diff options
author | Kent Hansen <kent.hansen@nokia.com> | 2011-11-23 15:14:07 +0100 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2011-12-02 14:18:20 +0100 |
commit | 6c8378eaf1edbbefe6aaa3672b0127816a004fd7 (patch) | |
tree | 8ee08fb447e052f7a7a685fbeaaa04f04ea60126 /src/quick/scenegraph/qsgcontext.cpp | |
parent | e01219b77b1e889e70437635905d7ff820568e23 (diff) |
Say hello to QtQuick module
This change moves the QtQuick 2 types and C++ API (including
SceneGraph) to a new module (AKA library), QtQuick.
99% of this change is moving files from src/declarative to
src/quick, and from tests/auto/declarative to
tests/auto/qtquick2.
The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to
a plugin, src/imports/qtquick2, just like it's done for QtQuick 1.
All tools, examples, and tests that use QtQuick C++ API have gotten
"QT += quick" or "QT += quick-private" added to their .pro file.
A few additional internal QtDeclarative classes had to be exported
(via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the
QtQuick 2 implementation.
The old header locations (e.g. QtDeclarative/qquickitem.h) will
still be supported for some time, but will produce compile-time
warnings. (To avoid the QtQuick implementation using the
compatibility headers (since QtDeclarative's includepath comes
first), a few include statements were modified, e.g. from
"#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".)
There's a change in qtbase that automatically adds QtQuick to the
module list if QtDeclarative is used. Together with the compatibility
headers, this should help reduce the migration pain for existing
projects.
In theory, simply getting an existing QtDeclarative-based project
to compile and link shouldn't require any changes for now -- but
porting to the new scheme is of course recommended, and will
eventually become mandatory.
Task-number: QTBUG-22889
Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7
Reviewed-by: Kent Hansen <kent.hansen@nokia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
Diffstat (limited to 'src/quick/scenegraph/qsgcontext.cpp')
-rw-r--r-- | src/quick/scenegraph/qsgcontext.cpp | 513 |
1 files changed, 513 insertions, 0 deletions
diff --git a/src/quick/scenegraph/qsgcontext.cpp b/src/quick/scenegraph/qsgcontext.cpp new file mode 100644 index 0000000000..93fea15921 --- /dev/null +++ b/src/quick/scenegraph/qsgcontext.cpp @@ -0,0 +1,513 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtDeclarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** GNU Lesser General Public License Usage +** 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, Nokia gives you certain additional +** rights. These rights are described in the Nokia 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. +** +** Other Usage +** Alternatively, this file may be used in accordance with the terms and +** conditions contained in a signed written agreement between you and Nokia. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qsgcontext_p.h" +#include <QtQuick/private/qsgrenderer_p.h> +#include <QtQuick/qsgnode.h> + +#include <QtQuick/private/qdeclarativepixmapcache_p.h> + +#include <private/qsgdefaultrenderer_p.h> + +#include <QtQuick/private/qsgdistancefieldutil_p.h> +#include <QtQuick/private/qsgdefaultdistancefieldglyphcache_p.h> +#include <private/qsgdefaultrectanglenode_p.h> +#include <private/qsgdefaultimagenode_p.h> +#include <private/qsgdefaultglyphnode_p.h> +#include <private/qsgdistancefieldglyphnode_p.h> + +#include <QtQuick/private/qsgtexture_p.h> +#include <QGuiApplication> +#include <QOpenGLContext> + +#include <QDeclarativeImageProvider> + +#include <private/qobject_p.h> +#include <qmutex.h> +#include <private/qdeclarativeglobal_p.h> + +DEFINE_BOOL_CONFIG_OPTION(qmlFlashMode, QML_FLASH_MODE) +DEFINE_BOOL_CONFIG_OPTION(qmlTranslucentMode, QML_TRANSLUCENT_MODE) +DEFINE_BOOL_CONFIG_OPTION(qmlDisableDistanceField, QML_DISABLE_DISTANCEFIELD) + +/* + Comments about this class from Gunnar: + + The QSGContext class is right now two things.. The first is the + adaptation layer and central storage ground for all the things + in the scene graph, like textures and materials. This part really + belongs inside the scene graph coreapi. + + The other part is the QML adaptation classes, like how to implement + rectangle nodes. This is not part of the scene graph core API, but + more part of the QML adaptation of scene graph. + + If we ever move the scene graph core API into its own thing, this class + needs to be split in two. Right now its one because we're lazy when it comes + to defining plugin interfaces.. +*/ + + +QT_BEGIN_NAMESPACE + +class QSGContextPrivate : public QObjectPrivate +{ +public: + QSGContextPrivate() + : rootNode(0) + , renderer(0) + , gl(0) + , distanceFieldCacheManager(0) + , flashMode(qmlFlashMode()) + , distanceFieldDisabled(qmlDisableDistanceField()) + { + renderAlpha = qmlTranslucentMode() ? 0.5 : 1; + } + + ~QSGContextPrivate() + { + } + + QSGRootNode *rootNode; + QSGRenderer *renderer; + + QOpenGLContext *gl; + + QHash<QSGMaterialType *, QSGMaterialShader *> materials; + QHash<QDeclarativeTextureFactory *, QSGTexture *> textures; + + QSGDistanceFieldGlyphCacheManager *distanceFieldCacheManager; + + bool flashMode; + float renderAlpha; + bool distanceFieldDisabled; +}; + + +/*! + \class QSGContext + + \brief The QSGContext holds the scene graph entry points for one QML engine. + + The context is not ready for use until it has a QOpenGLContext. Once that happens, + the scene graph population can start. + + \internal + */ + +QSGContext::QSGContext(QObject *parent) : + QObject(*(new QSGContextPrivate), parent) +{ +} + + +QSGContext::~QSGContext() +{ + Q_D(QSGContext); + qDeleteAll(d->textures.values()); + d->textures.clear(); + delete d->renderer; + delete d->rootNode; + qDeleteAll(d->materials.values()); + delete d->distanceFieldCacheManager; +} + + +QSGTexture *QSGContext::textureForFactory(QDeclarativeTextureFactory *factory) +{ + Q_D(QSGContext); + if (!factory) + return 0; + + QSGTexture *texture = d->textures.value(factory); + if (!texture) { + if (QDeclarativeDefaultTextureFactory *dtf = qobject_cast<QDeclarativeDefaultTextureFactory *>(factory)) + texture = createTexture(dtf->image()); + else + texture = factory->createTexture(); + d->textures.insert(factory, texture); + connect(factory, SIGNAL(destroyed(QObject *)), this, SLOT(textureFactoryDestroyed(QObject *))); + } + return texture; +} + + +void QSGContext::textureFactoryDestroyed(QObject *o) +{ + Q_D(QSGContext); + QDeclarativeTextureFactory *f = static_cast<QDeclarativeTextureFactory *>(o); + + // This function will only be called on the scene graph thread, so it is + // safe to directly delete the texture here. + delete d->textures.take(f); +} + + + +/*! + Returns the renderer. The renderer instance is created through the adaptation layer. + */ +QSGRenderer *QSGContext::renderer() const +{ + Q_D(const QSGContext); + return d->renderer; +} + + +/*! + Returns the root node. The root node instance is only created once the scene graph + context becomes ready. + */ +QSGRootNode *QSGContext::rootNode() const +{ + Q_D(const QSGContext); + return d->rootNode; +} + + +QOpenGLContext *QSGContext::glContext() const +{ + Q_D(const QSGContext); + return d->gl; +} + +/*! + Initializes the scene graph context with the GL context \a context. This also + emits the ready() signal so that the QML graph can start building scene graph nodes. + */ +void QSGContext::initialize(QOpenGLContext *context) +{ + Q_D(QSGContext); + + Q_ASSERT(!d->gl); + + d->gl = context; + + d->renderer = createRenderer(); + d->renderer->setClearColor(Qt::white); + + d->rootNode = new QSGRootNode(); + d->renderer->setRootNode(d->rootNode); + + emit ready(); +} + + +/*! + Returns if the scene graph context is ready or not, meaning that it has a valid + GL context. + */ +bool QSGContext::isReady() const +{ + Q_D(const QSGContext); + return d->gl; +} + + +void QSGContext::renderNextFrame(QOpenGLFramebufferObject *fbo) +{ + Q_D(QSGContext); + + if (fbo) { + QSGBindableFbo bindable(fbo); + d->renderer->renderScene(bindable); + } else { + d->renderer->renderScene(); + } + +} + +/*! + Factory function for scene graph backends of the Rectangle element. + */ +QSGRectangleNode *QSGContext::createRectangleNode() +{ + return new QSGDefaultRectangleNode(this); +} + +/*! + Factory function for scene graph backends of the Image element. + */ +QSGImageNode *QSGContext::createImageNode() +{ + return new QSGDefaultImageNode; +} + +/*! + Factory function for scene graph backends of the distance-field glyph cache. + */ +QSGDistanceFieldGlyphCache *QSGContext::createDistanceFieldGlyphCache(const QRawFont &font) +{ + Q_D(QSGContext); + return new QSGDefaultDistanceFieldGlyphCache(d->distanceFieldCacheManager, glContext(), font); +} + +/*! + Factory function for scene graph backends of the Text elements; + */ +QSGGlyphNode *QSGContext::createGlyphNode() +{ + Q_D(QSGContext); + + // ### Do something with these before final release... + static bool doSubpixel = qApp->arguments().contains(QLatin1String("--text-subpixel-antialiasing")); + static bool doLowQualSubpixel = qApp->arguments().contains(QLatin1String("--text-subpixel-antialiasing-lowq")); + static bool doGray = qApp->arguments().contains(QLatin1String("--text-gray-antialiasing")); + + if (d->distanceFieldDisabled) { + return new QSGDefaultGlyphNode; + } else { + if (!d->distanceFieldCacheManager) { + d->distanceFieldCacheManager = new QSGDistanceFieldGlyphCacheManager(this); + if (doSubpixel) + d->distanceFieldCacheManager->setDefaultAntialiasingMode(QSGGlyphNode::HighQualitySubPixelAntialiasing); + else if (doLowQualSubpixel) + d->distanceFieldCacheManager->setDefaultAntialiasingMode(QSGGlyphNode::LowQualitySubPixelAntialiasing); + else if (doGray) + d->distanceFieldCacheManager->setDefaultAntialiasingMode(QSGGlyphNode::GrayAntialiasing); + } + + QSGGlyphNode *node = new QSGDistanceFieldGlyphNode(d->distanceFieldCacheManager); + return node; + } +} + +/*! + Factory function for the scene graph renderers. + + The renderers are used for the toplevel renderer and once for every + QQuickShaderEffectSource used in the QML scene. + */ +QSGRenderer *QSGContext::createRenderer() +{ + // ### Do something with this before release... + static bool doFrontToBack = qApp->arguments().contains(QLatin1String("--opaque-front-to-back")); + QSGDefaultRenderer *renderer = new QSGDefaultRenderer(this); + if (doFrontToBack) { + printf("QSGContext: Sorting opaque nodes front to back...\n"); + renderer->setSortFrontToBackEnabled(true); + } + return renderer; +} + + + +/*! + Return true if the image provider supports direct decoding of images, + straight into textures without going through a QImage first. + + If the implementation returns true from this function, the decodeImageToTexture() function + will be called to read data from a QIODevice, rather than QML decoding + the image using QImageReader and passing the result to setImage(). + + \warning This function will be called from outside the GUI and rendering threads + and must not make use of OpenGL. + */ + +bool QSGContext::canDecodeImageToTexture() const +{ + return true; +} + + + +/*! + Decode the data in \a dev directly to a texture provider of \a requestSize size. + The size of the decoded data should be written to \a impsize. + + If the implementation fails to decode the image data, it should return 0. The + image data will then be decoded normally. + + \warning This function will be called from outside the GUI and renderer threads + and must not make use of GL calls. + */ + +QSGTexture *QSGContext::decodeImageToTexture(QIODevice *dev, + QSize *size, + const QSize &requestSize) +{ + Q_UNUSED(dev); + Q_UNUSED(size); + Q_UNUSED(requestSize); + return 0; +} + + + +QSurfaceFormat QSGContext::defaultSurfaceFormat() const +{ + QSurfaceFormat format; + format.setDepthBufferSize(24); + format.setStencilBufferSize(8); + format.setSamples(16); + return format; +} + + +/*! + Factory function for texture objects. + + If \a image is a valid image, the QSGTexture::setImage function + will be called with \a image as argument. + */ + +QSGTexture *QSGContext::createTexture(const QImage &image) const +{ + QSGPlainTexture *t = new QSGPlainTexture(); + if (!image.isNull()) + t->setImage(image); + return t; +} + + + +/*! + Returns the minimum supported framebuffer object size. + */ + +QSize QSGContext::minimumFBOSize() const +{ +#ifdef Q_OS_MAC + return QSize(33, 33); +#else + return QSize(1, 1); +#endif +} + + + +/*! + Returns a material shader for the given material. + */ + +QSGMaterialShader *QSGContext::prepareMaterial(QSGMaterial *material) +{ + Q_D(QSGContext); + QSGMaterialType *type = material->type(); + QSGMaterialShader *shader = d->materials.value(type); + if (shader) + return shader; + + shader = material->createShader(); + shader->compile(); + shader->initialize(); + d->materials[type] = shader; + + return shader; +} + + + +/*! + Sets whether the scene graph should render with flashing update rectangles or not + */ + +void QSGContext::setFlashModeEnabled(bool enabled) +{ + d_func()->flashMode = enabled; +} + + +/*! + Returns true if the scene graph should be rendered with flashing update rectangles + */ +bool QSGContext::isFlashModeEnabled() const +{ + return d_func()->flashMode; +} + + +/*! + Sets the toplevel opacity for rendering. This value will be multiplied into all + drawing calls where possible. + + The default value is 1. Any other value will cause artifacts and is primarily + useful for debugging. + */ +void QSGContext::setRenderAlpha(qreal renderAlpha) +{ + d_func()->renderAlpha = renderAlpha; +} + + +/*! + Returns the toplevel opacity used for rendering. + + The default value is 1. + + \sa setRenderAlpha() + */ +qreal QSGContext::renderAlpha() const +{ + return d_func()->renderAlpha; +} + + +/*! + Sets whether or not the scene graph should use the distance field technique to render text + */ +void QSGContext::setDistanceFieldEnabled(bool enabled) +{ + d_func()->distanceFieldDisabled = !enabled; +} + + +/*! + Returns true if the scene graph uses the distance field technique to render text + */ +bool QSGContext::isDistanceFieldEnabled() const +{ + return !d_func()->distanceFieldDisabled; +} + + + +/*! + Creates a new animation driver. + */ + +QAnimationDriver *QSGContext::createAnimationDriver(QObject *parent) +{ + return new QAnimationDriver(parent); +} + + +QT_END_NAMESPACE |