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/****************************************************************************
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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
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** General Public License version 3 as published by the Free Software
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** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
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#ifndef QT3DRENDER_RENDER_NODEMANAGERS_H
#define QT3DRENDER_RENDER_NODEMANAGERS_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DCore/private/qresourcemanager_p.h>
#include <Qt3DRender/private/qt3drender_global_p.h>
QT_BEGIN_NAMESPACE
class QMatrix4x4;
namespace Qt3DRender {
class QTextureImageData;
namespace Render {
class CameraManager;
class EntityManager;
class BufferManager;
class AttributeManager;
class GeometryManager;
class GeometryRendererManager;
class ObjectPickerManager;
class RayCasterManager;
class BoundingVolumeDebugManager;
class MaterialManager;
class MatrixManager;
class VAOManager;
class ShaderManager;
class ShaderBuilderManager;
class TechniqueManager;
class EffectManager;
class RenderPassManager;
class RenderTargetManager;
class SceneManager;
class AttachmentManager;
class ParameterManager;
class ShaderDataManager;
class GLBufferManager;
class GLFenceManager;
class TextureImageManager;
class FilterKeyManager;
class FrameGraphManager;
class TransformManager;
class GLTextureManager;
class TextureManager;
class TextureDataManager;
class TextureImageDataManager;
class LayerManager;
class LevelOfDetailManager;
class LightManager;
class EnvironmentLightManager;
class ComputeCommandManager;
class RenderStateManager;
class ArmatureManager;
class SkeletonManager;
class JointManager;
class ShaderImageManager;
class FrameGraphNode;
class Entity;
class CameraLens;
class Material;
class Shader;
class ShaderBuilder;
class Technique;
class Effect;
class RenderPass;
class Texture;
class Layer;
class LevelOfDetail;
class FilterKey;
class FrameGraphNode;
class Transform;
class Scene;
class RenderTargetOutput;
class RenderTarget;
class ShaderData;
class Parameter;
class GLBuffer;
class TextureImage;
class Buffer;
class Attribute;
class Geometry;
class GeometryRenderer;
class ObjectPicker;
class RayCaster;
//class BoundingVolumeDebug;
class Light;
class EnvironmentLight;
class ComputeCommand;
class RenderStateNode;
class Armature;
class Skeleton;
class Joint;
class OpenGLVertexArrayObject;
class ShaderImage;
class ResourceAccessor;
class Q_3DRENDERSHARED_PRIVATE_EXPORT NodeManagers
{
public:
NodeManagers();
~NodeManagers();
template<class Backend, typename Manager>
Manager *manager() const noexcept
{
return nullptr;
}
template<class Backend, typename Manager, typename Key>
Backend *lookupResource(const Key &id) const
{
Manager *mgr = manager<Backend, Manager>();
if (mgr != nullptr)
return mgr->lookupResource(id);
return nullptr;
}
template<class Backend, typename Manager, typename Handle, typename Key>
Handle lookupHandle(const Key &id) const
{
Manager *mgr = manager<Backend, Manager>();
if (mgr != nullptr)
return mgr->lookupHandle(id);
return Handle();
}
template<class Backend, typename Manager, typename Handle>
Backend *data(Handle handle)
{
Manager *mgr = manager<Backend, Manager>();
if (mgr != nullptr)
return mgr->data(handle);
return nullptr;
}
inline CameraManager *cameraManager() const noexcept { return m_cameraManager; }
inline EntityManager *renderNodesManager() const noexcept { return m_renderNodesManager; }
inline MaterialManager *materialManager() const noexcept { return m_materialManager; }
inline MatrixManager *worldMatrixManager() const noexcept { return m_worldMatrixManager; }
inline VAOManager *vaoManager() const noexcept { return m_vaoManager; }
inline ShaderManager *shaderManager() const noexcept { return m_shaderManager; }
inline ShaderBuilderManager *shaderBuilderManager() const noexcept { return m_shaderBuilderManager; }
inline TechniqueManager *techniqueManager() const noexcept { return m_techniqueManager; }
inline EffectManager *effectManager() const noexcept { return m_effectManager; }
inline RenderPassManager *renderPassManager() const noexcept { return m_renderPassManager; }
inline GLTextureManager *glTextureManager() const noexcept { return m_glTextureManager; }
inline TextureManager *textureManager() const noexcept { return m_textureManager; }
inline LayerManager *layerManager() const noexcept { return m_layerManager; }
inline LevelOfDetailManager *levelOfDetailManager() const noexcept { return m_levelOfDetailManager; }
inline FilterKeyManager *filterKeyManager() const noexcept { return m_filterKeyManager; }
inline FrameGraphManager *frameGraphManager() const noexcept { return m_frameGraphManager; }
inline TransformManager *transformManager() const noexcept { return m_transformManager; }
inline RenderTargetManager *renderTargetManager() const noexcept { return m_renderTargetManager; }
inline SceneManager *sceneManager() const noexcept { return m_sceneManager; }
inline AttachmentManager *attachmentManager() const noexcept { return m_attachmentManager; }
inline ParameterManager *parameterManager() const noexcept { return m_parameterManager; }
inline ShaderDataManager *shaderDataManager() const noexcept { return m_shaderDataManager; }
inline GLBufferManager *glBufferManager() const noexcept { return m_glBufferManager; }
inline GLFenceManager *glFenceManager() const noexcept { return m_glFenceManager; }
inline TextureImageManager *textureImageManager() const noexcept { return m_textureImageManager; }
inline BufferManager *bufferManager() const noexcept { return m_bufferManager; }
inline AttributeManager *attributeManager() const noexcept { return m_attributeManager; }
inline GeometryManager *geometryManager() const noexcept { return m_geometryManager; }
inline GeometryRendererManager *geometryRendererManager() const noexcept { return m_geometryRendererManager; }
inline ObjectPickerManager *objectPickerManager() const noexcept { return m_objectPickerManager; }
inline RayCasterManager *rayCasterManager() const noexcept { return m_rayCasterManager; }
// inline BoundingVolumeDebugManager *boundingVolumeDebugManager() const noexcept { return m_boundingVolumeDebugManager; }
inline LightManager *lightManager() const noexcept { return m_lightManager; }
inline EnvironmentLightManager *environmentLightManager() const noexcept { return m_environmentLightManager; }
inline ComputeCommandManager *computeJobManager() const noexcept { return m_computeJobManager; }
inline RenderStateManager *renderStateManager() const noexcept { return m_renderStateManager; }
inline ArmatureManager *armatureManager() const noexcept { return m_armatureManager; }
inline SkeletonManager *skeletonManager() const noexcept { return m_skeletonManager; }
inline JointManager *jointManager() const noexcept { return m_jointManager; }
inline ShaderImageManager *shaderImageManager() const noexcept { return m_shaderImageManager; }
QSharedPointer<ResourceAccessor> resourceAccessor();
private:
CameraManager *m_cameraManager;
EntityManager *m_renderNodesManager;
MaterialManager *m_materialManager;
MatrixManager *m_worldMatrixManager;
VAOManager *m_vaoManager;
ShaderManager *m_shaderManager;
ShaderBuilderManager *m_shaderBuilderManager;
TechniqueManager *m_techniqueManager;
EffectManager *m_effectManager;
RenderPassManager *m_renderPassManager;
TextureManager *m_textureManager;
TextureImageManager *m_textureImageManager;
GLTextureManager *m_glTextureManager;
LayerManager *m_layerManager;
LevelOfDetailManager *m_levelOfDetailManager;
FilterKeyManager *m_filterKeyManager;
FrameGraphManager *m_frameGraphManager;
TransformManager *m_transformManager;
RenderTargetManager *m_renderTargetManager;
SceneManager *m_sceneManager;
AttachmentManager *m_attachmentManager;
ParameterManager *m_parameterManager;
ShaderDataManager *m_shaderDataManager;
GLBufferManager *m_glBufferManager;
GLFenceManager *m_glFenceManager;
BufferManager *m_bufferManager;
AttributeManager *m_attributeManager;
GeometryManager *m_geometryManager;
GeometryRendererManager *m_geometryRendererManager;
ObjectPickerManager *m_objectPickerManager;
RayCasterManager *m_rayCasterManager;
// BoundingVolumeDebugManager *m_boundingVolumeDebugManager;
LightManager *m_lightManager;
EnvironmentLightManager *m_environmentLightManager;
ComputeCommandManager *m_computeJobManager;
RenderStateManager *m_renderStateManager;
ArmatureManager *m_armatureManager;
SkeletonManager *m_skeletonManager;
JointManager *m_jointManager;
ShaderImageManager *m_shaderImageManager;
QSharedPointer<ResourceAccessor> m_resourceAccessor;
};
// Specializations
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT CameraManager *NodeManagers::manager<CameraLens>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT EntityManager *NodeManagers::manager<Entity>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT MaterialManager *NodeManagers::manager<Material>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT MatrixManager *NodeManagers::manager<QMatrix4x4*>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT VAOManager *NodeManagers::manager<OpenGLVertexArrayObject>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ShaderManager *NodeManagers::manager<Shader>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ShaderBuilderManager *NodeManagers::manager<ShaderBuilder>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT TechniqueManager *NodeManagers::manager<Technique>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT EffectManager *NodeManagers::manager<Effect>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT RenderPassManager *NodeManagers::manager<RenderPass>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT TextureManager *NodeManagers::manager<Texture>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT LayerManager *NodeManagers::manager<Layer>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT LevelOfDetailManager *NodeManagers::manager<LevelOfDetail>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT FilterKeyManager *NodeManagers::manager<FilterKey>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT FrameGraphManager *NodeManagers::manager<FrameGraphNode*>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT TransformManager *NodeManagers::manager<Transform>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT RenderTargetManager *NodeManagers::manager<RenderTarget>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT SceneManager *NodeManagers::manager<Scene>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT AttachmentManager *NodeManagers::manager<RenderTargetOutput>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ParameterManager *NodeManagers::manager<Parameter>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ShaderDataManager *NodeManagers::manager<ShaderData>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT GLBufferManager *NodeManagers::manager<GLBuffer>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT TextureImageManager *NodeManagers::manager<TextureImage>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT BufferManager *NodeManagers::manager<Buffer>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT AttributeManager *NodeManagers::manager<Attribute>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT GeometryManager *NodeManagers::manager<Geometry>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT GeometryRendererManager *NodeManagers::manager<GeometryRenderer>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ObjectPickerManager *NodeManagers::manager<ObjectPicker>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT RayCasterManager *NodeManagers::manager<RayCaster>() const noexcept;
//template<>
//Q_3DRENDERSHARED_PRIVATE_EXPORT BoundingVolumeDebugManager *NodeManagers::manager<BoundingVolumeDebug>() const noexcept;
template<>
LightManager *NodeManagers::manager<Light>() const noexcept;
template<>
EnvironmentLightManager *NodeManagers::manager<EnvironmentLight>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ComputeCommandManager *NodeManagers::manager<ComputeCommand>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT RenderStateManager *NodeManagers::manager<RenderStateNode>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ArmatureManager *NodeManagers::manager<Armature>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT SkeletonManager *NodeManagers::manager<Skeleton>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT JointManager *NodeManagers::manager<Joint>() const noexcept;
template<>
Q_3DRENDERSHARED_PRIVATE_EXPORT ShaderImageManager *NodeManagers::manager<ShaderImage>() const noexcept;
} // Render
} // Qt3DRender
QT_END_NAMESPACE
#endif // NODEMANAGERS_H