/**************************************************************************** ** ** 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 "qmaterial.h" #include "qmaterial_p.h" #include "qtexture.h" #include "qeffect.h" #include #include "qparameter.h" #include /*! * \class Qt3DRender::QMaterial * \inmodule Qt3DRender * * \inherits Component * * \brief Provides an abstract class that should be the base of all * Material component classes in a scene. * * QAbstractMaterial provide a way to specify the rendering of an Entity. * Any aspect can define its own subclass of QAbstractMaterial so that a * Material can be used to describe a visual element; for example, the way * sound should reflect off an element, the temperature of a surface, * and so on. * * \sa QEffect, QMesh, {Qt3DCore::}{QComponent} */ QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { /*! \class Qt3DRender::QMaterialPrivate \internal */ QMaterialPrivate::QMaterialPrivate() : QComponentPrivate() , m_effect(Q_NULLPTR) { } void QMaterial::copy(const QNode *ref) { QComponent::copy(ref); const QMaterial *material = static_cast(ref); Q_FOREACH (QParameter *p, material->d_func()->m_parameters) addParameter(qobject_cast(QNode::clone(p))); // TO DO: We may want to copy the node id of the effect and only send a clone // when we are the parent of the effect if (material->d_func()->m_effect && material->d_func()->m_effect->parent() == ref) setEffect(qobject_cast(QNode::clone(material->d_func()->m_effect))); } QMaterial::QMaterial(QNode *parent) : QComponent(*new QMaterialPrivate, parent) { } QMaterial::~QMaterial() { QNode::cleanup(); } /*! \internal */ QMaterial::QMaterial(QMaterialPrivate &dd, QNode *parent) : QComponent(dd, parent) { } /*! * Sets the \a effect to be used with the Material. */ void QMaterial::setEffect(QEffect *effect) { Q_D(QMaterial); if (effect != d->m_effect) { // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (effect && !effect->parent()) effect->setParent(this); d->m_effect = effect; emit effectChanged(effect); } } /*! * Returns the effect used by the Material. */ QEffect *QMaterial::effect() const { Q_D(const QMaterial); return d->m_effect; } void QMaterial::addParameter(QParameter *parameter) { Q_D(QMaterial); if (!d->m_parameters.contains(parameter)) { d->m_parameters.append(parameter); // We need to add it as a child of the current node if it has been declared inline // Or not previously added as a child of the current node so that // 1) The backend gets notified about it's creation // 2) When the current node is destroyed, it gets destroyed as well if (!parameter->parent()) parameter->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); change->setPropertyName("parameter"); change->setValue(QVariant::fromValue(parameter->id())); d->notifyObservers(change); } } } void QMaterial::removeParameter(QParameter *parameter) { Q_D(QMaterial); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); change->setPropertyName("parameter"); change->setValue(QVariant::fromValue(parameter->id())); d->notifyObservers(change); } d->m_parameters.removeOne(parameter); } QList QMaterial::parameters() const { Q_D(const QMaterial); return d->m_parameters; } TextureDict QMaterial::textureValues() const { Q_D(const QMaterial); return d->m_textures; } // TO DO: Check if this is really needed void QMaterial::setTextureParameter(QString name, QAbstractTextureProvider *tex) { Q_D(QMaterial); d->m_textures[name] = tex; } } // namespace Qt3DRender QT_END_NAMESPACE