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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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 General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) 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.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-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_EFFECT_H
+#define QT3DS_RENDER_EFFECT_H
+#include "Qt3DSRender.h"
+#include "Qt3DSRenderGraphObject.h"
+#include "Qt3DSRenderNode.h"
+#include "EASTL/string.h"
+#include "Qt3DSRenderDynamicObject.h"
+
+namespace qt3ds {
+namespace render {
+ struct SLayer;
+ struct SEffectContext;
+
+ // Effects are post-render effect applied to the layer. There can be more than one of
+ // them and they have completely variable properties.
+ // see IEffectManager in order to create these effects.
+ // The data for the effect immediately follows the effect
+ struct SEffect : public SDynamicObject
+ {
+ private:
+ // These objects are only created via the dynamic object system.
+ SEffect(const SEffect &);
+ SEffect &operator=(const SEffect &);
+ SEffect();
+
+ public:
+ SLayer *m_Layer;
+ SEffect *m_NextEffect;
+ // Opaque pointer to context type implemented by the effect system.
+ // May be null in which case the effect system will generate a new context
+ // the first time it needs to render this effect.
+ SEffectContext *m_Context;
+
+ void Initialize();
+
+ // If our active flag value changes, then we ask the effect manager
+ // to reset our context.
+ void SetActive(bool inActive, IEffectSystem &inSystem);
+
+ void Reset(IEffectSystem &inSystem);
+
+ // Generic method used during serialization
+ // to remap string and object pointers
+ template <typename TRemapperType>
+ void Remap(TRemapperType &inRemapper)
+ {
+ SDynamicObject::Remap(inRemapper);
+ inRemapper.Remap(m_Layer);
+ inRemapper.Remap(m_NextEffect);
+ inRemapper.NullPtr(m_Context);
+ }
+ };
+}
+}
+
+#endif