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oak-editor/app/render/backend/opengl/openglbackend.h
T

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1.3 KiB
C++

#ifndef OPENGLBACKEND_H
#define OPENGLBACKEND_H
#include "../videorenderbackend.h"
#include "openglframebuffer.h"
#include "openglworker.h"
#include "opengltexture.h"
#include "openglshader.h"
#include "openglshadercache.h"
class OpenGLBackend : public VideoRenderBackend
{
Q_OBJECT
public:
OpenGLBackend(QObject* parent = nullptr);
virtual ~OpenGLBackend() override;
OpenGLTexturePtr GetCachedFrameAsTexture(const rational& time);
protected:
virtual bool InitInternal() override;
virtual void CloseInternal() override;
virtual void GenerateFrame(const rational& time) override;
virtual bool CompileInternal() override;
virtual void DecompileInternal() override;
private:
bool TraverseCompiling(Node* n);
QVector<OpenGLWorker*> processors_;
OpenGLTexturePtr master_texture_;
rational push_time_;
OpenGLFramebuffer copy_buffer_;
OpenGLShaderPtr copy_pipeline_;
OpenGLShaderCache shader_cache_;
bool compiled_;
private slots:
void CompletedFrame(NodeDependency path);
void ThreadCallback(OpenGLTexturePtr texture, const rational& time, const QByteArray& hash);
void ThreadRequestedSibling(NodeDependency dep);
void ThreadSkippedFrame(const rational &time, const QByteArray &hash);
void DownloadThreadComplete(const QByteArray &hash);
};
#endif // OPENGLBACKEND_H