/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc ** All rights reserved. ** For any questions to Digia, please use contact form at http://qt.digia.com ** ** This file is part of the Qt SceneGraph Raster Add-on. ** ** $QT_BEGIN_LICENSE$ ** Licensees holding valid Qt Commercial licenses may use this file in ** accordance with the Qt Commercial License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. ** ** If you have questions regarding the use of this file, please use ** contact form at http://qt.digia.com ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "softwarelayer.h" #include "context.h" SoftwareLayer::SoftwareLayer(QSGRenderContext *renderContext) : m_item(0) , m_shaderSourceNode(0) , m_context(renderContext) , m_renderer(0) , m_device_pixel_ratio(1) , m_live(true) , m_grab(true) , m_recursive(false) , m_dirtyTexture(true) { } SoftwareLayer::~SoftwareLayer() { invalidated(); } int SoftwareLayer::textureId() const { return 0; } QSize SoftwareLayer::textureSize() const { return m_pixmap.size(); } bool SoftwareLayer::hasAlphaChannel() const { return m_pixmap.hasAlphaChannel(); } bool SoftwareLayer::hasMipmaps() const { return false; } void SoftwareLayer::bind() { } bool SoftwareLayer::updateTexture() { bool doGrab = (m_live || m_grab) && m_dirtyTexture; if (doGrab) grab(); if (m_grab) emit scheduledUpdateCompleted(); m_grab = false; return doGrab; } void SoftwareLayer::setItem(QSGNode *item) { if (item == m_item) return; m_item = item; if (m_live && !m_item) m_pixmap = QPixmap(); markDirtyTexture(); } void SoftwareLayer::setShaderSourceNode(QSGNode *node) { m_shaderSourceNode = node; } void SoftwareLayer::setRect(const QRectF &rect) { if (rect == m_rect) return; m_rect = rect; markDirtyTexture(); } void SoftwareLayer::setSize(const QSize &size) { if (size == m_size) return; m_size = size; if (m_live && m_size.isNull()) m_pixmap = QPixmap(); markDirtyTexture(); } void SoftwareLayer::scheduleUpdate() { if (m_grab) return; m_grab = true; if (m_dirtyTexture) { emit updateRequested(); if (m_shaderSourceNode) m_shaderSourceNode->markDirty(QSGNode::DirtyMaterial); } } QImage SoftwareLayer::toImage() const { return m_pixmap.toImage(); } void SoftwareLayer::setLive(bool live) { if (live == m_live) return; m_live = live; if (m_live && (!m_item || m_size.isNull())) m_pixmap = QPixmap(); markDirtyTexture(); } void SoftwareLayer::setRecursive(bool recursive) { m_recursive = recursive; } void SoftwareLayer::setFormat(GLenum) { } void SoftwareLayer::setHasMipmaps(bool) { } void SoftwareLayer::setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; } void SoftwareLayer::markDirtyTexture() { m_dirtyTexture = true; if (m_live || m_grab) { emit updateRequested(); if (m_shaderSourceNode) m_shaderSourceNode->markDirty(QSGNode::DirtyMaterial); } } void SoftwareLayer::invalidated() { delete m_renderer; m_renderer = 0; } void SoftwareLayer::grab() { if (!m_item || m_size.isNull()) { m_pixmap = QPixmap(); m_dirtyTexture = false; return; } QSGNode *root = m_item; while (root->firstChild() && root->type() != QSGNode::RootNodeType) root = root->firstChild(); if (root->type() != QSGNode::RootNodeType) return; if (!m_renderer) { m_renderer = new SoftwareContext::PixmapRenderer(m_context); connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTextureLater())); } m_renderer->setDevicePixelRatio(m_device_pixel_ratio); m_renderer->setRootNode(static_cast(root)); if (m_pixmap.size() != m_size) m_pixmap = QPixmap(m_size); // Render texture. root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update. m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update. m_dirtyTexture = false; m_renderer->setDeviceRect(m_size); m_renderer->setViewportRect(m_size); m_renderer->setClearColor(Qt::transparent); m_renderer->renderScene(); m_renderer->render(&m_pixmap); root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update. if (m_recursive) markDirtyTexture(); // Continuously update if 'live' and 'recursive'. }