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| |
| #include "qmaterial.h" |
| #include "qmaterial_p.h" |
| #include "qtexture.h" |
| #include "qeffect.h" |
| #include <Qt3DRender/private/renderlogging_p.h> |
| #include "qparameter.h" |
| |
| /*! |
| \qmltype Material |
| \instantiates Qt3DRender::QMaterial |
| \inqmlmodule Qt3D.Render |
| \brief Non-creatable abstract base for materials. |
| \since 5.5 |
| |
| Material provides a way to specify the rendering of an \l{Qt3D.Core::Entity}{entity}. |
| Any aspect can define its own subtype of Material so that a |
| Material can be used to describe a visual element; for example, the way |
| sound should reflect off an element, the temperature of a surface, |
| and so on. |
| |
| In itself, a Material doesn't do anything. It's only when it references an |
| Effect node that a Material becomes useful. |
| |
| In practice, it often happens that a single Effect is being referenced by |
| several Material components. This allows to only create the effect, |
| techniques, passes and shaders once while allowing to specify the material |
| by adding Parameter instances. |
| |
| A Parameter defined on a Material is overridden by a Parameter (of the same |
| name) defined in a TechniqueFilter or a RenderPassFilter. |
| |
| \code |
| Effect { |
| id: effect |
| |
| technique: [ |
| Technique { |
| id: gl3Technique |
| graphicsApiFilter { |
| api: GraphicsApiFilter.OpenGL |
| profile: GraphicsApiFilter.CoreProfile |
| majorVersion: 3 |
| minorVersion: 1 |
| } |
| renderPasses: [ |
| RenderPass { |
| id: gl3Pass |
| shaderProgram: ShaderProgram { |
| ... |
| } |
| } |
| ] |
| } |
| ] |
| } |
| |
| Material { |
| id: material1 |
| parameters: [ |
| Parameter { name: "color"; value: "green" } |
| ] |
| } |
| |
| Material { |
| id: material2 |
| parameters: [ |
| Parameter { name: "color"; value: "white" } |
| ] |
| } |
| \endcode |
| |
| \sa Effect, Technique, Parameter |
| */ |
| |
| /*! |
| \class Qt3DRender::QMaterial |
| \inmodule Qt3DRender |
| \inherits Qt3DCore::QComponent |
| \brief Provides an abstract class that should be the base of all material component classes |
| in a scene. |
| \since 5.5 |
| |
| QMaterial provides a way to specify the rendering of an \l{Qt3DCore::QEntity}{entity}. |
| Any aspect can define its own subclass of QMaterial so that a |
| Material can be used to describe a visual element; for example, the way |
| sound should reflect off an element, the temperature of a surface, |
| and so on. |
| |
| In itself, a QMaterial doesn't do anything. It's only when it references a |
| QEffect node that a QMaterial becomes useful. |
| |
| In practice, it often happens that a single QEffect is being referenced by |
| several QMaterial components. This allows to only create the effect, |
| techniques, passes and shaders once while allowing to specify the material |
| by adding QParameter instances. |
| |
| A QParameter defined on a QMaterial is overridden by a QParameter (of the same |
| name) defined in a QTechniqueFilter or a QRenderPassFilter. |
| |
| \code |
| QMaterial *material1 = new QMaterial(); |
| QMaterial *material2 = new QMaterial(); |
| |
| // Create effect, technique, render pass and shader |
| QEffect *effect = new QEffect(); |
| QTechnique *gl3Technique = new QTechnique(); |
| QRenderPass *gl3Pass = new QRenderPass(); |
| QShaderProgram *glShader = new QShaderProgram(); |
| |
| // Set the shader on the render pass |
| gl3Pass->setShaderProgram(glShader); |
| |
| // Add the pass to the technique |
| gl3Technique->addRenderPass(gl3Pass); |
| |
| // Set the targeted GL version for the technique |
| gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| gl3Technique->graphicsApiFilter()->setMajorVersion(3); |
| gl3Technique->graphicsApiFilter()->setMinorVersion(1); |
| gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| |
| // Add the technique to the effect |
| effect->addTechnique(gl3Technique); |
| |
| // Set the effect on the materials |
| material1->setEffect(effect); |
| material2->setEffect(effect); |
| |
| // Set different parameters on the materials |
| const QString parameterName = QStringLiteral("color"); |
| material1->addParameter(new QParameter(parameterName, QColor::fromRgbF(0.0f, 1.0f, 0.0f, 1.0f); |
| material2->addParameter(new QParameter(parameterName, QColor::fromRgbF(1.0f, 1.0f, 1.0f, 1.0f); |
| |
| \endcode |
| |
| \sa QEffect, QTechnique, QParameter |
| */ |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DCore; |
| |
| namespace Qt3DRender { |
| |
| QMaterialPrivate::QMaterialPrivate() |
| : QComponentPrivate() |
| , m_effect(nullptr) |
| { |
| } |
| |
| QMaterialPrivate::~QMaterialPrivate() |
| { |
| } |
| |
| QMaterial::QMaterial(QNode *parent) |
| : QComponent(*new QMaterialPrivate, parent) |
| { |
| } |
| |
| QMaterial::~QMaterial() |
| { |
| } |
| |
| /*! \internal */ |
| QMaterial::QMaterial(QMaterialPrivate &dd, QNode *parent) |
| : QComponent(dd, parent) |
| { |
| } |
| |
| /*! |
| \qmlproperty list<Parameter> Material::parameters |
| |
| Holds the list of parameters used by the material. |
| */ |
| |
| /*! |
| \qmlproperty Effect Material::effect |
| |
| Specifies the effect to be used with the material. |
| */ |
| /*! |
| \property QMaterial::effect |
| |
| Specifies the effect to be used with the material. |
| */ |
| void QMaterial::setEffect(QEffect *effect) |
| { |
| Q_D(QMaterial); |
| if (effect != d->m_effect) { |
| |
| if (d->m_effect) |
| d->unregisterDestructionHelper(d->m_effect); |
| |
| // We need to add it as a child of the current node if it has been declared inline |
| // Or not previously added as a child of the current node so that |
| // 1) The backend gets notified about it's creation |
| // 2) When the current node is destroyed, it gets destroyed as well |
| if (effect && !effect->parent()) |
| effect->setParent(this); |
| d->m_effect = effect; |
| |
| // Ensures proper bookkeeping |
| if (d->m_effect) |
| d->registerDestructionHelper(d->m_effect, &QMaterial::setEffect, d->m_effect); |
| |
| emit effectChanged(effect); |
| } |
| } |
| |
| QEffect *QMaterial::effect() const |
| { |
| Q_D(const QMaterial); |
| return d->m_effect; |
| } |
| |
| /*! |
| * Add a \a parameter to the material's parameters. |
| */ |
| void QMaterial::addParameter(QParameter *parameter) |
| { |
| Q_ASSERT(parameter); |
| Q_D(QMaterial); |
| if (!d->m_parameters.contains(parameter)) { |
| d->m_parameters.append(parameter); |
| |
| // Ensures proper bookkeeping |
| d->registerDestructionHelper(parameter, &QMaterial::removeParameter, d->m_parameters); |
| |
| // We need to add it as a child of the current node if it has been declared inline |
| // Or not previously added as a child of the current node so that |
| // 1) The backend gets notified about it's creation |
| // 2) When the current node is destroyed, it gets destroyed as well |
| if (!parameter->parent()) |
| parameter->setParent(this); |
| |
| d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueAdded); |
| } |
| } |
| |
| /*! |
| * Remove a \a parameter from the material's parameters. |
| */ |
| void QMaterial::removeParameter(QParameter *parameter) |
| { |
| Q_ASSERT(parameter); |
| Q_D(QMaterial); |
| if (!d->m_parameters.removeOne(parameter)) |
| return; |
| d->unregisterDestructionHelper(parameter); |
| d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueRemoved); |
| } |
| |
| /*! |
| * Returns a vector of the material's current parameters |
| */ |
| QVector<QParameter *> QMaterial::parameters() const |
| { |
| Q_D(const QMaterial); |
| return d->m_parameters; |
| } |
| |
| Qt3DCore::QNodeCreatedChangeBasePtr QMaterial::createNodeCreationChange() const |
| { |
| auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QMaterialData>::create(this); |
| auto &data = creationChange->data; |
| Q_D(const QMaterial); |
| data.parameterIds = qIdsForNodes(d->m_parameters); |
| data.effectId = qIdForNode(d->m_effect); |
| return creationChange; |
| } |
| |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |