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// Copyright (C) 2019 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
#ifndef QT3DRENDER_RENDER_SHADERIMAGE_P_H
#define QT3DRENDER_RENDER_SHADERIMAGE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <Qt3DRender/private/backendnode_p.h>
#include <Qt3DRender/qshaderimage.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
class Q_AUTOTEST_EXPORT ShaderImage : public BackendNode
{
public:
ShaderImage();
void cleanup();
void syncFromFrontEnd(const Qt3DCore::QNode *frontEnd, bool firstTime) override;
Qt3DCore::QNodeId textureId() const { return m_textureId; }
int mipLevel() const { return m_mipLevel; }
int layer() const { return m_layer; }
bool layered() const { return m_layered; }
QShaderImage::Access access() const { return m_access; }
QShaderImage::ImageFormat format() const { return m_format; }
// For Unit Test purposes only
#ifdef QT_BUILD_INTERNAL
void setTextureId(Qt3DCore::QNodeId id) { m_textureId = id; }
void setMipLevel(int level) { m_mipLevel = level; }
void setLayer(int layer) { m_layer = layer; }
void setLayered(bool layered) { m_layered = layered; }
void setAccess(QShaderImage::Access access) { m_access = access; }
void setFormat(QShaderImage::ImageFormat format) { m_format = format; }
#endif
private:
Qt3DCore::QNodeId m_textureId;
int m_mipLevel;
int m_layer;
bool m_layered;
QShaderImage::Access m_access;
QShaderImage::ImageFormat m_format;
};
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_SHADERIMAGE_P_H
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