/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick 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 "qsgd3d12internalrectanglenode_p.h" QT_BEGIN_NAMESPACE QSGD3D12InternalRectangleNode::QSGD3D12InternalRectangleNode() { setMaterial(&m_material); } void QSGD3D12InternalRectangleNode::updateMaterialAntialiasing() { if (m_antialiasing) setMaterial(&m_smoothMaterial); else setMaterial(&m_material); } void QSGD3D12InternalRectangleNode::updateMaterialBlending(QSGNode::DirtyState *state) { // smoothed material is always blended, so no change in material state if (material() == &m_material) { bool wasBlending = (m_material.flags() & QSGMaterial::Blending); bool isBlending = (m_gradient_stops.size() > 0 && !m_gradient_is_opaque) || (m_color.alpha() < 255 && m_color.alpha() != 0) || (m_pen_width > 0 && m_border_color.alpha() < 255); if (wasBlending != isBlending) { m_material.setFlag(QSGMaterial::Blending, isBlending); *state |= QSGNode::DirtyMaterial; } } } QT_END_NAMESPACE