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Diffstat (limited to 'src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp')
-rw-r--r--src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp31
1 files changed, 14 insertions, 17 deletions
diff --git a/src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp b/src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp
index 5d1e4ed..6dcd4c9 100644
--- a/src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp
+++ b/src/runtimerender/rendererimpl/Qt3DSRendererImplLayerRenderPreparationData.cpp
@@ -501,10 +501,8 @@ namespace render {
if (theMaterial != NULL && theMaterial->m_Type == GraphObjectTypes::DefaultMaterial) {
SDefaultMaterial *theDefaultMaterial = static_cast<SDefaultMaterial *>(theMaterial);
- // Don't clear dirty flags if the material was referenced.
- bool clearMaterialFlags = theMaterial == inPath.m_Material;
SDefaultMaterialPreparationResult prepResult(PrepareDefaultMaterialForRender(
- *theDefaultMaterial, theFlags, subsetOpacity, clearMaterialFlags));
+ *theDefaultMaterial, theFlags, subsetOpacity));
theFlags = prepResult.m_RenderableFlags;
if (inPath.m_PathType == PathTypes::Geometry) {
@@ -546,7 +544,8 @@ namespace render {
// Don't clear dirty flags if the material was referenced.
// bool clearMaterialFlags = theMaterial == inPath.m_Material;
SDefaultMaterialPreparationResult prepResult(
- PrepareCustomMaterialForRender(*theCustomMaterial, theFlags, subsetOpacity));
+ PrepareCustomMaterialForRender(*theCustomMaterial, theFlags, subsetOpacity,
+ retval));
theFlags = prepResult.m_RenderableFlags;
if (inPath.m_PathType == PathTypes::Geometry) {
@@ -661,8 +660,7 @@ namespace render {
}
SDefaultMaterialPreparationResult SLayerRenderPreparationData::PrepareDefaultMaterialForRender(
- SDefaultMaterial &inMaterial, SRenderableObjectFlags &inExistingFlags, QT3DSF32 inOpacity,
- bool inClearDirtyFlags)
+ SDefaultMaterial &inMaterial, SRenderableObjectFlags &inExistingFlags, QT3DSF32 inOpacity)
{
SDefaultMaterial *theMaterial = &inMaterial;
SDefaultMaterialPreparationResult retval(GenerateLightingKey(theMaterial->m_Lighting));
@@ -676,8 +674,6 @@ namespace render {
renderableFlags |= RenderPreparationResultFlagValues::Dirty;
}
subsetOpacity *= theMaterial->m_Opacity;
- if (inClearDirtyFlags)
- theMaterial->m_Dirty.UpdateDirtyForFrame();
SRenderableImage *firstImage = NULL;
@@ -781,11 +777,14 @@ namespace render {
retval.m_FirstImage = firstImage;
if (retval.m_RenderableFlags.IsDirty())
retval.m_Dirty = true;
+ if (retval.m_Dirty)
+ m_Renderer.addMaterialDirtyClear(&inMaterial);
return retval;
}
SDefaultMaterialPreparationResult SLayerRenderPreparationData::PrepareCustomMaterialForRender(
- SCustomMaterial &inMaterial, SRenderableObjectFlags &inExistingFlags, QT3DSF32 inOpacity)
+ SCustomMaterial &inMaterial, SRenderableObjectFlags &inExistingFlags, QT3DSF32 inOpacity,
+ bool alreadyDirty)
{
SDefaultMaterialPreparationResult retval(GenerateLightingKey(
DefaultMaterialLighting::FragmentLighting)); // always fragment lighting
@@ -837,6 +836,8 @@ namespace render {
#undef CHECK_IMAGE_AND_PREPARE
retval.m_FirstImage = firstImage;
+ if (retval.m_Dirty || alreadyDirty)
+ m_Renderer.addMaterialDirtyClear(&inMaterial);
return retval;
}
@@ -927,10 +928,6 @@ namespace render {
subsetDirty | (theSubset.m_WireframeMode != inModel.m_WireframeMode);
inModel.m_WireframeMode = false;
}
- // Only clear flags on the materials in this direct hierarchy. Do not clear them of
- // this
- // references materials in another hierarchy.
- bool clearMaterialDirtyFlags = theMaterialObject == theSourceMaterialObject;
if (theMaterialObject == NULL)
continue;
@@ -939,8 +936,8 @@ namespace render {
SDefaultMaterial &theMaterial(
static_cast<SDefaultMaterial &>(*theMaterialObject));
SDefaultMaterialPreparationResult theMaterialPrepResult(
- PrepareDefaultMaterialForRender(theMaterial, renderableFlags, subsetOpacity,
- clearMaterialDirtyFlags));
+ PrepareDefaultMaterialForRender(theMaterial, renderableFlags,
+ subsetOpacity));
SShaderDefaultMaterialKey theGeneratedKey = theMaterialPrepResult.m_MaterialKey;
subsetOpacity = theMaterialPrepResult.m_Opacity;
SRenderableImage *firstImage(theMaterialPrepResult.m_FirstImage);
@@ -969,11 +966,11 @@ namespace render {
ICustomMaterialSystem &theMaterialSystem(
qt3dsContext.GetCustomMaterialSystem());
subsetDirty |= theMaterialSystem.PrepareForRender(
- theModelContext.m_Model, theSubset, theMaterial, clearMaterialDirtyFlags);
+ theModelContext.m_Model, theSubset, theMaterial);
SDefaultMaterialPreparationResult theMaterialPrepResult(
PrepareCustomMaterialForRender(theMaterial, renderableFlags,
- subsetOpacity));
+ subsetOpacity, subsetDirty));
SShaderDefaultMaterialKey theGeneratedKey = theMaterialPrepResult.m_MaterialKey;
subsetOpacity = theMaterialPrepResult.m_Opacity;
SRenderableImage *firstImage(theMaterialPrepResult.m_FirstImage);