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#include "qeffect.h"
#include "qeffect_p.h"
#include "qtechnique.h"
#include "qparameter.h"
QT_BEGIN_NAMESPACE
using namespace Qt3DCore;
namespace Qt3DRender {
QEffectPrivate::QEffectPrivate()
: QNodePrivate()
{
}
/*!
\class Qt3DRender::QEffect
\inmodule Qt3DRender
\inherits Qt3DCore::QNode
\since 5.7
\brief The base class for effects in a Qt 3D scene.
The QEffect class combines a set of techniques and parameters used by those techniques to
produce a rendering effect for a material.
An QEffect instance should be shared among several QMaterial instances when possible.
\note QEffect node can not be disabled.
\code
QEffect *effect = new QEffect();
// Create technique, render pass and shader
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);
\endcode
A QParameter defined on an Effect is overridden by a QParameter (of the same
name) defined in a QMaterial, QTechniqueFilter, QRenderPassFilter.
\sa QMaterial, QTechnique, QParameter
*/
/*!
\qmltype Effect
\instantiates Qt3DRender::QEffect
\inherits Node
\inqmlmodule Qt3D.Render
\since 5.7
\brief The base class for effects in a Qt 3D scene.
The Effect type combines a set of techniques and parameters used by those techniques to
produce a rendering effect for a material.
An Effect instance should be shared among several Material instances when possible.
A Parameter defined on an Effect is overridden by a QParameter (of the same
name) defined in a Material, TechniqueFilter, RenderPassFilter.
\note Effect node can not be disabled.
\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 {
...
}
}
]
}
]
}
\endcode
\sa Material, Technique, Parameter
*/
QEffect::QEffect(QNode *parent)
: QNode(*new QEffectPrivate, parent)
{
}
QEffect::~QEffect()
{
}
/*! \internal */
QEffect::QEffect(QEffectPrivate &dd, QNode *parent)
: QNode(dd, parent)
{
}
/*!
\qmlproperty list<Technique> Effect::techniques
Holds the list of techniques used by this effect.
*/
/*!
\qmlproperty list<Parameter> Effect::parameters
Holds the list of parameters used by this effect.
A parameter is used to set a corresponding uniform value in the shader used by this effect.
*/
/*!
* Adds \a parameter to the effect. It sends an update to the backend.
* The \a parameter will be used to set a corresponding uniform value in the shader used
* by this effect.
*/
void QEffect::addParameter(QParameter *parameter)
{
Q_D(QEffect);
if (parameter && !d->m_parameters.contains(parameter)) {
d->m_parameters.append(parameter);
// Ensures proper bookkeeping
d->registerDestructionHelper(parameter, &QEffect::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);
}
}
/*!
* Removes a parameter \a parameter from the effect.
*/
void QEffect::removeParameter(QParameter *parameter)
{
Q_D(QEffect);
d->m_parameters.removeOne(parameter);
// Remove bookkeeping connection
d->unregisterDestructionHelper(parameter);
d->updateNode(parameter, "parameter", Qt3DCore::PropertyValueRemoved);
}
/*!
* Returns the list of parameters used by the effect.
*/
QVector<QParameter *> QEffect::parameters() const
{
Q_D(const QEffect);
return d->m_parameters;
}
/*!
* Adds a new technique \a t to the effect. It sends an update to the backend.
*/
void QEffect::addTechnique(QTechnique *t)
{
Q_ASSERT(t);
Q_D(QEffect);
if (t && !d->m_techniques.contains(t)) {
d->m_techniques.append(t);
// Ensures proper bookkeeping
d->registerDestructionHelper(t, &QEffect::removeTechnique, d->m_techniques);
// 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, tit gets destroyed as well
if (!t->parent())
t->setParent(this);
d->updateNode(t, "technique", Qt3DCore::PropertyValueAdded);
}
}
/*!
* Removes a technique \a t from the effect.
*/
void QEffect::removeTechnique(QTechnique *t)
{
Q_D(QEffect);
if (t)
d->updateNode(t, "technique", Qt3DCore::PropertyValueRemoved);
d->m_techniques.removeOne(t);
// Remove bookkeeping connection
d->unregisterDestructionHelper(t);
}
/*!
* Returns the list of techniques used by the effect.
*/
QVector<QTechnique *> QEffect::techniques() const
{
Q_D(const QEffect);
return d->m_techniques;
}
Qt3DCore::QNodeCreatedChangeBasePtr QEffect::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QEffectData>::create(this);
auto &data = creationChange->data;
Q_D(const QEffect);
data.parameterIds = qIdsForNodes(d->m_parameters);
data.techniqueIds = qIdsForNodes(d->m_techniques);
return creationChange;
}
} // namespace Qt3DRender
QT_END_NAMESPACE