qt::white);

    d->rootNode = new RootNode();
    d->rootNode->addRenderer(d->renderer);

    d->renderer->setRootNode(d->rootNode);

    d->textureManager = createTextureManager();

    current = this;

    emit ready();
}

/*!
    Returns the texture manager for this scene graphc context. The
    texture manager is constructed through one call to createTextureManager()
    during the scene graph context's initialization
 */
TextureManager *QSGContext::textureManager() const
{
    Q_D(const QSGContext);
    return d->textureManager;
}


/*!
    Returns if the scene graph context is ready or not, meaning that it has a valid
    GL context.
 */
bool QSGContext::isReady() const
{
    Q_D(const QSGContext);
    return d->gl;
}

/*!
    Factory function for scene graph backends of the Rectangle element.
 */
RectangleNodeInterface *QSGContext::createRectangleNode()
{
    return new DefaultRectangleNode(DefaultRectangleNode::PreferTextureMaterial, this);
}

/*!
    Factory function for scene graph backends of the Image element.
 */
TextureNodeInterface *QSGContext::createTextureNode()
{
    return new DefaultTextureNode;
}

/*!
    Factory function for scene graph backends of the Text elements;
 */
GlyphNodeInterface *QSGContext::createGlyphNode()
{
    return new DefaultGlyphNode;
}

/*!
    Factory function for the scene graph renderers.

    The renderers are used for the toplevel renderer and once for every
    ShaderEffectSource used in the QML scene.
 */
Renderer *QSGContext::createRenderer()
{
    return new QMLRenderer;
}

/*!
    Factory function for the texture manager to be used for this scene graph.
 */
TextureManager *QSGContext::createTextureManager()
{
    QStringList args = qApp->arguments();

    if (args.contains("--basic-texture-manager")) {
        return new TextureManager;
    } else if (args.contains("--threaded-texture-manager")) {
        return new QSGThreadedTextureManager;
    }

#if defined (Q_WS_MAC)
    return new QSGMacTextureManager;
#elif defined (Q_WS_WIN)
    return new QSGThreadedTextureManager;
#elif defined (Q_WS_QPA)
    return new QSGEglFSThreadedTextureManager;
#endif

    return new TextureManager;
}