/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_ABSTRACTRENDERER_P_H #define QT3DRENDER_RENDER_ABSTRACTRENDERER_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QSurface; class QSize; class QScreen; namespace Qt3DCore { class QAbstractFrameAdvanceService; class QEventFilterService; class QAbstractAspectJobManager; class QServiceLocator; } namespace Qt3DRender { class QRenderAspect; namespace Render { class NodeManagers; class Entity; class FrameGraphNode; class RenderSettings; class BackendNode; class OffscreenSurfaceHelper; class Shader; class Q_3DRENDERSHARED_PRIVATE_EXPORT AbstractRenderer { public: virtual ~AbstractRenderer() {} enum API { OpenGL, Vulkan, DirectX }; // Changes made to backend nodes are reported to the Renderer enum BackendNodeDirtyFlag { TransformDirty = 1 << 0, MaterialDirty = 1 << 1, GeometryDirty = 1 << 2, ComputeDirty = 1 << 3, ParameterDirty = 1 << 4, FrameGraphDirty = 1 << 5, EntityEnabledDirty = 1 << 6, BuffersDirty = 1 << 7, TexturesDirty = 1 << 8, ShadersDirty = 1 << 9, SkeletonDataDirty = 1 << 10, JointDirty = 1 << 11, LayersDirty = 1 << 12, TechniquesDirty = 1 << 13, LightsDirty = 1 << 15, AllDirty = 0xffffff }; Q_DECLARE_FLAGS(BackendNodeDirtySet, BackendNodeDirtyFlag) virtual void dumpInfo() const = 0; virtual API api() const = 0; virtual qint64 time() const = 0; virtual void setTime(qint64 time) = 0; virtual void setNodeManagers(NodeManagers *managers) = 0; virtual void setServices(Qt3DCore::QServiceLocator *services) = 0; virtual void setSurfaceExposed(bool exposed) = 0; virtual NodeManagers *nodeManagers() const = 0; virtual Qt3DCore::QServiceLocator *services() const = 0; virtual void initialize() = 0; virtual void shutdown() = 0; virtual void releaseGraphicsResources() = 0; // Threaded renderer virtual void render() = 0; // Synchronous renderer virtual void doRender(bool swapBuffers) = 0; virtual void cleanGraphicsResources() = 0; virtual bool isRunning() const = 0; virtual void markDirty(BackendNodeDirtySet changes, BackendNode *node) = 0; virtual BackendNodeDirtySet dirtyBits() = 0; #if defined(QT_BUILD_INTERNAL) virtual void clearDirtyBits(BackendNodeDirtySet changes) = 0; #endif virtual bool shouldRender() const = 0; virtual void skipNextFrame() = 0; virtual QVector preRenderingJobs() = 0; virtual QVector renderBinJobs() = 0; virtual Qt3DCore::QAspectJobPtr pickBoundingVolumeJob() = 0; virtual Qt3DCore::QAspectJobPtr rayCastingJob() = 0; virtual Qt3DCore::QAspectJobPtr syncLoadingJobs() = 0; virtual Qt3DCore::QAspectJobPtr expandBoundingVolumeJob() = 0; virtual void setSceneRoot(Entity *root) = 0; virtual Entity *sceneRoot() const = 0; virtual FrameGraphNode *frameGraphRoot() const = 0; virtual Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const = 0; virtual void registerEventFilter(Qt3DCore::QEventFilterService *service) = 0; virtual void setSettings(RenderSettings *settings) = 0; virtual RenderSettings *settings() const = 0; virtual QVariant executeCommand(const QStringList &args) = 0; // For QtQuick rendering virtual void setOpenGLContext(QOpenGLContext *ctx) = 0; virtual void setScreen(QScreen *) {} virtual QScreen *screen() const { return nullptr; } virtual void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) = 0; virtual QSurfaceFormat format() = 0; virtual QOpenGLContext *shareContext() const = 0; // These commands are executed in a dedicated command thread // More will be added later virtual void loadShader(Shader *shader, Qt3DRender::Render::HShader shaderHandle) = 0; }; Q_DECLARE_OPERATORS_FOR_FLAGS(AbstractRenderer::BackendNodeDirtySet) } // Render } // Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_ABSTRACTRENDERER_P_H