/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3D_RENDER_RENDERSHADERDATA_P_H #define QT3D_RENDER_RENDERSHADERDATA_P_H #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Render { class QGraphicsContext; class UniformBuffer; class ShaderDataManager; class Q_AUTOTEST_EXPORT RenderShaderData : public QBackendNode { public: RenderShaderData(); ~RenderShaderData(); void updateFromPeer(QNode *peer) Q_DECL_OVERRIDE; inline QHash properties() const { return m_properties; } inline QHash updatedProperties() const { return m_updatedProperties; } // Called by cleanup job inline static QList updatedShaderDataList() { return m_updatedShaderData; } inline static void clearShaderDataList() { return m_updatedShaderData.clear(); } void clearUpdate(); // Call by RenderViewJobs void addToClearUpdateList(); bool needsUpdate(const QMatrix4x4 &viewMatrix); void updateTransformedProperties(const QMatrix4x4 &nodeWordlTransform); protected: void sceneChangeEvent(const QSceneChangePtr &e) Q_DECL_OVERRIDE; private: // 1 to 1 match with frontend properties, modified only by sceneChangeEvent QHash m_originalProperties; // 1 to 1 match with frontend properties apart from Transformed // properties which contain the matrices product QHash m_properties; // only updated properties, Transformed properties have the same // value as in m_properties QHash m_updatedProperties; PropertyReaderInterfacePtr m_propertyReader; QHash m_nestedShaderDataProperties; QHash m_transformedProperties; ShaderDataManager *m_manager; QMutex *m_mutex; static QList m_updatedShaderData; QMatrix4x4 m_worldMatrix; QMatrix4x4 m_viewMatrix; void readPeerProperties(QShaderData *peer); void setManager(ShaderDataManager *manager); friend class RenderShaderDataFunctor; }; class RenderShaderDataFunctor : public QBackendNodeFunctor { public: explicit RenderShaderDataFunctor(ShaderDataManager *manager); QBackendNode *create(QNode *frontend, const QBackendNodeFactory *factory) const Q_DECL_FINAL; QBackendNode *get(const QNodeId &id) const Q_DECL_FINAL; void destroy(const QNodeId &id) const Q_DECL_FINAL; private: ShaderDataManager *m_manager; }; } // Render } // Qt3D QT_END_NAMESPACE Q_DECLARE_METATYPE(Qt3D::Render::RenderShaderData*) #endif // QT3D_RENDER_RENDERSHADERDATA_P_H