/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSRenderEffect.h" #include "Qt3DSRenderEffectSystem.h" #include "foundation/Qt3DSVec2.h" #include "foundation/Qt3DSVec3.h" #include "StringTools.h" #include "foundation/FileTools.h" using namespace qt3ds::render; void SEffect::Initialize() { m_Layer = NULL; m_NextEffect = NULL; m_Context = NULL; } void SEffect::SetActive(bool inActive, IEffectSystem &inManager) { if (m_Flags.IsActive() != inActive) { m_Flags.SetActive(inActive); if (m_Context) inManager.ResetEffectFrameData(*m_Context); m_Flags.SetDirty(true); } } void SEffect::Reset(IEffectSystem &inSystem) { if (m_Context) inSystem.ResetEffectFrameData(*m_Context); m_Flags.SetDirty(true); }