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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"
#include "Qt3DSRenderImage.h"
#include "foundation/Qt3DSContainers.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;

        typedef qt3ds::foundation::nvhash_map<CRegisteredString, SImage *> TImageMapHash;
        TImageMapHash *m_imageMaps;

        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