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#include "updateshaderdatatransformjob_p.h"
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/shaderdata_p.h>
#include <Qt3DRender/private/light_p.h>
#include <Qt3DRender/private/sphere_p.h>
#include <Qt3DRender/private/attribute_p.h>
#include <Qt3DRender/private/geometryrenderer_p.h>
#include <Qt3DRender/private/geometry_p.h>
#include <Qt3DRender/private/attribute_p.h>
#include <Qt3DRender/private/buffer_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/buffermanager_p.h>
#include <Qt3DRender/private/geometryrenderermanager_p.h>
#include <Qt3DRender/private/job_common_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
UpdateShaderDataTransformJob::UpdateShaderDataTransformJob()
: m_manager(nullptr)
{
SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateShaderDataTransform, 0)
}
UpdateShaderDataTransformJob::~UpdateShaderDataTransformJob()
{
}
void UpdateShaderDataTransformJob::setManagers(NodeManagers *manager)
{
m_manager = manager;
}
NodeManagers *UpdateShaderDataTransformJob::managers() const
{
return m_manager;
}
void UpdateShaderDataTransformJob::run()
{
EntityManager *manager = m_manager->renderNodesManager();
const std::vector<HEntity> &handles = manager->activeHandles();
for (const HEntity &handle : handles) {
Entity *node = manager->data(handle);
// Update transform properties in ShaderDatas and Lights
const QVector<ShaderData *> shaderDatas = node->renderComponents<ShaderData>();
for (ShaderData *r : shaderDatas)
r->updateWorldTransform(*node->worldTransform());
}
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE