| 1 | // Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qnodraw.h" |
| 5 | |
| 6 | QT_BEGIN_NAMESPACE |
| 7 | |
| 8 | namespace Qt3DRender { |
| 9 | |
| 10 | /*! |
| 11 | \class Qt3DRender::QNoDraw |
| 12 | \inmodule Qt3DRender |
| 13 | |
| 14 | \brief When a Qt3DRender::QNoDraw node is present in a FrameGraph branch, this |
| 15 | prevents the renderer from rendering any primitive. |
| 16 | |
| 17 | Qt3DRender::QNoDraw should be used when the FrameGraph needs to set up some render |
| 18 | states or clear some buffers without requiring any mesh to be drawn. It has |
| 19 | the same effect as having a Qt3DRender::QRenderPassFilter that matches none of |
| 20 | available Qt3DRender::QRenderPass instances of the scene without the overhead cost |
| 21 | of actually performing the filtering. |
| 22 | |
| 23 | When disabled, a Qt3DRender::QNoDraw node won't prevent the scene from |
| 24 | being rendered. Toggling the enabled property is therefore a way to make a |
| 25 | Qt3DRender::QNoDraw active or inactive. |
| 26 | |
| 27 | Qt3DRender::QNoDraw is usually used as a child of a |
| 28 | Qt3DRendeR::QClearBuffers node to prevent from drawing the scene when there |
| 29 | are multiple render passes. |
| 30 | |
| 31 | \code |
| 32 | Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport(); |
| 33 | Qt3DRender::QCameraSelector *cameraSelector = new Qt3DRender::QCameraSelector(viewport); |
| 34 | |
| 35 | Qt3DRender::QClearBuffers *clearBuffers = new Qt3DRender::QClearBuffers(cameraSelector); |
| 36 | clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer); |
| 37 | |
| 38 | Qt3DRender::QNoDraw *noDraw = new Qt3DRender::QNoDraw(clearBuffers); |
| 39 | |
| 40 | Qt3DRender::QRenderPassFilter *mainPass = new Qt3DRender::QRenderPassFilter(cameraSelector); |
| 41 | .... |
| 42 | Qt3DRender::QRenderPassFilter *previewPass = new Qt3DRender::QRenderPassFilter(cameraSelector); |
| 43 | .... |
| 44 | \endcode |
| 45 | |
| 46 | \since 5.5 |
| 47 | */ |
| 48 | |
| 49 | /*! |
| 50 | \qmltype NoDraw |
| 51 | \nativetype Qt3DRender::QNoDraw |
| 52 | \inherits FrameGraphNode |
| 53 | \inqmlmodule Qt3D.Render |
| 54 | \since 5.5 |
| 55 | \brief When a NoDraw node is present in a FrameGraph branch, this |
| 56 | prevents the renderer from rendering any primitive. |
| 57 | |
| 58 | NoDraw should be used when the FrameGraph needs to set up some render |
| 59 | states or clear some buffers without requiring any mesh to be drawn. It has |
| 60 | the same effect as having a Qt3DRender::QRenderPassFilter that matches none |
| 61 | of available Qt3DRender::QRenderPass instances of the scene without the |
| 62 | overhead cost of actually performing the filtering. |
| 63 | |
| 64 | When disabled, a NoDraw node won't prevent the scene from being rendered. |
| 65 | Toggling the enabled property is therefore a way to make a NoDraw active or |
| 66 | inactive. |
| 67 | |
| 68 | NoDraw is usually used as a child of a ClearBuffers node to prevent from |
| 69 | drawing the scene when there are multiple render passes. |
| 70 | |
| 71 | \code |
| 72 | |
| 73 | Viewport { |
| 74 | CameraSelector { |
| 75 | ClearBuffers { |
| 76 | buffers: ClearBuffers.ColorDepthBuffer |
| 77 | NoDraw { } // Prevents from drawing anything |
| 78 | } |
| 79 | RenderPassFilter { |
| 80 | ... |
| 81 | } |
| 82 | RenderPassFilter { |
| 83 | ... |
| 84 | } |
| 85 | } |
| 86 | } |
| 87 | |
| 88 | \endcode |
| 89 | */ |
| 90 | |
| 91 | /*! |
| 92 | The constructor creates an instance with the specified \a parent. |
| 93 | */ |
| 94 | QNoDraw::QNoDraw(QNode *parent) |
| 95 | : QFrameGraphNode(parent) |
| 96 | { |
| 97 | } |
| 98 | |
| 99 | /*! \internal */ |
| 100 | QNoDraw::~QNoDraw() |
| 101 | { |
| 102 | } |
| 103 | |
| 104 | } // namespace Qt3DRender |
| 105 | |
| 106 | QT_END_NAMESPACE |
| 107 | |
| 108 | #include "moc_qnodraw.cpp" |
| 109 | |