/**************************************************************************** ** ** Copyright (C) 2016 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "renderstatenode_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace { StateVariant createStateImplementation(const QRenderState *node) { const QRenderStatePrivate *d = static_cast(Qt3DCore::QNodePrivate::get(node)); switch (d->m_type) { case AlphaCoverageStateMask: { return StateVariant::createState(); } case AlphaTestMask: { const QAlphaTest *alphaTest = static_cast(node); return StateVariant::createState(alphaTest->alphaFunction(), alphaTest->referenceValue()); } case BlendStateMask: { const QBlendEquation *blendEquation = static_cast(node); return StateVariant::createState(blendEquation->blendFunction()); } case BlendEquationArgumentsMask: { const QBlendEquationArguments *blendArgs = static_cast(node); return StateVariant::createState( blendArgs->sourceRgb(), blendArgs->destinationRgb(), blendArgs->sourceAlpha(), blendArgs->destinationAlpha(), blendArgs->isEnabled(), blendArgs->bufferIndex()); } case MSAAEnabledStateMask: { return StateVariant::createState(node->isEnabled()); } case CullFaceStateMask: { const QCullFace *cullFace = static_cast(node); return StateVariant::createState(cullFace->mode()); } case DepthRangeMask: { const QDepthRange *depthRange = static_cast(node); return StateVariant::createState(depthRange->nearValue(), depthRange->farValue()); } case DepthWriteStateMask: { return StateVariant::createState(!node->isEnabled()); } case DepthTestStateMask: { const QDepthTest *depthTest = static_cast(node); return StateVariant::createState(depthTest->depthFunction()); } case RasterModeMask: { const QRasterMode *rasterMode = static_cast(node); return StateVariant::createState(rasterMode->faceMode(), rasterMode->rasterMode()); } case FrontFaceStateMask: { const QFrontFace *frontFace = static_cast(node); return StateVariant::createState(frontFace->direction()); } case ScissorStateMask: { const QScissorTest *scissorTest = static_cast(node); return StateVariant::createState(scissorTest->left(), scissorTest->bottom(), scissorTest->width(), scissorTest->height()); } case StencilTestStateMask: { const QStencilTest *stencilTest = static_cast(node); return StateVariant::createState(stencilTest->front()->stencilFunction(), stencilTest->front()->referenceValue(), stencilTest->front()->comparisonMask(), stencilTest->back()->stencilFunction(), stencilTest->back()->referenceValue(), stencilTest->back()->comparisonMask()); } case PointSizeMask: { const QPointSize *pointSize = static_cast(node); const bool isProgrammable = (pointSize->sizeMode() == QPointSize::Programmable); return StateVariant::createState(isProgrammable, pointSize->value()); } case PolygonOffsetStateMask: { const QPolygonOffset *offset = static_cast(node); return StateVariant::createState(offset->scaleFactor(), offset->depthSteps()); } case ColorStateMask: { const QColorMask *colorMask = static_cast(node); return StateVariant::createState(colorMask->isRedMasked(), colorMask->isGreenMasked(), colorMask->isBlueMasked(), colorMask->isAlphaMasked()); } case ClipPlaneMask: { const QClipPlane *clipPlane = static_cast(node); return StateVariant::createState(clipPlane->planeIndex(), clipPlane->normal(), clipPlane->distance()); } case SeamlessCubemapMask: { return StateVariant::createState(); } case StencilOpMask: { const QStencilOperation *stencilOp = static_cast(node); return StateVariant::createState(stencilOp->front()->stencilTestFailureOperation(), stencilOp->front()->depthTestFailureOperation(), stencilOp->front()->allTestsPassOperation(), stencilOp->back()->stencilTestFailureOperation(), stencilOp->back()->depthTestFailureOperation(), stencilOp->back()->allTestsPassOperation()); } case StencilWriteStateMask: { const QStencilMask *stencilMask = static_cast(node); return StateVariant::createState(stencilMask->frontOutputMask(), stencilMask->backOutputMask()); } case DitheringStateMask: { return StateVariant::createState(); } case LineWidthMask: { const QLineWidth *lineWidth = static_cast(node); return StateVariant::createState(lineWidth->value(), lineWidth->smooth()); } default: Q_UNREACHABLE(); return StateVariant(); } } } // anonymous RenderStateNode::RenderStateNode() : BackendNode() { } RenderStateNode::~RenderStateNode() { cleanup(); } void RenderStateNode::cleanup() { } void RenderStateNode::syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) { const QRenderState *node = qobject_cast(frontEnd); if (!node) return; BackendNode::syncFromFrontEnd(frontEnd, firstTime); if (firstTime) m_impl = createStateImplementation(node); m_impl.state()->updateProperties(node); markDirty(AbstractRenderer::AllDirty); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE