summaryrefslogtreecommitdiffstats
path: root/src/runtimerender/graphobjects/Qt3DSRenderScene.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/runtimerender/graphobjects/Qt3DSRenderScene.cpp')
-rw-r--r--src/runtimerender/graphobjects/Qt3DSRenderScene.cpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/src/runtimerender/graphobjects/Qt3DSRenderScene.cpp b/src/runtimerender/graphobjects/Qt3DSRenderScene.cpp
new file mode 100644
index 0000000..7917bd7
--- /dev/null
+++ b/src/runtimerender/graphobjects/Qt3DSRenderScene.cpp
@@ -0,0 +1,122 @@
+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#include "Qt3DSRender.h"
+#include "Qt3DSRenderScene.h"
+#include "Qt3DSRenderLayer.h"
+#include "Qt3DSRenderContextCore.h"
+#include "render/Qt3DSRenderContext.h"
+
+using namespace qt3ds::render;
+
+SScene::SScene()
+ : SGraphObject(GraphObjectTypes::Scene)
+ , m_Presentation(NULL)
+ , m_FirstChild(NULL)
+ , m_ClearColor(0.0f)
+ , m_UseClearColor(true)
+ , m_Dirty(true)
+{
+}
+
+void SScene::AddChild(SLayer &inLayer)
+{
+ if (m_FirstChild == NULL)
+ m_FirstChild = &inLayer;
+ else
+ GetLastChild()->m_NextSibling = &inLayer;
+ inLayer.m_Scene = this;
+}
+
+SLayer *SScene::GetLastChild()
+{
+ // empty loop intentional
+ SLayer *child;
+ for (child = m_FirstChild; child && child->m_NextSibling;
+ child = (SLayer *)child->m_NextSibling) {
+ }
+
+ return child;
+}
+
+bool SScene::PrepareForRender(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
+ const SRenderInstanceId id)
+{
+ // We need to iterate through the layers in reverse order and ask them to render.
+ bool wasDirty = m_Dirty;
+ m_Dirty = false;
+ if (m_FirstChild) {
+ wasDirty |=
+ inContext.GetRenderer().PrepareLayerForRender(*m_FirstChild, inViewportDimensions,
+ true, id);
+ }
+ return wasDirty;
+}
+
+void SScene::Render(const QT3DSVec2 &inViewportDimensions, IQt3DSRenderContext &inContext,
+ RenderClearCommand inClearColorBuffer, const SRenderInstanceId id)
+{
+ if ((inClearColorBuffer == SScene::ClearIsOptional && m_UseClearColor)
+ || inClearColorBuffer == SScene::AlwaysClear) {
+ QT3DSF32 clearColorAlpha
+ = inContext.IsInSubPresentation() && !m_UseClearColor ? 0.0f : 1.0f;
+ QT3DSVec4 clearColor(0.0f, 0.0f, 0.0f, clearColorAlpha);
+ if (m_UseClearColor) {
+ clearColor.x = m_ClearColor.x;
+ clearColor.y = m_ClearColor.y;
+ clearColor.z = m_ClearColor.z;
+ clearColor.w = m_ClearColor.w;
+ }
+ // Maybe clear and reset to previous clear color after we leave.
+ qt3ds::render::NVRenderContextScopedProperty<QT3DSVec4> __clearColor(
+ inContext.GetRenderContext(), &NVRenderContext::GetClearColor,
+ &NVRenderContext::SetClearColor, clearColor);
+ inContext.GetRenderContext().Clear(qt3ds::render::NVRenderClearValues::Color);
+ }
+ if (m_FirstChild) {
+ inContext.GetRenderer().RenderLayer(*m_FirstChild, inViewportDimensions, m_UseClearColor,
+ m_ClearColor, true, id);
+ }
+}
+void SScene::RenderWithClear(const QT3DSVec2 &inViewportDimensions,
+ IQt3DSRenderContext &inContext,
+ RenderClearCommand inClearColorBuffer,
+ QT3DSVec4 inClearColor,
+ const SRenderInstanceId id)
+{
+ // If this scene is not using clear color, we set the color
+ // to background color from parent layer. This allows
+ // fully transparent subpresentations (both scene and layer(s) transparent)
+ // to inherit color from the layer that contains them.
+ if (!m_UseClearColor) {
+ m_ClearColor = inClearColor;
+ m_UseClearColor = true;
+ }
+ Render(inViewportDimensions, inContext, inClearColorBuffer, id);
+}