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39
40#include "updateshaderdatatransformjob_p.h"
41#include <Qt3DRender/private/nodemanagers_p.h>
42#include <Qt3DRender/private/entity_p.h>
43#include <Qt3DRender/private/shaderdata_p.h>
44#include <Qt3DRender/private/light_p.h>
45#include <Qt3DRender/private/sphere_p.h>
46#include <Qt3DRender/private/attribute_p.h>
47#include <Qt3DRender/private/geometryrenderer_p.h>
48#include <Qt3DRender/private/geometry_p.h>
49#include <Qt3DRender/private/attribute_p.h>
50#include <Qt3DRender/private/buffer_p.h>
51#include <Qt3DRender/private/managers_p.h>
52#include <Qt3DRender/private/buffermanager_p.h>
53#include <Qt3DRender/private/geometryrenderermanager_p.h>
54#include <Qt3DRender/private/job_common_p.h>
55
56QT_BEGIN_NAMESPACE
57
58namespace Qt3DRender {
59namespace Render {
60
61UpdateShaderDataTransformJob::UpdateShaderDataTransformJob()
62 : m_manager(nullptr)
63{
64 SET_JOB_RUN_STAT_TYPE(this, JobTypes::UpdateShaderDataTransform, 0)
65}
66
67UpdateShaderDataTransformJob::~UpdateShaderDataTransformJob()
68{
69}
70
71void UpdateShaderDataTransformJob::setManagers(NodeManagers *manager)
72{
73 m_manager = manager;
74}
75
76NodeManagers *UpdateShaderDataTransformJob::managers() const
77{
78 return m_manager;
79}
80
81void UpdateShaderDataTransformJob::run()
82{
83 EntityManager *manager = m_manager->renderNodesManager();
84 const std::vector<HEntity> &handles = manager->activeHandles();
85
86 for (const HEntity &handle : handles) {
87 Entity *node = manager->data(handle);
88 // Update transform properties in ShaderDatas and Lights
89 const QVector<ShaderData *> shaderDatas = node->renderComponents<ShaderData>();
90 for (ShaderData *r : shaderDatas)
91 r->updateWorldTransform(worldMatrix: *node->worldTransform());
92 }
93}
94
95} // namespace Render
96} // namespace Qt3DRender
97
98QT_END_NAMESPACE
99

source code of qt3d/src/render/jobs/updateshaderdatatransformjob.cpp