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authorJere Tuliniemi <jere.tuliniemi@qt.io>2019-04-01 15:08:11 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2019-04-16 09:16:37 +0000
commitc6edb9c7d15843e8ab965d365099ace29e2d2049 (patch)
tree0a24f87676d342c69254e9baeedadaaf4a70e5e5 /src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h
parent156910d1df8d3f11b72664cf0bf6b7fe800b53cf (diff)
Add distance field rendering to OpenGL runtime
The old text rendering remains in the background and is used to render clipped text, since that feature is not yet implemented for distance field fonts. Building the runtime with Qt version older than 5.12.2 also causes a fallback to the old text rendering. Depth pass rendering also needs to be redone in the future to avoid another full render pass. Task-number: QT3DS-3210 Change-Id: Ib7666c437d23ae25e1872682f010df3721476a14 Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h')
-rw-r--r--src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h b/src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h
index be1498b8..012864ba 100644
--- a/src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h
+++ b/src/Runtime/Source/runtimerender/Qt3DSRenderContextCore.h
@@ -70,6 +70,8 @@ namespace render {
// Text renderers may be provided by clients at runtime.
virtual void SetTextRendererCore(ITextRendererCore &inRenderer) = 0;
virtual ITextRendererCore *GetTextRendererCore() = 0;
+ virtual void setDistanceFieldRenderer(ITextRendererCore &inRenderer) = 0;
+ virtual ITextRendererCore *getDistanceFieldRenderer() = 0;
// this is our default 2D text onscreen renderer
virtual void SetOnscreenTextRendererCore(ITextRendererCore &inRenderer) = 0;
virtual ITextRendererCore *GetOnscreenTextRendererCore() = 0;
@@ -106,6 +108,7 @@ namespace render {
virtual IPerfTimer &GetPerfTimer() = 0;
virtual ITextTextureCache *GetTextureCache() = 0;
virtual ITextRenderer *GetTextRenderer() = 0;
+ virtual ITextRenderer *getDistanceFieldRenderer() = 0;
virtual IRenderList &GetRenderList() = 0;
virtual IPathManager &GetPathManager() = 0;
virtual IShaderProgramGenerator &GetShaderProgramGenerator() = 0;