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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://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 "dragontexturejobs_p.h"
#include <private/dragonjobs_common_p.h>
#include <private/dragontexture_p.h>
#include <Qt3DRender/qtexturegenerator.h>
#include <QtConcurrentRun>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
namespace Dragon {
// TODO at this point, this function might as well not return anything but the vector of futures
// and not take anything back in again
LoadedTextureImages loadTextureImages(LoadedTextureImages loadedTextureImages,
const ValueContainer<TextureImage> &textureImages)
{
loadedTextureImages.reset();
if (!textureImages.anythingDirty())
return loadedTextureImages;
auto generateTexture = [](const QNodeId &id, const Immutable<TextureImage> &textureImage) {
Q_UNUSED(id);
LoadedTextureImage info;
info.image = textureImage;
info.data = (*textureImage->generator)();
return info;
};
loadedTextureImages = synchronizeKeys(std::move(loadedTextureImages),
textureImages,
generateTexture);
return loadedTextureImages;
}
LoadedTextures loadTextures(LoadedTextures loadedTextures, const ValueContainer<Texture> &textures,
const LoadedTextureImages &loadedImages)
{
loadedTextures.reset();
if (!textures.anythingDirty() && !loadedImages.anythingDirty())
return loadedTextures;
auto generateTexture = [&loadedImages](const QNodeId &id, const Immutable<Texture> &texture) {
LoadedTexture loadedTexture;
loadedTexture.texture = texture;
for (const auto &loadedImageId : loadedImages.keys()) {
// TODO avoid lookup
const auto &loadedImage = loadedImages[loadedImageId];
if (loadedImage->image->parentId == id) {
loadedTexture.images.push_back(loadedImage);
}
}
if (texture->generator == nullptr)
return loadedTexture;
if (texture->properties.target != QAbstractTexture::TargetAutomatic)
qWarning() << "[Qt3DRender::GLTexture] When a texture provides a generator, it's "
"target is expected to be TargetAutomatic";
loadedTexture.data = (*texture->generator)();
return loadedTexture;
};
// TODO consider reusing existing when generators are shared, like we do with texture images
loadedTextures = synchronizeKeys(std::move(loadedTextures), textures, generateTexture);
// TODO this is not the cleanest approach to finding dirty texture images that affect our
// texture. Consider storing a hash of textures using different images, or implementing
// more sophisticated dependency tracking between different types of nodes.
const auto &changes = loadedImages.changes();
for (const auto &textureId : loadedTextures.keys()) {
const auto loadedTextureImages = loadedTextures[textureId]->images;
for (const auto &loadedTextureImage : loadedTextureImages) {
const QNodeId textureImageId = loadedTextureImage->image->peerId();
if (changes.contains(Change{Change::Action::Modified, textureImageId}) ||
changes.contains(Change{Change::Action::Created, textureImageId})) {
loadedTextures[textureId] = generateTexture(textureId, textures[textureId]);
loadedTextures.markDirty(textureId);
}
}
}
return loadedTextures;
}
} // namespace Dragon
} // namespace Qt3DRender
QT_END_NAMESPACE
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