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#include "qparameter.h"
#include "qparameter_p.h"
#include <Qt3DRender/private/renderlogging_p.h>
#include <Qt3DRender/qtexture.h>
/*!
\qmltype Parameter
\instantiates Qt3DRender::QParameter
\inqmlmodule Qt3D.Render
\brief Provides storage for a name and value pair. This maps to a shader uniform.
A Parameter can be referenced by a RenderPass, Technique, Effect, Material,
TechniqueFilter, RenderPassFilter. At runtime, depending on which shader is
selected for a given step of the rendering, the value contained in a
Parameter will be converted and uploaded if the shader contains a uniform
with a name matching that of the Parameter.
\code
Parameter {
name: "diffuseColor"
value: "blue"
}
// Works with the following GLSL uniform shader declarations
// uniform vec4 diffuseColor;
// uniform vec3 diffuseColor;
// uniform vec2 diffuseColor;
// uniform float diffuseColor;
\endcode
\note some care must be taken to ensure the value wrapped by a Parameter
can actually be converted to what the real uniform expect. Giving a value
stored as an int where the actual shader uniform is of type float could
result in undefined behaviors.
\note when the targeted uniform is an array, the name should be the name
of the uniform with [0] appended to it.
\note Parameter node can not be disabled.
\code
Parameter {
name: "diffuseValues[0]"
value: [0.0, 1.0. 2.0, 3.0, 4.0, 883.0, 1340.0, 1584.0]
}
// Matching GLSL shader uniform declaration
// uniform float diffuseValues[8];
\endcode
When it comes to texture support, the Parameter value should be set to the
appropriate \l {Qt3DRender::QAbstractTexture}{texture} subclass that matches the sampler type of the shader
uniform.
\code
Parameter {
name: "diffuseTexture"
value: Texture2D { ... }
}
// Works with the following GLSL uniform shader declaration
// uniform sampler2D diffuseTexture
\endcode
\sa Qt3DRender::QAbstractTexture
*/
/*!
\class Qt3DRender::QParameter
\inheaderfile Qt3DRender/QParameter
\inmodule Qt3DRender
\brief Provides storage for a name and value pair. This maps to a shader uniform.
A QParameter can be referenced by a QRenderPass, QTechnique, QEffect, QMaterial,
QTechniqueFilter, QRenderPassFilter. At runtime, depending on which shader is
selected for a given step of the rendering, the value contained in a
QParameter will be converted and uploaded if the shader contains a uniform
with a name matching that of the QParameter.
\code
QParameter *param = new QParameter();
param->setName(QStringLiteral("diffuseColor"));
param->setValue(QColor::fromRgbF(0.0f, 0.0f, 1.0f, 1.0f));
// Alternatively you can create and set a QParameter this way
QParameter *param2 = new QParameter(QStringLiteral("diffuseColor"), QColor::fromRgbF(0.0f, 0.0f, 1.0f, 1.0f));
// Such QParameters will work with the following GLSL uniform shader declarations
// uniform vec4 diffuseColor;
// uniform vec3 diffuseColor;
// uniform vec2 diffuseColor;
// uniform float diffuseColor;
\endcode
\note some care must be taken to ensure the value wrapped by a QParameter
can actually be converted to what the real uniform expect. Giving a value
stored as an int where the actual shader uniform is of type float could
result in undefined behaviors.
\note when the targeted uniform is an array, the name should be the name
of the uniform with [0] appended to it.
\note QParameter node can not be disabled.
\code
QParameter *param = new QParameter();
QVariantList values = QVariantList() << 0.0f << 1.0f << 2.0f << 3.0f << 4.0f << 883.0f << 1340.0f << 1584.0f;
param->setName(QStringLiteral("diffuseValues[0]"));
param->setValue(values);
// Matching GLSL shader uniform declaration
// uniform float diffuseValues[8];
\endcode
When it comes to texture support, the QParameter value should be set to the
appropriate QAbstractTexture subclass that matches the sampler type of the shader
uniform.
\code
QTexture2D *texture = new QTexture2D();
...
QParameter *param = new QParameter();
param->setName(QStringLiteral("diffuseTexture"));
param->setValue(QVariant::fromValue(texture));
// Works with the following GLSL uniform shader declaration
// uniform sampler2D diffuseTexture
\endcode
\sa QAbstractTexture
*/
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
QParameterPrivate::QParameterPrivate()
: QNodePrivate()
{
}
namespace {
/*! \internal */
inline QVariant toBackendValue(const QVariant &v)
{
if (auto nodeValue = v.value<Qt3DCore::QNode*>())
return QVariant::fromValue(nodeValue->id());
return v;
}
} // anonymous
void QParameterPrivate::setValue(const QVariant &v)
{
if (v.type() == QVariant::List) {
QSequentialIterable iterable = v.value<QSequentialIterable>();
QVariantList variants;
variants.reserve(iterable.size());
for (const auto &v : iterable)
variants.append(toBackendValue(v));
m_backendValue = variants;
} else {
m_backendValue = toBackendValue(v);
}
m_value = v;
}
/*! \internal */
QParameter::QParameter(QParameterPrivate &dd, QNode *parent)
: QNode(dd, parent)
{
}
/*!
\fn Qt3DRender::QParameter::QParameter(Qt3DCore::QNode *parent)
Constructs a new QParameter with the specified \a parent.
*/
QParameter::QParameter(QNode *parent)
: QNode(*new QParameterPrivate, parent)
{
}
/*!
\fn Qt3DRender::QParameter::QParameter(const QString &name, const QVariant &value, QNode *parent)
Constructs a new QParameter with the specified \a parent \a name and \a value.
*/
QParameter::QParameter(const QString &name, const QVariant &value, QNode *parent)
: QNode(*new QParameterPrivate, parent)
{
Q_D(QParameter);
d->m_name = name;
setValue(value);
}
/*!
\fn Qt3DRender::QParameter::QParameter(const QString &name, QAbstractTexture *texture, QNode *parent)
Constructs a new QParameter with the specified \a parent \a name and takes its value from \a texture.
*/
QParameter::QParameter(const QString &name, QAbstractTexture *texture, QNode *parent)
: QNode(*new QParameterPrivate, parent)
{
Q_D(QParameter);
d->m_name = name;
setValue(QVariant::fromValue(texture));
}
/*! \internal */
QParameter::~QParameter()
{
}
/*!
\qmlproperty QString Qt3D.Render::Parameter::name
Specifies the name of the parameter
*/
/*!
\property Qt3DRender::QParameter::name
Specifies the name of the parameter
*/
void QParameter::setName(const QString &name)
{
Q_D(QParameter);
if (d->m_name != name) {
d->m_name = name;
emit nameChanged(name);
}
}
QString QParameter::name() const
{
Q_D(const QParameter);
return d->m_name;
}
/*!
\qmlproperty QVariant Qt3D.Render::Parameter::value
Specifies the value of the parameter
*/
/*!
\property Qt3DRender::QParameter::value
Specifies the value of the parameter
*/
void QParameter::setValue(const QVariant &dv)
{
Q_D(QParameter);
if (d->m_value != dv) {
QNode *oldNodeValue = d->m_value.value<QNode *>();
if (oldNodeValue != nullptr)
d->unregisterDestructionHelper(oldNodeValue);
// In case node values are declared inline
QNode *nodeValue = dv.value<QNode *>();
if (nodeValue != nullptr && !nodeValue->parent())
nodeValue->setParent(this);
d->setValue(dv);
// Ensures proper bookkeeping
if (nodeValue != nullptr)
d->registerDestructionHelper(nodeValue, &QParameter::setValue, nodeValue, QVariant());
emit valueChanged(dv);
}
}
QVariant QParameter::value() const
{
Q_D(const QParameter);
return d->m_value;
}
Qt3DCore::QNodeCreatedChangeBasePtr QParameter::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QParameterData>::create(this);
auto &data = creationChange->data;
Q_D(const QParameter);
data.name = d->m_name;
data.backendValue = d->m_backendValue;
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE