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These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgabstractrenderer_p.h" QT_BEGIN_NAMESPACE /*! \class QSGAbstractRenderer \brief QSGAbstractRenderer gives access to the scene graph nodes and rendering of a QSGEngine. \inmodule QtQuick \since 5.4 A QSGAbstractRenderer created by a QSGEngine allows you to set your QSGNode tree through setRootNode() and control the rendering viewport through setDeviceRect(), setViewportRect() and setProjectionMatrixToRect(). You can finally trigger the rendering to the desired framebuffer through renderScene(). The QSGAbstractRenderer is only available when used with a QSGEngine and isn't exposed when used internally by QQuickWindow. \sa QSGEngine, QSGNode */ /*! \enum QSGAbstractRenderer::ClearModeBit Used with setClearMode() to indicate which buffer should be cleared before the scene render. \value ClearColorBuffer Clear the color buffer using clearColor(). \value ClearDepthBuffer Clear the depth buffer. \value ClearStencilBuffer Clear the stencil buffer. \sa setClearMode(), setClearColor() */ /*! \fn void QSGAbstractRenderer::renderScene(GLuint fboId = 0) Render the scene to the specified \a fboId If \a fboId isn't specified, the scene graph will be rendered to the default framebuffer. You will have to call QOpenGLContext::swapBuffers() yourself afterward. The framebuffer specified by \a fboId will be bound automatically. \sa QOpenGLContext::swapBuffers(), QOpenGLFramebufferObject::handle() */ /*! \fn void QSGAbstractRenderer::sceneGraphChanged() This signal is emitted on the first modification of a node in the tree after the last scene render. */ /*! \internal */ QSGAbstractRendererPrivate::QSGAbstractRendererPrivate() : m_root_node(0) , m_clear_color(Qt::transparent) , m_clear_mode(QSGAbstractRenderer::ClearColorBuffer | QSGAbstractRenderer::ClearDepthBuffer) { } /*! \internal */ QSGAbstractRenderer::QSGAbstractRenderer(QObject *parent) : QObject(*new QSGAbstractRendererPrivate, parent) { } /*! \internal */ QSGAbstractRenderer::~QSGAbstractRenderer() { } /*! Sets the \a node as the root of the QSGNode scene that you want to render. You need to provide a \a node before trying to render the scene. \note This doesn't take ownership of \a node. \sa rootNode() */ void QSGAbstractRenderer::setRootNode(QSGRootNode *node) { Q_D(QSGAbstractRenderer); if (d->m_root_node == node) return; if (d->m_root_node) { d->m_root_node->m_renderers.removeOne(this); nodeChanged(d->m_root_node, QSGNode::DirtyNodeRemoved); } d->m_root_node = node; if (d->m_root_node) { Q_ASSERT(!d->m_root_node->m_renderers.contains(this)); d->m_root_node->m_renderers << this; nodeChanged(d->m_root_node, QSGNode::DirtyNodeAdded); } } /*! Returns the root of the QSGNode scene. \sa setRootNode() */ QSGRootNode *QSGAbstractRenderer::rootNode() const { Q_D(const QSGAbstractRenderer); return d->m_root_node; } /*! \fn void QSGAbstractRenderer::setDeviceRect(const QSize &size) \overload Sets the \a size of the surface being rendered to. \sa deviceRect() */ /*! Sets \a rect as the geometry of the surface being rendered to. \sa deviceRect() */ void QSGAbstractRenderer::setDeviceRect(const QRect &rect) { Q_D(QSGAbstractRenderer); d->m_device_rect = rect; } /*! Returns the device rect of the surface being rendered to. \sa setDeviceRect() */ QRect QSGAbstractRenderer::deviceRect() const { Q_D(const QSGAbstractRenderer); return d->m_device_rect; } /*! \fn void QSGAbstractRenderer::setViewportRect(const QSize &size) \overload Sets the \a size of the viewport to render on the surface. \sa viewportRect() */ /*! Sets \a rect as the geometry of the viewport to render on the surface. \sa viewportRect() */ void QSGAbstractRenderer::setViewportRect(const QRect &rect) { Q_D(QSGAbstractRenderer); d->m_viewport_rect = rect; } /*! Returns the rect of the viewport to render. \sa setViewportRect() */ QRect QSGAbstractRenderer::viewportRect() const { Q_D(const QSGAbstractRenderer); return d->m_viewport_rect; } /*! Convenience method that calls setProjectionMatrix() with an orthographic matrix generated from \a rect. \sa setProjectionMatrix(), projectionMatrix() */ void QSGAbstractRenderer::setProjectionMatrixToRect(const QRectF &rect) { QMatrix4x4 matrix; matrix.ortho(rect.x(), rect.x() + rect.width(), rect.y() + rect.height(), rect.y(), 1, -1); setProjectionMatrix(matrix); } /*! Use \a matrix to project the QSGNode coordinates onto surface pixels. \sa projectionMatrix(), setProjectionMatrixToRect() */ void QSGAbstractRenderer::setProjectionMatrix(const QMatrix4x4 &matrix) { Q_D(QSGAbstractRenderer); d->m_projection_matrix = matrix; } /*! Returns the projection matrix \sa setProjectionMatrix(), setProjectionMatrixToRect() */ QMatrix4x4 QSGAbstractRenderer::projectionMatrix() const { Q_D(const QSGAbstractRenderer); return d->m_projection_matrix; } /*! Use \a color to clear the framebuffer when clearMode() is set to QSGAbstractRenderer::ClearColorBuffer. \sa clearColor(), setClearMode() */ void QSGAbstractRenderer::setClearColor(const QColor &color) { Q_D(QSGAbstractRenderer); d->m_clear_color = color; } /*! Returns the color that clears the framebuffer at the beginning of the rendering. \sa setClearColor(), clearMode() */ QColor QSGAbstractRenderer::clearColor() const { Q_D(const QSGAbstractRenderer); return d->m_clear_color; } /*! Defines which attachment of the framebuffer should be cleared before each scene render with the \a mode flag. \sa clearMode(), setClearColor() */ void QSGAbstractRenderer::setClearMode(ClearMode mode) { Q_D(QSGAbstractRenderer); d->m_clear_mode = mode; } /*! Flags defining which attachment of the framebuffer will be cleared before each scene render. \sa setClearMode(), clearColor() */ QSGAbstractRenderer::ClearMode QSGAbstractRenderer::clearMode() const { Q_D(const QSGAbstractRenderer); return d->m_clear_mode; } /*! \fn void QSGAbstractRenderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state) \internal */ QT_END_NAMESPACE