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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
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