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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "rendereraspect.h"
#include <Qt3DRenderer/private/rendermesh_p.h>
#include <Qt3DRenderer/private/meshmanager_p.h>
#include <Qt3DRenderer/private/meshdatamanager_p.h>
#include <Qt3DRenderer/private/renderer_p.h>
#include <Qt3DRenderer/private/rendersceneobserver_p.h>
#include <Qt3DRenderer/private/scenemanager_p.h>
#include <loadmeshdatajob.h>
#include <updateworldtransformjob.h>
#include <updateboundingvolumejob.h>
#include <Qt3DCore/qnode.h>
#include <Qt3DCore/qaspectmanager.h>
#include <QDebug>
#include <QThread>
#include <QWindow>
QT_BEGIN_NAMESPACE
namespace Qt3D {
RendererAspect::RendererAspect(QObject *parent)
: QAbstractAspect(QAbstractAspect::AspectRenderer, parent)
, m_renderer(new Render::Renderer())
, m_sceneObserver(new Render::RenderSceneObserver)
{
// Won't return until the private RenderThread in Renderer has been created
// The Renderer is set to wait the surface with a wait condition
// Threads modifying the Renderer should be synchronized using the Renderer's mutex
m_sceneObserver->setRenderer(m_renderer);
}
QVector<QJobPtr> RendererAspect::jobsToExecute()
{
// Create jobs that will get exectued by the threadpool
QVector<QJobPtr> jobs;
// Create jobs to load in any meshes that are pending
if (m_renderer != Q_NULLPTR) {
QHash<QUuid, QAbstractMeshFunctorPtr> meshSources = m_renderer->meshDataManager()->meshesPending();
Q_FOREACH (const QUuid &meshId, meshSources.keys()) {
Render::LoadMeshDataJobPtr loadMeshJob(new Render::LoadMeshDataJob(meshSources[meshId], meshId));
loadMeshJob->setRenderer(m_renderer);
jobs.append(loadMeshJob);
}
// TO DO: Have 2 jobs queue
// One for urgent jobs that are mandatory for the rendering of a frame
// Another for jobs that can span across multiple frames (Scene/Mesh loading)
QVector<Render::LoadSceneJobPtr> sceneJobs = m_renderer->sceneManager()->pendingSceneLoaderJobs();
Q_FOREACH (Render::LoadSceneJobPtr job, sceneJobs) {
job->setRenderer(m_renderer);
jobs.append(job);
}
// Create jobs to update transforms and bounding volumes
Render::UpdateWorldTransformJobPtr worldTransformJob(new Render::UpdateWorldTransformJob(m_renderer->renderSceneRoot()));
Render::UpdateBoundingVolumeJobPtr boundingVolumeJob(new Render::UpdateBoundingVolumeJob(m_renderer->renderSceneRoot()));
// We can only update bounding volumes once all world transforms are known
boundingVolumeJob->addDependency(worldTransformJob);
// Add all jobs to queue
jobs.append(worldTransformJob);
jobs.append(boundingVolumeJob);
// Traverse the current framegraph and create jobs to populate
// RenderBins with RenderCommands
QVector<QJobPtr> renderBinJobs = m_renderer->createRenderBinJobs();
// TODO: Add wrapper around ThreadWeaver::Collection
for (int i = 0; i < renderBinJobs.size(); ++i) {
QJobPtr renderBinJob = renderBinJobs.at(i);
renderBinJob->addDependency(boundingVolumeJob);
jobs.append(renderBinJob);
}
}
return jobs;
}
QSceneObserverInterface *RendererAspect::sceneObserver() const
{
return m_sceneObserver;
}
void RendererAspect::registerAspectHelper(QEntity *rootObject)
{
// setSceneGraphRoot is synchronized using the Renderer's mutex
m_renderer->setSceneGraphRoot(rootObject);
}
void RendererAspect::unregisterAspectHelper(QEntity *rootObject)
{
Q_UNUSED(rootObject);
}
void RendererAspect::onInitialize()
{
m_renderer->setRendererAspect(this);
m_renderer->createAllocators();
// setSurface is synchronized using the Renderer's mutex
m_renderer->setSurface(aspectManager()->window());
}
void RendererAspect::onCleanup()
{
delete m_renderer;
//Render::Renderer *renderer = m_renderThread->renderer();
//QMetaObject::invokeMethod(renderer, "cleanup");
}
} // Qt3D
QT_END_NAMESPACE
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