/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgengine_p.h" #include #include #include #include QT_BEGIN_NAMESPACE /*! \class QSGEngine \brief The QSGEngine class allows low level rendering of a scene graph. \inmodule QtQuick \since 5.4 A QSGEngine can be used to render a tree of QSGNode directly on a QWindow or QOpenGLFramebufferObject without any integration with QML, QQuickWindow or QQuickItem and the convenience that they provide. This means that you must handle event propagation, animation timing, and node lifetime yourself. \note This class is for very low level access to an independent scene graph. Most of the time you will instead want to subclass QQuickItem and insert your QSGNode in a normal QtQuick scene by overriding QQuickItem::updatePaintNode(). \sa QSGAbstractRenderer */ /*! \enum QSGEngine::CreateTextureOption The CreateTextureOption enums are used to customize how a texture is wrapped. \value TextureHasAlphaChannel The texture has an alpha channel and should be drawn using blending. \value TextureOwnsGLTexture The texture object owns the texture id and will delete the GL texture when the texture object is deleted. \value TextureCanUseAtlas The image can be uploaded into a texture atlas. */ QSGEnginePrivate::QSGEnginePrivate() : sgContext(QSGContext::createDefaultContext()) , sgRenderContext(new QSGRenderContext(sgContext.data())) { } /*! Constructs a new QSGEngine with its \a parent */ QSGEngine::QSGEngine(QObject *parent) : QObject(*(new QSGEnginePrivate), parent) { } /*! Destroys the engine */ QSGEngine::~QSGEngine() { } /*! Initialize the engine with \a context. \warning You have to make sure that you call QOpenGLContext::makeCurrent() on \a context before calling this. */ void QSGEngine::initialize(QOpenGLContext *context) { Q_D(QSGEngine); if (QOpenGLContext::currentContext() != context) { qWarning("WARNING: The context must be current before calling QSGEngine::initialize."); return; } if (!d->sgRenderContext->isValid()) { d->sgRenderContext->setAttachToGLContext(false); d->sgRenderContext->initialize(context); connect(context, &QOpenGLContext::aboutToBeDestroyed, this, &QSGEngine::invalidate); } } /*! Invalidate the engine releasing its resources You will have to call initialize() and createRenderer() if you want to use it again. */ void QSGEngine::invalidate() { Q_D(QSGEngine); d->sgRenderContext->invalidate(); } /*! Returns a renderer that can be used to render a QSGNode tree You call initialize() first with the QOpenGLContext that you want to use with this renderer. This will return a null renderer otherwise. */ QSGAbstractRenderer *QSGEngine::createRenderer() const { Q_D(const QSGEngine); if (!d->sgRenderContext->isValid()) return 0; QSGRenderer *renderer = d->sgRenderContext->createRenderer(); renderer->setCustomRenderMode(qgetenv("QSG_VISUALIZE")); return renderer; } /*! Creates a texture using the data of \a image Valid \a options are TextureCanUseAtlas and TextureIsOpaque. The caller takes ownership of the texture and the texture should only be used with this engine. \sa createTextureFromId(), QSGSimpleTextureNode::setOwnsTexture(), QQuickWindow::createTextureFromImage() */ QSGTexture *QSGEngine::createTextureFromImage(const QImage &image, CreateTextureOptions options) const { Q_D(const QSGEngine); if (!d->sgRenderContext->isValid()) return 0; uint flags = 0; if (options & TextureCanUseAtlas) flags |= QSGRenderContext::CreateTexture_Atlas; if (!(options & TextureIsOpaque)) flags |= QSGRenderContext::CreateTexture_Alpha; return d->sgRenderContext->createTexture(image, flags); } /*! Creates a texture object that wraps the GL texture \a id uploaded with \a size Valid \a options are TextureHasAlphaChannel and TextureOwnsGLTexture The caller takes ownership of the texture object and the texture should only be used with this engine. \sa createTextureFromImage(), QSGSimpleTextureNode::setOwnsTexture(), QQuickWindow::createTextureFromId() */ QSGTexture *QSGEngine::createTextureFromId(uint id, const QSize &size, CreateTextureOptions options) const { Q_D(const QSGEngine); if (d->sgRenderContext->isValid()) { QSGPlainTexture *texture = new QSGPlainTexture(); texture->setTextureId(id); texture->setHasAlphaChannel(options & TextureHasAlphaChannel); texture->setOwnsTexture(options & TextureOwnsGLTexture); texture->setTextureSize(size); return texture; } return 0; } QT_END_NAMESPACE