1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76
|
/*
materialextension.cpp
This file is part of GammaRay, the Qt application inspection and manipulation tool.
SPDX-FileCopyrightText: 2014 Klarälvdalens Datakonsult AB, a KDAB Group company <info@kdab.com>
Author: Anton Kreuzkamp <anton.kreuzkamp@kdab.com>
SPDX-License-Identifier: GPL-2.0-or-later
Contact KDAB at <info@kdab.com> for commercial licensing options.
*/
#include <config-gammaray.h>
#include "materialextension.h"
#include "materialshadermodel.h"
#include <core/aggregatedpropertymodel.h>
#include <core/objectinstance.h>
#include <core/propertycontroller.h>
#include <core/varianthandler.h>
#include <core/util.h>
#include <common/metatypedeclarations.h>
#include <QSGNode>
#include <QSGMaterial>
using namespace GammaRay;
MaterialExtension::MaterialExtension(PropertyController *controller)
: MaterialExtensionInterface(controller->objectBaseName() + ".material", controller)
, PropertyControllerExtension(controller->objectBaseName() + ".material")
, m_node(nullptr)
, m_materialPropertyModel(new AggregatedPropertyModel(this))
, m_shaderModel(new MaterialShaderModel(this))
{
controller->registerModel(m_materialPropertyModel, QStringLiteral("materialPropertyModel"));
controller->registerModel(m_shaderModel, QStringLiteral("shaderModel"));
}
MaterialExtension::~MaterialExtension() = default;
bool MaterialExtension::setObject(void *object, const QString &typeName)
{
QSGMaterial *material = nullptr;
m_shaderModel->setMaterialShader(nullptr);
m_materialShader.reset();
if (typeName == QStringLiteral("QSGGeometryNode")) {
m_node = static_cast<QSGGeometryNode *>(object);
material = m_node->material();
}
// the QSG software renderer puts 0x1 into material, so consider that as no material too
if (Util::isNullish(material)) {
m_materialPropertyModel->setObject(nullptr);
return false;
}
m_materialPropertyModel->setObject(ObjectInstance(material, "QSGMaterial"));
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
m_materialShader.reset(material->createShader(QSGRendererInterface::RenderMode2D));
#else
m_materialShader.reset(material->createShader());
#endif
m_shaderModel->setMaterialShader(m_materialShader.get());
return true;
}
void MaterialExtension::getShader(int row)
{
emit gotShader(m_shaderModel->shaderForRow(row));
}
|