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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
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** This file is part of the Qt3D module of the Qt Toolkit.
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#include "qlayer.h"
#include "qlayer_p.h"
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
QLayerPrivate::QLayerPrivate()
: QComponentPrivate()
, m_recursive(false)
{
}
/*!
\class Qt3DRender::QLayer
\inmodule Qt3DRender
\since 5.5
\brief The QLayer class provides a way of filtering which entities will be rendered.
Qt3DRender::QLayer works in conjunction with the Qt3DRender::QLayerFilter in the FrameGraph.
\sa Qt3DRender::QLayerFilter
A QLayer can be applied to a subtree of entities by setting the recursive property to true.
\code
#include <Qt3DCore/QEntity>
#include <Qt3DRender/QGeometryRenderer>
#include <Qt3DRender/QLayer>
#include <Qt3DRender/QLayerFilter>
#include <Qt3DRender/QViewport>
// Scene
Qt3DCore::QEntity *rootEntity = new Qt3DCore::Qt3DCore::QEntity;
Qt3DCore::QEntity *renderableEntity = new Qt3DCore::Qt3DCore::QEntity(rootEntity);
Qt3DRender::QGeometryRenderer *geometryRenderer = new Qt3DCore::QGeometryRenderer(renderableEntity);
Qt3DRender::QLayer *layer1 = new Qt3DCore::QLayer(renderableEntity);
layer1->setRecursive(true);
renderableEntity->addComponent(geometryRenderer);
renderableEntity->addComponent(layer1);
...
// FrameGraph
Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport;
Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter(viewport);
layerFilter->addLayer(layer1);
...
\endcode
*/
/*!
\property QLayer::recursive
Specifies if the layer is also applied to the entity subtree.
*/
/*!
\qmltype Layer
\instantiates Qt3DRender::QLayer
\inherits Component3D
\inqmlmodule Qt3D.Render
\since 5.5
\sa LayerFilter
\brief Layer provides a way of filtering which entities will be rendered.
Layer works in conjunction with the LayerFilter in the FrameGraph.
A Layer can be applied to a subtree of entities by setting the recursive property to true.
\code
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Entity {
id: root
components: RenderSettings {
// FrameGraph
Viewport {
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
CameraSelector {
camera: mainCamera
LayerFilter {
layers: [layer1]
}
}
}
}
}
// Scene
Camera { id: mainCamera }
Layer {
id: layer1
recursive: true
}
GeometryRenderer { id: mesh }
Entity {
id: renderableEntity
components: [ mesh, layer1 ]
}
}
\endcode
*/
/*!
\qmlproperty bool Layer::recursive
Specifies if the layer is also applied to the entity subtree.
*/
/*! \fn Qt3DRender::QLayer::QLayer(Qt3DCore::QNode *parent)
Constructs a new QLayer with the specified \a parent.
*/
QLayer::QLayer(QNode *parent)
: QComponent(*new QLayerPrivate, parent)
{
}
/*! \internal */
QLayer::~QLayer()
{
}
bool QLayer::recursive() const
{
Q_D(const QLayer);
return d->m_recursive;
}
void QLayer::setRecursive(bool recursive)
{
Q_D(QLayer);
if (d->m_recursive != recursive) {
d->m_recursive = recursive;
emit recursiveChanged();
}
}
/*! \internal */
QLayer::QLayer(QLayerPrivate &dd, QNode *parent)
: QComponent(dd, parent)
{
}
Qt3DCore::QNodeCreatedChangeBasePtr QLayer::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QLayerData>::create(this);
auto &data = creationChange->data;
Q_D(const QLayer);
data.m_recursive = d->m_recursive;
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE