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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
****************************************************************************/
#include "qnodraw.h"
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
/*!
\class Qt3DRender::QNoDraw
\inmodule Qt3DRender
\brief When a Qt3DRender::QNoDraw node is present in a FrameGraph branch, this
prevents the renderer from rendering any primitive.
Qt3DRender::QNoDraw should be used when the FrameGraph needs to set up some render
states or clear some buffers without requiring any mesh to be drawn. It has
the same effect as having a Qt3DRender::QRenderPassFilter that matches none of
available Qt3DRender::QRenderPass instances of the scene without the overhead cost
of actually performing the filtering.
When disabled, a Qt3DRender::QNoDraw node won't prevent the scene from
being rendered. Toggling the enabled property is therefore a way to make a
Qt3DRender::QNoDraw active or inactive.
Qt3DRender::QNoDraw is usually used as a child of a
Qt3DRendeR::QClearBuffers node to prevent from drawing the scene when there
are multiple render passes.
\code
Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport();
Qt3DRender::QCameraSelector *cameraSelector = new Qt3DRender::QCameraSelector(viewport);
Qt3DRender::QClearBuffers *clearBuffers = new Qt3DRender::QClearBuffers(cameraSelector);
clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
Qt3DRender::QNoDraw *noDraw = new Qt3DRender::QNoDraw(clearBuffers);
Qt3DRender::QRenderPassFilter *mainPass = new Qt3DRender::QRenderPassFilter(cameraSelector);
....
Qt3DRender::QRenderPassFilter *previewPass = new Qt3DRender::QRenderPassFilter(cameraSelector);
....
\endcode
\since 5.5
*/
/*!
\qmltype NoDraw
\instantiates Qt3DRender::QNoDraw
\inherits FrameGraphNode
\inqmlmodule Qt3D.Render
\since 5.5
\brief When a NoDraw node is present in a FrameGraph branch, this
prevents the renderer from rendering any primitive.
NoDraw should be used when the FrameGraph needs to set up some render
states or clear some buffers without requiring any mesh to be drawn. It has
the same effect as having a Qt3DRender::QRenderPassFilter that matches none
of available Qt3DRender::QRenderPass instances of the scene without the
overhead cost of actually performing the filtering.
When disabled, a NoDraw node won't prevent the scene from being rendered.
Toggling the enabled property is therefore a way to make a NoDraw active or
inactive.
NoDraw is usually used as a child of a ClearBuffers node to prevent from
drawing the scene when there are multiple render passes.
\code
Viewport {
CameraSelector {
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
NoDraw { } // Prevents from drawing anything
}
RenderPassFilter {
...
}
RenderPassFilter {
...
}
}
}
\endcode
*/
/*!
The constructor creates an instance with the specified \a parent.
*/
QNoDraw::QNoDraw(QNode *parent)
: QFrameGraphNode(parent)
{
}
/*! \internal */
QNoDraw::~QNoDraw()
{
}
} // namespace Qt3DRender
QT_END_NAMESPACE
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