Files
RedBear-OS/recipes/wip/qt/qtquick3d/source/tools/materialeditor/custommaterial.h
T
vasilito ff4ff35918 feat: track all source trees in git — full fork offline-first model
Red Bear OS is a full fork. All sources must be available from git clone
with zero network access. Removed gitignore rules that excluded fetched
source trees under recipes/*/source/, local/recipes/kde/*/source/,
local/recipes/qt/*/source/, and vendor source trees.

Build artifacts (target/, build/, source.tar, *.o, *.so) remain excluded.

127291 files added — kernel, relibc, base, bootloader, pkgar, all KDE/Qt
frameworks, mesa, wayland, DRM drivers, and every other recipe source.
2026-05-14 10:55:53 +01:00

89 lines
2.9 KiB
C++

// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
#ifndef CUSTOMMATERIAL_H
#define CUSTOMMATERIAL_H
#include <QtQuick3DAssetUtils/private/qssgscenedesc_p.h>
#include <QtCore/qpointer.h>
QT_BEGIN_NAMESPACE
class CustomMaterial
{
public:
struct Uniform
{
enum class Type
{
Bool,
Int,
Float,
Vec2,
Vec3,
Vec4,
Mat44,
Sampler,
Last
};
union {
bool b;
int i;
float f;
QVector2D vec2;
QVector3D vec3;
QVector4D vec4;
quintptr d;
};
Type type;
QByteArray name;
QMatrix4x4 m44;
QString imagePath;
};
using UniformTable = QList<Uniform>;
using TextureStore = QList<QImage *>;
struct Properties
{
QQuick3DCustomMaterial::CullMode cullMode { QQuick3DCustomMaterial::CullMode::BackFaceCulling };
QQuick3DCustomMaterial::DepthDrawMode depthDrawMode { QQuick3DCustomMaterial::DepthDrawMode::OpaqueOnlyDepthDraw };
QQuick3DCustomMaterial::ShadingMode shadingMode { QQuick3DCustomMaterial::ShadingMode::Shaded };
QQuick3DCustomMaterial::BlendMode sourceBlend { QQuick3DCustomMaterial::BlendMode::NoBlend };
QQuick3DCustomMaterial::BlendMode destinationBlend { QQuick3DCustomMaterial::BlendMode::NoBlend };
} properties;
struct Shaders
{
QUrl vert;
QUrl frag;
};
static void setUniform(QSSGSceneDesc::Material &material, const Uniform &uniform);
QPointer<QQuick3DCustomMaterial> create(QQuick3DNode &parent, const UniformTable &uniforms, const Properties &properties, const Shaders &shaders);
bool isValid() const;
friend QTextStream &operator<<(QTextStream &stream, const CustomMaterial &material)
{
using namespace QSSGSceneDesc;
const auto &scene = material.scene;
if (auto node = scene.root) {
Q_ASSERT(node->runtimeType == Material::RuntimeType::CustomMaterial);
writeQmlComponent(static_cast<const QSSGSceneDesc::Material &>(*node), stream);
}
return stream;
}
friend QDataStream &operator<<(QDataStream &stream, const CustomMaterial::Uniform &uniform) { return writeToDataStream(stream, uniform); }
friend QDataStream &operator>>(QDataStream &stream, CustomMaterial::Uniform &uniform) { return readFromDataStream(stream, uniform); }
private:
static QDataStream &readFromDataStream(QDataStream &stream, Uniform &uniform);
static QDataStream &writeToDataStream(QDataStream &stream, const Uniform &uniform);
static void writeQmlComponent(const QSSGSceneDesc::Material &material, QTextStream &stream);
QSSGSceneDesc::Scene scene;
};
QT_END_NAMESPACE
#endif // CUSTOMMATERIAL_H