/**************************************************************************** ** ** Copyright (C) 2013 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DS_EGL_WINDOW_SYSTEM_H #define QT3DS_EGL_WINDOW_SYSTEM_H #include "Qt3DSEGLInfo.h" #include "Qt3DSWindowSystem.h" #include "nv_main/nv_main.h" namespace Q3DStudio { struct SEGLWindowSystemImpl : public IWindowSystem { SEGLInfo m_EGLInfo; virtual QSize GetWindowDimensions() { int w, h; eglQuerySurface(gEGLHandles[0].display, gEGLHandles[0].surface, EGL_WIDTH, &w); eglQuerySurface(gEGLHandles[0].display, gEGLHandles[0].surface, EGL_HEIGHT, &h); return QSize(w, h); } virtual void SetWindowDimensions(const QSize &) {} // For platforms that support it, we get the egl info for render plugins // Feel free to return NULL. virtual SEGLInfo *GetEGLInfo() { m_EGLInfo.display = gEGLHandles[0].display; m_EGLInfo.surface = gEGLHandles[0].surface; m_EGLInfo.context = gEGLHandles[0].context; m_EGLInfo.config = gEGLHandles[0].config; m_EGLInfo.nativewin = gEGLHandles[0].nativewin; return &m_EGLInfo; } // on some systems we allow our default render target to be a offscreen buffer // otherwise return 0; virtual int GetDefaultRenderTargetID() { return 0; } // returns the depth buffer bit count for the render window // overwrite this one for your own needs virtual int GetDepthBitCount() { EGLint depth = 16; #ifdef _PLATFORM_USE_EGL if (gEGLHandles[0].display && gEGLHandles[0].config) eglGetConfigAttrib(gEGLHandles[0].display, gEGLHandles[0].config, EGL_DEPTH_SIZE, &depth); #endif return depth; } }; }; #endif