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#ifndef QSSG_RENDER_EFFECT_H
#define QSSG_RENDER_EFFECT_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 <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
QT_BEGIN_NAMESPACE
struct QSSGRenderLayer;
struct QSSGEffectContext;
class QSSGEffectSystem;
namespace dynamic
{
struct QSSGCommand;
}
// Effects are post-render effect applied to the layer. There can be more than one of
// them and they have completely variable properties.
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderEffect : public QSSGRenderGraphObject
{
QSSGRenderEffect();
~QSSGRenderEffect();
struct TextureProperty
{
QSSGRenderImage *texImage = nullptr;
QByteArray name;
QSSGRenderShaderDataType shaderDataType;
QSSGRenderTextureMagnifyingOp magFilterType = QSSGRenderTextureMagnifyingOp::Linear;
QSSGRenderTextureMinifyingOp minFilterType = QSSGRenderTextureMinifyingOp::Linear;
QSSGRenderTextureCoordOp clampType = QSSGRenderTextureCoordOp::ClampToEdge;
QSSGRenderTextureTypeValue usageType;
};
QVector<TextureProperty> textureProperties;
struct Property
{
Property() = default;
Property(const QByteArray &name, const QVariant &value, QSSGRenderShaderDataType shaderDataType, int pid = -1)
: name(name), value(value), shaderDataType(shaderDataType), pid(pid)
{ }
QByteArray name;
mutable QVariant value;
QSSGRenderShaderDataType shaderDataType;
int pid;
};
QVector<Property> properties;
QSSGRenderLayer *m_layer;
QSSGRenderEffect *m_nextEffect;
// Opaque pointer to context type implemented by the effect system.
// May be null in which case the effect system will generate a new context
// the first time it needs to render this effect.
QSSGEffectContext *m_context = nullptr;
void initialize();
// If our active flag value changes, then we ask the effect manager
// to reset our context.
void setActive(bool inActive, QSSGEffectSystem &inSystem);
void reset(QSSGEffectSystem &inSystem);
using Flag = QSSGRenderNode::Flag;
Q_DECLARE_FLAGS(Flags, Flag)
QVector<dynamic::QSSGCommand *> commands;
Flags flags;
const char *className = nullptr;
bool requiresDepthTexture = false;
bool requiresCompilation = true;
QSSGRenderTextureFormat::Format outputFormat = QSSGRenderTextureFormat::Unknown;
};
QT_END_NAMESPACE
#endif