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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QQUICK3DEFFECT_H
#define QQUICK3DEFFECT_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/qtquick3dglobal.h>
#include <QtQuick3D/private/qquick3dobject_p.h>
#include <QtQuick3D/private/qquick3dtexture_p.h>
#include <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercommands_p.h>
#include <QtCore/qvector.h>
#include <QtQuick3D/private/qquick3dshaderutils_p.h>
QT_BEGIN_NAMESPACE
class Q_QUICK3D_EXPORT QQuick3DEffect : public QQuick3DObject
{
Q_OBJECT
Q_PROPERTY(QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes READ passes)
QML_NAMED_ELEMENT(Effect)
public:
explicit QQuick3DEffect(QQuick3DObject *parent = nullptr);
QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes();
// Passes
static void qmlAppendPass(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list,
QQuick3DShaderUtilsRenderPass *pass);
static QQuick3DShaderUtilsRenderPass *qmlPassAt(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list,
qsizetype index);
static qsizetype qmlPassCount(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
static void qmlPassClear(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
void effectChainDirty();
protected:
QSSGRenderGraphObject *updateSpatialNode(QSSGRenderGraphObject *node) override;
void itemChange(QQuick3DObject::ItemChange , const QQuick3DObject::ItemChangeData &) override;
private Q_SLOTS:
void onPropertyDirty();
void onTextureDirty();
void onPassDirty();
private:
friend class QQuick3DShaderUtilsTextureInput;
friend class QQuick3DSceneRenderer;
enum Dirty {
TextureDirty = 0x1,
PropertyDirty = 0x2,
EffectChainDirty = 0x4
};
void setDynamicTextureMap(QQuick3DShaderUtilsTextureInput *textureMap);
void markDirty(QQuick3DEffect::Dirty type);
quint32 m_dirtyAttributes = 0xffffffff;
void updateSceneManager(QQuick3DSceneManager *sceneManager);
QVector<QQuick3DShaderUtilsRenderPass *> m_passes;
QSet<QQuick3DShaderUtilsTextureInput *> m_dynamicTextureMaps;
};
QT_END_NAMESPACE
#endif // QQUICK3DEFFECT_H