/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). ** 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. For further ** information use the contact form at https://www.qt.io/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 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. 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_RENDERER_H #define QT3DRENDER_RENDER_RENDERER_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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QSurface; class QMouseEvent; namespace Qt3DCore { class QEntity; class QFrameAllocator; class QEventFilterService; } namespace Qt3DRender { class QCamera; class QMaterial; class QShaderProgram; class QMesh; class QRenderPass; class QAbstractShapeMesh; struct GraphicsApiFilterData; class QSceneImporter; #ifdef QT3D_JOBS_RUN_STATS namespace Debug { class CommandExecuter; } #endif namespace Render { class CameraLens; class GraphicsContext; class FrameGraphNode; class Material; class Technique; class Shader; class Entity; class RenderCommand; class RenderQueue; class RenderView; class Effect; class RenderPass; class RenderThread; class RenderStateSet; class VSyncFrameAdvanceService; class PickEventFilter; class NodeManagers; using SynchronizerJobPtr = GenericLambdaJobPtr>; class QT3DRENDERSHARED_PRIVATE_EXPORT Renderer : public AbstractRenderer { public: explicit Renderer(QRenderAspect::RenderType type); ~Renderer(); void dumpInfo() const Q_DECL_OVERRIDE; API api() const Q_DECL_OVERRIDE { return AbstractRenderer::OpenGL; } qint64 time() const Q_DECL_OVERRIDE; void setTime(qint64 time) Q_DECL_OVERRIDE; void setNodeManagers(NodeManagers *managers) Q_DECL_OVERRIDE; void setServices(Qt3DCore::QServiceLocator *services) Q_DECL_OVERRIDE { m_services = services; } void setSurfaceExposed(bool exposed) Q_DECL_OVERRIDE; NodeManagers *nodeManagers() const Q_DECL_OVERRIDE; Qt3DCore::QServiceLocator *services() const Q_DECL_OVERRIDE { return m_services; } void initialize() Q_DECL_OVERRIDE; void shutdown() Q_DECL_OVERRIDE; void releaseGraphicsResources() Q_DECL_OVERRIDE; void render() Q_DECL_OVERRIDE; void doRender() Q_DECL_OVERRIDE; void cleanGraphicsResources() Q_DECL_OVERRIDE; bool isRunning() const Q_DECL_OVERRIDE { return m_running.load(); } void setSceneRoot(Qt3DCore::QBackendNodeFactory *factory, Entity *sgRoot) Q_DECL_OVERRIDE; Entity *sceneRoot() const Q_DECL_OVERRIDE { return m_renderSceneRoot; } FrameGraphNode *frameGraphRoot() const Q_DECL_OVERRIDE; void markDirty(BackendNodeDirtySet changes, BackendNode *node) Q_DECL_OVERRIDE; BackendNodeDirtySet dirtyBits() Q_DECL_OVERRIDE; void clearDirtyBits(BackendNodeDirtySet changes) Q_DECL_OVERRIDE; bool shouldRender() Q_DECL_OVERRIDE; void skipNextFrame() Q_DECL_OVERRIDE; QVector renderBinJobs() Q_DECL_OVERRIDE; Qt3DCore::QAspectJobPtr pickBoundingVolumeJob() Q_DECL_OVERRIDE; Qt3DCore::QAspectJobPtr syncTextureLoadingJob() Q_DECL_OVERRIDE; QVector createRenderBufferJobs() const; inline FrameCleanupJobPtr frameCleanupJob() const { return m_cleanupJob; } inline ExpandBoundingVolumeJobPtr expandBoundingVolumeJob() const { return m_expandBoundingVolumeJob; } inline UpdateShaderDataTransformJobPtr updateShaderDataTransformJob() const { return m_updateShaderDataTransformJob; } inline CalculateBoundingVolumeJobPtr calculateBoundingVolumeJob() const { return m_calculateBoundingVolumeJob; } inline UpdateTreeEnabledJobPtr updateTreeEnabledJob() const { return m_updateTreeEnabledJob; } inline UpdateWorldTransformJobPtr updateWorldTransformJob() const { return m_worldTransformJob; } inline UpdateWorldBoundingVolumeJobPtr updateWorldBoundingVolumeJob() const { return m_updateWorldBoundingVolumeJob; } inline UpdateMeshTriangleListJobPtr updateMeshTriangleListJob() const { return m_updateMeshTriangleListJob; } inline FilterCompatibleTechniqueJobPtr filterCompatibleTechniqueJob() const { return m_filterCompatibleTechniqueJob; } inline SynchronizerJobPtr textureLoadSyncJob() const { return m_syncTextureLoadingJob; } Qt3DCore::QAbstractFrameAdvanceService *frameAdvanceService() const Q_DECL_OVERRIDE; void registerEventFilter(Qt3DCore::QEventFilterService *service) Q_DECL_OVERRIDE; virtual void setSettings(RenderSettings *settings) Q_DECL_OVERRIDE; virtual RenderSettings *settings() const Q_DECL_OVERRIDE; QOpenGLContext *shareContext() const Q_DECL_OVERRIDE; void updateGLResources(); void updateTexture(Texture *texture); void cleanupTexture(const Texture *texture); void prepareCommandsSubmission(const QVector &renderViews); bool executeCommandsSubmission(const RenderView *rv); bool updateVAOWithAttributes(Geometry *geometry, RenderCommand *command, Shader *shader, bool forceUpdate); bool requiresVAOAttributeUpdate(Geometry *geometry, RenderCommand *command) const; void setOpenGLContext(QOpenGLContext *context); const GraphicsApiFilterData *contextInfo() const; GraphicsContext *graphicsContext() const; inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; } QList pendingPickingEvents() const; void addRenderCaptureSendRequest(Qt3DCore::QNodeId nodeId); const QVector takePendingRenderCaptureSendRequests(); void enqueueRenderView(RenderView *renderView, int submitOrder); bool isReadyToSubmit(); QVariant executeCommand(const QStringList &args) Q_DECL_OVERRIDE; void setOffscreenSurfaceHelper(OffscreenSurfaceHelper *helper) Q_DECL_OVERRIDE; QSurfaceFormat format() Q_DECL_OVERRIDE; struct ViewSubmissionResultData { ViewSubmissionResultData() : lastBoundFBOId(0) , surface(nullptr) {} uint lastBoundFBOId; QSurface *surface; }; ViewSubmissionResultData submitRenderViews(const QVector &renderViews); QMutex* mutex() { return &m_mutex; } #ifdef QT3D_RENDER_UNIT_TESTS public: #else private: #endif bool canRender() const; Qt3DCore::QServiceLocator *m_services; NodeManagers *m_nodesManager; // Frame graph root Qt3DCore::QNodeId m_frameGraphRootUuid; Entity *m_renderSceneRoot; // Fail safe values that we can use if a RenderCommand // is missing a shader RenderStateSet *m_defaultRenderStateSet; ShaderParameterPack m_defaultUniformPack; QScopedPointer m_graphicsContext; QSurfaceFormat m_format; RenderQueue *m_renderQueue; QScopedPointer m_renderThread; QScopedPointer m_vsyncFrameAdvanceService; QMutex m_mutex; QSemaphore m_submitRenderViewsSemaphore; QSemaphore m_waitForInitializationToBeCompleted; QAtomicInt m_running; QScopedPointer m_pickEventFilter; QVector m_dirtyAttributes; QVector m_dirtyGeometry; QAtomicInt m_exposed; BackendNodeDirtySet m_changeSet; QAtomicInt m_lastFrameCorrect; QOpenGLContext *m_glContext; QOpenGLContext *m_shareContext; PickBoundingVolumeJobPtr m_pickBoundingVolumeJob; qint64 m_time; RenderSettings *m_settings; UpdateShaderDataTransformJobPtr m_updateShaderDataTransformJob; FrameCleanupJobPtr m_cleanupJob; UpdateWorldTransformJobPtr m_worldTransformJob; ExpandBoundingVolumeJobPtr m_expandBoundingVolumeJob; CalculateBoundingVolumeJobPtr m_calculateBoundingVolumeJob; UpdateWorldBoundingVolumeJobPtr m_updateWorldBoundingVolumeJob; UpdateTreeEnabledJobPtr m_updateTreeEnabledJob; SendRenderCaptureJobPtr m_sendRenderCaptureJob; UpdateMeshTriangleListJobPtr m_updateMeshTriangleListJob; FilterCompatibleTechniqueJobPtr m_filterCompatibleTechniqueJob; QVector m_pendingRenderCaptureSendRequests; void performDraw(RenderCommand *command); void performCompute(const RenderView *rv, RenderCommand *command); void createOrUpdateVAO(RenderCommand *command, HVao *previousVAOHandle, OpenGLVertexArrayObject **vao); GenericLambdaJobPtr> m_bufferGathererJob; GenericLambdaJobPtr> m_textureGathererJob; GenericLambdaJobPtr> m_shaderGathererJob; SynchronizerJobPtr m_syncTextureLoadingJob; void lookForDirtyBuffers(); void lookForDirtyTextures(); void lookForDirtyShaders(); QVector m_dirtyBuffers; QVector m_dirtyShaders; QVector m_dirtyTextures; bool m_ownedContext; OffscreenSurfaceHelper *m_offscreenHelper; QMutex m_offscreenSurfaceMutex; #ifdef QT3D_JOBS_RUN_STATS QScopedPointer m_commandExecuter; friend class Qt3DRender::Debug::CommandExecuter; #endif QMetaObject::Connection m_contextConnection; }; } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_RENDERER_H