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#include "light_p.h"
#include "qabstractlight.h"
#include "qabstractlight_p.h"
#include <private/abstractrenderer_p.h>
#include <private/nodemanagers_p.h>
#include <private/qbackendnode_p.h>
#include <private/managers_p.h>
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
namespace Render {
QNodeId Light::shaderData() const
{
return m_shaderDataId;
}
void Light::syncFromFrontEnd(const QNode *frontEnd, bool firstTime)
{
BackendNode::syncFromFrontEnd(frontEnd, firstTime);
const QAbstractLight *node = qobject_cast<const QAbstractLight *>(frontEnd);
if (!node)
return;
if (firstTime) {
QAbstractLightPrivate *d = static_cast<QAbstractLightPrivate *>(QAbstractLightPrivate::get(const_cast<Qt3DCore::QNode *>(frontEnd)));
m_shaderDataId = d->m_shaderData ? d->m_shaderData->id() : QNodeId{};
BackendNode::markDirty(AbstractRenderer::LightsDirty);
}
}
RenderLightFunctor::RenderLightFunctor(AbstractRenderer *renderer, NodeManagers *managers)
: m_managers(managers)
, m_renderer(renderer)
{
}
Qt3DCore::QBackendNode *RenderLightFunctor::create(const Qt3DCore::QNodeCreatedChangeBasePtr &change) const
{
Light *backend = m_managers->lightManager()->getOrCreateResource(change->subjectId());
backend->setRenderer(m_renderer);
return backend;
}
Qt3DCore::QBackendNode *RenderLightFunctor::get(Qt3DCore::QNodeId id) const
{
return m_managers->lightManager()->lookupResource(id);
}
void RenderLightFunctor::destroy(Qt3DCore::QNodeId id) const
{
Light *backend = m_managers->lightManager()->getOrCreateResource(id);
m_renderer->markDirty(AbstractRenderer::LightsDirty, backend);
m_managers->lightManager()->releaseResource(id);
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE