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Diffstat (limited to 'src/Runtime/Source/engine/Qt3DSEGLWindowSystem.h')
-rw-r--r-- | src/Runtime/Source/engine/Qt3DSEGLWindowSystem.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/Runtime/Source/engine/Qt3DSEGLWindowSystem.h b/src/Runtime/Source/engine/Qt3DSEGLWindowSystem.h new file mode 100644 index 00000000..770f5c9f --- /dev/null +++ b/src/Runtime/Source/engine/Qt3DSEGLWindowSystem.h @@ -0,0 +1,81 @@ +/**************************************************************************** +** +** 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 |