/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "material_p.h" #include "graphicscontext_p.h" #include "technique_p.h" #include "effect_p.h" #include "qparameter.h" #include "qtechnique.h" #include "qmaterial.h" #include "qeffect.h" #include using namespace Qt3DCore; QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { Material::Material() : QBackendNode() , m_enabled(true) { } Material::~Material() { cleanup(); } void Material::cleanup() { m_parameterPack.clear(); } void Material::updateFromPeer(Qt3DCore::QNode *node) { QMaterial *mat = static_cast(node); m_parameterPack.clear(); m_enabled = mat->isEnabled(); if (mat->effect() != Q_NULLPTR) m_effectUuid = mat->effect()->id(); Q_FOREACH (QParameter *p, mat->parameters()) m_parameterPack.appendParameter(p->id()); } void Material::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { QScenePropertyChangePtr propertyChange = qSharedPointerCast(e); switch (e->type()) { case NodeUpdated: { if (propertyChange->propertyName() == QByteArrayLiteral("enabled")) m_enabled = propertyChange->value().toBool(); else if (propertyChange->propertyName() == QByteArrayLiteral("effect")) m_effectUuid = propertyChange->value().value(); break; } // Check for shader parameter case NodeAdded: { if (propertyChange->propertyName() == QByteArrayLiteral("parameter")) m_parameterPack.appendParameter(propertyChange->value().value()); else if (propertyChange->propertyName() == QByteArrayLiteral("effect")) m_effectUuid = propertyChange->value().value(); break; } case NodeRemoved: { if (propertyChange->propertyName() == QByteArrayLiteral("parameter")) m_parameterPack.removeParameter(propertyChange->value().value()); else if (propertyChange->propertyName() == QByteArrayLiteral("effect")) m_effectUuid = QNodeId(); break; } default: break; } } QList Material::parameters() const { return m_parameterPack.parameters(); } Qt3DCore::QNodeId Material::effect() const { return m_effectUuid; } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE