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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 "renderscenebuilder.h"
+
+#include "meshmanager.h"
+#include "renderer.h"
+#include "rendernode.h"
+
+#include <camera.h>
+#include <material.h>
+#include <mesh.h>
+#include <transform.h>
+
+#include <entity.h>
+
+namespace Qt3D {
+namespace Render {
+
+RenderSceneBuilder::RenderSceneBuilder(Renderer *renderer)
+ : Qt3D::NodeVisitor()
+ , m_renderer(renderer)
+ , m_rootNode(0)
+{
+}
+
+void RenderSceneBuilder::visitNode(Qt3D::Node *node)
+{
+ if (!m_rootNode) {
+ m_rootNode = new RenderNode(m_renderer->rendererAspect());
+ m_rootNode->m_frontEndPeer = node;
+ m_nodeStack.push(m_rootNode);
+ }
+
+ Qt3D::NodeVisitor::visitNode(node);
+}
+
+void RenderSceneBuilder::visitEntity(Qt3D::Entity *entity)
+{
+ // Create a RenderNode corresponding to the Entity. Most data will
+ // be calculated later by jobs
+ RenderNode *renderNode = new RenderNode(m_renderer->rendererAspect(), m_nodeStack.top());
+ renderNode->m_frontEndPeer = entity;
+ *(renderNode->m_localTransform) = entity->matrix();
+ m_nodeStack.push(renderNode);
+
+ // Look for a transform component
+ QList<Transform *> transforms = entity->componentsOfType<Transform>();
+ if (!transforms.isEmpty())
+ renderNode->setPeer(transforms.first());
+
+// QList<Material *> materials = entity->componentsOfType<Material>();
+// Material *material = 0;
+// if (!materials.isEmpty())
+// material = materials.first();
+
+ // We'll update matrices in a job later. In fact should the matrix be decoupled from the mesh?
+ foreach (Mesh *mesh, entity->componentsOfType<Mesh>()) {
+ m_renderer->meshManager()->addMesh(mesh);
+ //m_renderer->buildMeshes(mesh, material, QMatrix4x4());
+ }
+
+ //foreach (Camera *camera, entity->componentsOfType<Camera>())
+ // m_renderer->foundCamera(camera, entity->sceneMatrix());
+
+ NodeVisitor::visitEntity(entity);
+
+ // Coming back up the tree
+ m_nodeStack.pop();
+}
+
+} // namespace Render
+} // namespace Qt3D