// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qnodraw.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! \class Qt3DRender::QNoDraw \inmodule Qt3DRender \brief When a Qt3DRender::QNoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive. Qt3DRender::QNoDraw should be used when the FrameGraph needs to set up some render states or clear some buffers without requiring any mesh to be drawn. It has the same effect as having a Qt3DRender::QRenderPassFilter that matches none of available Qt3DRender::QRenderPass instances of the scene without the overhead cost of actually performing the filtering. When disabled, a Qt3DRender::QNoDraw node won't prevent the scene from being rendered. Toggling the enabled property is therefore a way to make a Qt3DRender::QNoDraw active or inactive. Qt3DRender::QNoDraw is usually used as a child of a Qt3DRendeR::QClearBuffers node to prevent from drawing the scene when there are multiple render passes. \code Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport(); Qt3DRender::QCameraSelector *cameraSelector = new Qt3DRender::QCameraSelector(viewport); Qt3DRender::QClearBuffers *clearBuffers = new Qt3DRender::QClearBuffers(cameraSelector); clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer); Qt3DRender::QNoDraw *noDraw = new Qt3DRender::QNoDraw(clearBuffers); Qt3DRender::QRenderPassFilter *mainPass = new Qt3DRender::QRenderPassFilter(cameraSelector); .... Qt3DRender::QRenderPassFilter *previewPass = new Qt3DRender::QRenderPassFilter(cameraSelector); .... \endcode \since 5.5 */ /*! \qmltype NoDraw \nativetype Qt3DRender::QNoDraw \inherits FrameGraphNode \inqmlmodule Qt3D.Render \since 5.5 \brief When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive. NoDraw should be used when the FrameGraph needs to set up some render states or clear some buffers without requiring any mesh to be drawn. It has the same effect as having a Qt3DRender::QRenderPassFilter that matches none of available Qt3DRender::QRenderPass instances of the scene without the overhead cost of actually performing the filtering. When disabled, a NoDraw node won't prevent the scene from being rendered. Toggling the enabled property is therefore a way to make a NoDraw active or inactive. NoDraw is usually used as a child of a ClearBuffers node to prevent from drawing the scene when there are multiple render passes. \code Viewport { CameraSelector { ClearBuffers { buffers: ClearBuffers.ColorDepthBuffer NoDraw { } // Prevents from drawing anything } RenderPassFilter { ... } RenderPassFilter { ... } } } \endcode */ /*! The constructor creates an instance with the specified \a parent. */ QNoDraw::QNoDraw(QNode *parent) : QFrameGraphNode(parent) { } /*! \internal */ QNoDraw::~QNoDraw() { } } // namespace Qt3DRender QT_END_NAMESPACE #include "moc_qnodraw.cpp"