/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtQuick3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 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 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qglrenderorder.h" QT_BEGIN_NAMESPACE /*! \class QGLRenderOrder \brief The QGLRenderOrder class represents an order of a scene node during rendering. \since 4.8 \ingroup qt3d \ingroup qt3d::scene The QGLRenderOrder class works with the QGLRenderSequencer to optimize the rendering order of scene nodes. The class encapsulates the ordering with which QGLSceneNodes appear in the rendering of a scene. Every scene node that has the same rendering properties maps to the same QGLRenderOrder. QGLRenderOrder instances are based on a scene node, and the path through the scene graph by which the node was reached. This is necessary since the same node may appear with different rendering properties in multiple different places in the rendering graph. For example a node holding a model of a pawn chess piece may appear in several different places on a board, some with a white material and some with a black material. To capture this concept QGLRenderOrder instances are constructed from a pointer to a QGLSceneNode, and a QGLRenderState instance. A render order then calculates the effective values of its various attributes based on both the node, and the state. Custom render orders may be created by sub-classing QGLRenderOrderComparator and reimplementing the following methods: \list \i isEqualTo() \i isLessThan() \endlist By default all nodes which have the same effect type are rendered together, and then within that, those nodes which have the same material are rendered together. \sa QGLRenderOrderComparator */ /*! \fn QGLRenderOrder::QGLRenderOrder(const QGLSceneNode *node, const QGLRenderState &state) Creates a new QGLRenderOrder instance that encapsulates the order in this render pass represented by the given \a node and \a state. The \a node defaults to NULL, and the \a state defaults to a default constructed invalid QGLRenderState. */ /*! \fn QGLRenderOrder::~QGLRenderOrder() Destroys this QGLRenderOrder and recovers any resources. */ /*! Returns a hash value representing the effect set onto the node for this render order. */ uint QGLRenderOrder::effectHash() const { quint64 result = 0; if (effectiveHasEffect()) { QGLAbstractEffect *eff = effectiveUserEffect(); if (eff) result = reinterpret_cast(eff); else result = effectiveStandardEffect() + 1; Q_ASSERT(result); } return qHash(result); } /*! Returns true if this QGLRenderOrder is equal to the \a rhs, otherwise returns false. Reimplement this function when creating a sub-class of QGLRenderOrder. \sa isLessThan() */ bool QGLRenderOrder::isEqual(const QGLRenderOrder &rhs) const { if (this == &rhs) return true; bool result = false; bool thisHasEffect = effectiveHasEffect(); bool thatHasEffect = rhs.effectiveHasEffect(); if (thisHasEffect && thatHasEffect) { QGLAbstractEffect *eff = effectiveUserEffect(); if (eff) result = (eff == rhs.effectiveUserEffect()); else result = (effectiveStandardEffect() == rhs.effectiveStandardEffect()); } else { result = (thisHasEffect == thatHasEffect); } if (result) { result = (effectiveMaterial() == rhs.effectiveMaterial()); } if (result) { result = (effectiveBackMaterial() == rhs.effectiveBackMaterial()); } return result; } /*! Returns true if this QGLRenderOrder is less than the \a rhs, otherwise returns false. Reimplement this function when creating a sub-class of QGLRenderOrder. The default implementation sorts first by effect, second by material (front then back). Sorting by material is ordered by pointer comparison. Sorting by effect is based on the following order, from lowest to highest: \list \o No effect - hasEffect() == true \o Standard effect - ordered by numerical value, eg QGL::FlatColor < QGL::LitMaterial \o User effect - ordered by pointer comparison \endlist So a node with \c{hasEffect() == false} node is \i{less than} a node with a custom user effect, for example. \sa isEqual() */ bool QGLRenderOrder::isLessThan(const QGLRenderOrder &rhs) const { bool result = false; bool thisHasEffect = effectiveHasEffect(); bool thatHasEffect = rhs.effectiveHasEffect(); if (thisHasEffect && thatHasEffect) { QGLAbstractEffect *eff = effectiveUserEffect(); if (eff) result = (eff < rhs.effectiveUserEffect()); else result = !rhs.effectiveUserEffect() && (effectiveStandardEffect() < rhs.effectiveStandardEffect()); } else { result = !thisHasEffect; } if (!result) { result = (effectiveMaterial() < rhs.effectiveMaterial()); } if (!result) { result = (effectiveBackMaterial() < rhs.effectiveBackMaterial()); } return result; } /*! \fn bool QGLRenderOrder::isValid() const Returns true if this is a valid QGLRenderOrder, that is it was initialized with a non-null QGLSceneNode. */ /*! \fn bool QGLRenderOrder::operator!=(const QGLRenderOrder &rhs) const Returns true if this QGLRenderOrder is not equal to the \a rhs, otherwise returns false. This function simply returns \c{!isEqual(rhs)}. */ /*! \fn bool QGLRenderOrder::bool operator==(const QGLRenderOrder &rhs) const Returns true if this QGLRenderOrder is equal to the \a rhs, otherwise returns false. This function simply returns \c{isEqual(rhs)}. */ /*! \fn bool QGLRenderOrder::operator<(const QGLRenderOrder &rhs) const Returns true if this QGLRenderOrder is less than to the \a rhs, otherwise returns false. This function simply returns \c{isLessThan(rhs)}. */ /*! \fn const QGLSceneNode *QGLRenderOrder::node() const Returns a pointer to the scene node for which the render order is held by this QGLRenderOrder instance. This is simply the value passed to the constructor. */ /*! \fn QGLRenderState QGLRenderOrder::state() const Returns a pointer to the render state for this order. This is simply the value passed to the constructor. */ /*! \fn void QGLRenderOrder::setState(const QGLRenderState &state) Sets the \a state for this order. */ /*! \fn QGLAbstractEffect *QGLRenderOrder::effectiveUserEffect() const Returns the effective user effect of the node set for this render order, taking into account any effect inherited from parent nodes as specified by the render state(). \sa state(), effectiveHasEffect() */ /*! \fn QGL::StandardEffect QGLRenderOrder::effectiveStandardEffect() const Returns the effective standard effect of the node set for this render order, taking into account any effect inherited from parent nodes as specified by the render state(). \sa state(), effectiveHasEffect() */ /*! \fn QGLMaterial *QGLRenderOrder::effectiveMaterial() const Returns the effective material of the node set for this render order, taking into account any effect inherited from parent nodes as specified by the render state(). \sa state(), effectiveBackMaterial() */ /*! \fn QGLMaterial *QGLRenderOrder::effectiveBackMaterial() const Returns the effective back material of the node set for this render order, taking into account any effect inherited from parent nodes as specified by the render state(). \sa state(), effectiveMaterial() */ /*! \fn bool QGLRenderOrder::effectiveHasEffect() const Returns the effective value of whether an effect is set on the node set for this render order, taking into account any effect inherited from parent nodes as specified by the render state(). \sa state() */ /*! \fn uint qHash(const QGLRenderOrder &order) \relates QGLRenderOrder Returns a hash value representation of the \a order. */ #ifndef QT_NO_DEBUG_STREAM QDebug operator<<(QDebug dbg, const QGLRenderOrder &order) { if (order.isValid()) dbg << "QGLRenderOrder for node:" << order.node() << "-- effect hash:" << order.effectHash() << "-- material:" << order.node()->material() << "-- back material:" << order.node()->backMaterial(); else dbg << "QGLRenderOrder -- invalid"; return dbg; } #endif QT_END_NAMESPACE