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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "rendereraspect.h"
+
+#include "meshmanager.h"
+#include "renderer.h"
+#include "renderthread.h"
+
+#include <jobs/loadmeshdatajob.h>
+#include <jobs/updateworldtransformjob.h>
+#include <jobs/updateboundingvolumejob.h>
+
+#include <node.h>
+
+#include <QDebug>
+#include <QThread>
+#include <QWindow>
+
+namespace Qt3D {
+
+RendererAspect::RendererAspect(QObject *parent)
+ : AbstractAspect(AbstractAspect::AspectRenderer, parent)
+ , m_renderThread(new RenderThread)
+{
+ qRegisterMetaType<QSurface*>("QSurface*");
+ qRegisterMetaType< QSharedPointer<QObject> >("QObjectPtr");
+ m_renderThread->waitForStart();
+ m_renderThread->renderer()->setRendererAspect(this);
+}
+
+void RendererAspect::setWindow(QWindow *window)
+{
+ Q_ASSERT(window);
+ QSurface* surface = window;
+
+ Render::Renderer *renderer = m_renderThread->renderer();
+ QMetaObject::invokeMethod(renderer, "setSurface", Q_ARG(QSurface*, surface));
+}
+
+QVector<QJobPtr> RendererAspect::jobsToExecute()
+{
+ // Create jobs that will get exectued by the threadpool
+ QVector<QJobPtr> jobs;
+
+// Render::UpdateWorldTransformJobPtr worldTransformJob(new Render::UpdateWorldTransformJob(m_renderThread->renderer()->renderSceneRoot()));
+// Render::UpdateBoundingVolumeJobPtr boundingVolumeJob(new Render::UpdateBoundingVolumeJob(m_renderThread->renderer()));
+
+// // We can only update bounding volumes once all world transforms are known
+// boundingVolumeJob->addDependency(worldTransformJob);
+
+// // Add all jobs to queue
+// jobs.append(worldTransformJob);
+// jobs.append(boundingVolumeJob);
+
+ // Create jobs to load in any meshes that are pending
+ QList< QPair<QString,MeshDataPtr> > meshes = m_renderThread->renderer()->meshManager()->meshesPending();
+ for (int i = 0; i < meshes.size(); ++i ) {
+ const QPair<QString, MeshDataPtr> &meshDataInfo = meshes.at(i);
+ Render::LoadMeshDataJobPtr loadMeshJob(new Render::LoadMeshDataJob(meshDataInfo.first, meshDataInfo.second));
+ jobs.append(loadMeshJob);
+ }
+ m_renderThread->renderer()->meshManager()->clearMeshesPending();
+
+ return jobs;
+}
+
+void RendererAspect::registerAspectHelper(Node *rootObject)
+{
+ Render::Renderer *renderer = m_renderThread->renderer();
+ renderer->setSceneGraphRoot(rootObject);
+}
+
+void RendererAspect::unregisterAspectHelper(Node *rootObject)
+{
+}
+
+void RendererAspect::initializeHelper(QAspectManager *aspectManager)
+{
+ Q_UNUSED(aspectManager);
+ Render::Renderer *renderer = m_renderThread->renderer();
+ QMetaObject::invokeMethod(renderer, "initialize");
+}
+
+void RendererAspect::cleanupHelper()
+{
+ Render::Renderer *renderer = m_renderThread->renderer();
+ //QMetaObject::invokeMethod(renderer, "cleanup");
+}
+
+}