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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
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** accordance with the commercial license agreement provided with the
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
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#ifndef QSSGCUSTOMMATERIAL_H
#define QSSGCUSTOMMATERIAL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3D/private/qquick3dmaterial_p.h>
#include <QtCore/qvector.h>
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderdynamicobjectsystemcommands_p.h>
#include <QtQuick3D/private/qquick3dshaderutils_p.h>
QT_BEGIN_NAMESPACE
class Q_QUICK3D_EXPORT QQuick3DCustomMaterial : public QQuick3DMaterial
{
Q_OBJECT
Q_PROPERTY(bool hasTransparency READ hasTransparency WRITE setHasTransparency NOTIFY hasTransparencyChanged)
Q_PROPERTY(bool hasRefraction READ hasRefraction WRITE setHasRefraction NOTIFY hasRefractionChanged)
Q_PROPERTY(bool alwaysDirty READ alwaysDirty WRITE setAlwaysDirty NOTIFY alwaysDirtyChanged)
Q_PROPERTY(QQuick3DShaderUtilsShaderInfo *shaderInfo READ shaderInfo WRITE setShaderInfo)
Q_PROPERTY(QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes READ passes)
public:
explicit QQuick3DCustomMaterial(QQuick3DObject *parent = nullptr);
~QQuick3DCustomMaterial() override;
bool hasTransparency() const;
bool hasRefraction() const;
bool alwaysDirty() const;
QQuick3DShaderUtilsShaderInfo *shaderInfo() const;
QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes();
public Q_SLOTS:
void setHasTransparency(bool hasTransparency);
void setHasRefraction(bool hasRefraction);
void setShaderInfo(QQuick3DShaderUtilsShaderInfo *shaderInfo);
void setAlwaysDirty(bool alwaysDirty);
Q_SIGNALS:
void hasTransparencyChanged(bool hasTransparency);
void hasRefractionChanged(bool hasRefraction);
void alwaysDirtyChanged(bool alwaysDirty);
protected:
QSSGRenderGraphObject *updateSpatialNode(QSSGRenderGraphObject *node) override;
void markAllDirty() override;
private Q_SLOTS:
void onPropertyDirty();
void onTextureDirty(QQuick3DShaderUtilsTextureInput *texture);
private:
enum Dirty {
TextureDirty = 0x1,
PropertyDirty = 0x2
};
// Passes
static void qmlAppendPass(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list, QQuick3DShaderUtilsRenderPass *pass);
static QQuick3DShaderUtilsRenderPass *qmlPassAt(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list, int index);
static int qmlPassCount(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
static void qmlPassClear(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
void markDirty(QQuick3DCustomMaterial::Dirty type)
{
if (!(m_dirtyAttributes & quint32(type))) {
m_dirtyAttributes |= quint32(type);
update();
}
}
quint32 m_dirtyAttributes = 0xffffffff;
bool m_hasTransparency = false;
bool m_hasRefraction = false;
QQuick3DShaderUtilsShaderInfo *m_shaderInfo = nullptr;
QVector<QQuick3DShaderUtilsRenderPass *> m_passes;
bool m_alwaysDirty = false;
};
QT_END_NAMESPACE
#endif // QSSGCUSTOMMATERIAL_H