blob: e6ed4262b6022b35a1af1aa2452ede1cfd036a36 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/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 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later 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 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "resourceaccessor_p.h"
#include <Qt3DRender/qrendertargetoutput.h>
#include <private/qrendertargetoutput_p.h>
#include <private/nodemanagers_p.h>
#include <private/rendertargetoutput_p.h>
#include <private/managers_p.h>
#include <Qt3DRender/qt3drender-config.h>
#include <QtCore/qmutex.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
RenderBackendResourceAccessor::~RenderBackendResourceAccessor()
{
}
ResourceAccessor::ResourceAccessor(AbstractRenderer *renderer, NodeManagers *mgr)
: m_renderer(renderer)
, m_textureManager(mgr->textureManager())
, m_attachmentManager(mgr->attachmentManager())
, m_entityManager(mgr->renderNodesManager())
{
}
// called by render plugins from arbitrary thread
bool ResourceAccessor::accessResource(ResourceType type,
Qt3DCore::QNodeId nodeId,
void **handle,
QMutex **lock)
{
switch (type) {
// This is purely made so that Scene2D works, this should be completely
// redesigned to avoid introducing this kind of coupling and reliance on
// OpenGL
case RenderBackendResourceAccessor::OGLTextureWrite:
Q_FALLTHROUGH();
case RenderBackendResourceAccessor::OGLTextureRead:
{
if (m_renderer->api() != API::OpenGL) {
qWarning() << "Renderer plugin is not compatible with Scene2D";
return false;
}
return m_renderer->accessOpenGLTexture(nodeId,
reinterpret_cast<QOpenGLTexture **>(handle),
lock,
type == RenderBackendResourceAccessor::OGLTextureRead);
}
case RenderBackendResourceAccessor::OutputAttachment: {
RenderTargetOutput *output = m_attachmentManager->lookupResource(nodeId);
if (output) {
Attachment **attachmentData = reinterpret_cast<Attachment **>(handle);
*attachmentData = output->attachment();
return true;
}
break;
}
case RenderBackendResourceAccessor::EntityHandle: {
Entity *entity = m_entityManager->lookupResource(nodeId);
if (entity) {
Entity **pEntity = reinterpret_cast<Entity **>(handle);
*pEntity = entity;
return true;
}
break;
}
default:
break;
}
return false;
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE