/**************************************************************************** ** ** Copyright (C) 2019 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 "shaderimage_p.h" #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { ShaderImage::ShaderImage() : BackendNode(BackendNode::ReadOnly) , m_textureId() , m_mipLevel(0) , m_layer(0) , m_layered(false) , m_access(QShaderImage::ReadWrite) , m_format(QShaderImage::NoFormat) { } void ShaderImage::cleanup() { QBackendNode::setEnabled(false); m_textureId = Qt3DCore::QNodeId(); m_mipLevel = 0; m_layer = 0; m_layered = false; m_access = QShaderImage::ReadWrite; m_format = QShaderImage::NoFormat; } void ShaderImage::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) { const QShaderImage *node = qobject_cast(frontEnd); if (!node) return; BackendNode::syncFromFrontEnd(frontEnd, firstTime); const Qt3DCore::QNodeId textureNodeId = Qt3DCore::qIdForNode(node->texture()); if (textureNodeId != m_textureId) { m_textureId = textureNodeId; markDirty(AbstractRenderer::ParameterDirty); } if (node->mipLevel() != m_mipLevel) { m_mipLevel = node->mipLevel(); markDirty(AbstractRenderer::ParameterDirty); } if (node->layer() != m_layer) { m_layer = node->layer(); markDirty(AbstractRenderer::ParameterDirty); } if (node->layered() != m_layered) { m_layered = node->layered(); markDirty(AbstractRenderer::ParameterDirty); } if (node->format() != m_format) { m_format = node->format(); markDirty(AbstractRenderer::ParameterDirty); } if (node->access() != m_access) { m_access = node->access(); markDirty(AbstractRenderer::ParameterDirty); } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE