/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later 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 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "framecleanupjob_p.h" #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { FrameCleanupJob::FrameCleanupJob(NodeManagers *managers) : m_managers(managers) , m_root(Q_NULLPTR) { } FrameCleanupJob::~FrameCleanupJob() { } void FrameCleanupJob::setRoot(Entity *root) { m_root = root; } void FrameCleanupJob::run() { // mark each ShaderData clean ShaderData::cleanup(m_managers); // Cleanup texture handles TextureDataManager *textureDataManager = m_managers->textureDataManager(); textureDataManager->cleanup(); // Debug bounding volume debug updateBoundingVolumesDebug(m_root); } void FrameCleanupJob::updateBoundingVolumesDebug(Entity *node) { BoundingVolumeDebug *debugBV = node->renderComponent(); if (debugBV) { Qt3DRender::Render::Sphere s; if (!debugBV->isRecursive()) { s = *node->worldBoundingVolume(); } else { s = *node->worldBoundingVolumeWithChildren(); } debugBV->setRadius(s.radius()); debugBV->setCenter(s.center()); } Q_FOREACH (Entity *c, node->children()) updateBoundingVolumesDebug(c); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE