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<li class="level1"><a href="#public-types">Public Types</a></li>
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<h1 class="title">QSGMaterial Class</h1>
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<p>The <a href="qsgmaterial.html">QSGMaterial</a> class encapsulates rendering state for a shader program. <a href="#details">More...</a></p>
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<tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign"> <span class="preprocessor">#include <QSGMaterial></span>
</td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += quick</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherited By:</td><td class="memItemRight bottomAlign"> <p><a href="qsgflatcolormaterial.html">QSGFlatColorMaterial</a>, <a href="qsgopaquetexturematerial.html">QSGOpaqueTextureMaterial</a>, <a href="qsgsimplematerial.html">QSGSimpleMaterial</a>, and <a href="qsgvertexcolormaterial.html">QSGVertexColorMaterial</a></p>
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<li><a href="qsgmaterial-members.html">List of all members, including inherited members</a></li>
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<a name="public-types"></a>
<h2 id="public-types">Public Types</h2>
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<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#Flag-enum">Flag</a></b> { Blending, RequiresDeterminant, RequiresFullMatrixExceptTranslate, RequiresFullMatrix, CustomCompileStep }</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#Flag-enum">Flags</a></b></td></tr>
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<h2 id="public-functions">Public Functions</h2>
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<tr><td class="memItemLeft rightAlign topAlign"> virtual int </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#compare">compare</a></b>(const QSGMaterial *<i> other</i>) const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGMaterialShader * </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#createShader">createShader</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QSGMaterial::Flags </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#flags">flags</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#setFlag">setFlag</a></b>(Flags<i> flags</i>, bool<i> on</i> = true)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGMaterialType * </td><td class="memItemRight bottomAlign"><b><a href="qsgmaterial.html#type">type</a></b>() const = 0</td></tr>
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<h2 id="details">Detailed Description</h2>
<p>The <a href="qsgmaterial.html">QSGMaterial</a> class encapsulates rendering state for a shader program.</p>
<p>The <a href="qsgmaterial.html">QSGMaterial</a> API is very low-level. A more convenient API, which provides almost all the same features, is available through <a href="qsgsimplematerialshader.html">QSGSimpleMaterialShader</a>.</p>
<p>The <a href="qsgmaterial.html">QSGMaterial</a> and <a href="qsgmaterialshader.html">QSGMaterialShader</a> subclasses form a tight relationship. For one scene graph (including nested graphs), there is one unique <a href="qsgmaterialshader.html">QSGMaterialShader</a> instance which encapsulates the QOpenGLShaderProgram the scene graph uses to render that material, such as a shader to flat coloring of geometry. Each <a href="qsggeometrynode.html">QSGGeometryNode</a> can have a unique <a href="qsgmaterial.html">QSGMaterial</a> containing the how the shader should be configured when drawing that node, such as the actual color to used to render the geometry.</p>
<p>The <a href="qsgmaterial.html">QSGMaterial</a> has two virtual functions that both need to be implemented. The function <a href="qsgmaterial.html#type">type</a>() should return a unique instance for all instances of a specific subclass. The <a href="qsgmaterial.html#createShader">createShader</a>() function should return a new instance of <a href="qsgmaterialshader.html">QSGMaterialShader</a>, specific to the subclass of <a href="qsgmaterial.html">QSGMaterial</a>.</p>
<p>A minimal <a href="qsgmaterial.html">QSGMaterial</a> implementation could look like this:</p>
<pre class="cpp"><span class="keyword">class</span> Material : <span class="keyword">public</span> <span class="type">QSGMaterial</span>
{
<span class="keyword">public</span>:
<span class="type"><a href="qsgmaterialtype.html">QSGMaterialType</a></span> <span class="operator">*</span>type() <span class="keyword">const</span> { <span class="keyword">static</span> <span class="type"><a href="qsgmaterialtype.html">QSGMaterialType</a></span> type; <span class="keyword">return</span> <span class="operator">&</span>type; }
<span class="type"><a href="qsgmaterialshader.html">QSGMaterialShader</a></span> <span class="operator">*</span>createShader() <span class="keyword">const</span> { <span class="keyword">return</span> <span class="keyword">new</span> Shader; }
};</pre>
<p><b>Note: </b>All classes with QSG prefix should be used solely on the scene graph's rendering thread. See <a href="qtquick-visualcanvas-scenegraph.html#scene-graph-and-rendering">Scene Graph and Rendering</a> for more information.</p></div>
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<div class="types">
<h2>Member Type Documentation</h2>
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<h3 class="flags" id="Flag-enum"><a name="Flag-enum"></a>enum QSGMaterial::<span class="name">Flag</span><br/>flags QSGMaterial::<span class="name">Flags</span></h3>
<div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><code>QSGMaterial::Blending</code></td><td class="topAlign"><code>0x0001</code></td><td class="topAlign">Set this flag to true if the material requires GL_BLEND to be enabled during rendering.</td></tr>
<tr><td class="topAlign"><code>QSGMaterial::RequiresDeterminant</code></td><td class="topAlign"><code>0x0002</code></td><td class="topAlign">Set this flag to true if the material relies on the determinant of the matrix of the geometry nodes for rendering.</td></tr>
<tr><td class="topAlign"><code>QSGMaterial::RequiresFullMatrixExceptTranslate</code></td><td class="topAlign"><code>0x0004 | RequiresDeterminant</code></td><td class="topAlign">Set this flag to true if the material relies on the full matrix of the geometry nodes for rendering, except the translation part.</td></tr>
<tr><td class="topAlign"><code>QSGMaterial::RequiresFullMatrix</code></td><td class="topAlign"><code>0x0008 | RequiresFullMatrixExceptTranslate</code></td><td class="topAlign">Set this flag to true if the material relies on the full matrix of the geometry nodes for rendering.</td></tr>
<tr><td class="topAlign"><code>QSGMaterial::CustomCompileStep</code></td><td class="topAlign"><code>0x0010</code></td><td class="topAlign">Starting with Qt 5.2, the scene graph will not always call</td></tr>
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<p><a href="qsgmaterialshader.html#compile">QSGMaterialShader::compile</a>() when its shader program is compiled and linked. Set this flag to enforce that the function is called.</p>
<p>The Flags type is a typedef for <a href="">QFlags</a><Flag>. It stores an OR combination of Flag values.</p>
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<h2>Member Function Documentation</h2>
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<h3 class="fn" id="compare"><a name="compare"></a><code>[virtual] </code><span class="type">int</span> QSGMaterial::<span class="name">compare</span>(const <span class="type">QSGMaterial</span> *<i> other</i>) const</h3>
<p>Compares this material to <i>other</i> and returns 0 if they are equal; -1 if this material should sort before <i>other</i> and 1 if <i>other</i> should sort before.</p>
<p>The scene graph can reorder geometry nodes to minimize state changes. The compare function is called during the sorting process so that the materials can be sorted to minimize state changes in each call to <a href="qsgmaterialshader.html#updateState">QSGMaterialShader::updateState</a>().</p>
<p>The this pointer and <i>other</i> is guaranteed to have the same <a href="qsgmaterial.html#type">type</a>().</p>
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<h3 class="fn" id="createShader"><a name="createShader"></a><code>[pure virtual] </code><span class="type"><a href="qsgmaterialshader.html">QSGMaterialShader</a></span> * QSGMaterial::<span class="name">createShader</span>() const</h3>
<p>This function returns a new instance of a the <a href="qsgmaterialshader.html">QSGMaterialShader</a> implementatation used to render geometry for a specific implementation of <a href="qsgmaterial.html">QSGMaterial</a>.</p>
<p>The function will be called only once for each material type that exists in the scene graph and will be cached internally.</p>
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<h3 class="fn" id="flags"><a name="flags"></a><span class="type"><a href="qsgmaterial.html#Flag-enum">QSGMaterial::Flags</a></span> QSGMaterial::<span class="name">flags</span>() const</h3>
<p>Returns the material's flags.</p>
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<h3 class="fn" id="setFlag"><a name="setFlag"></a><span class="type">void</span> QSGMaterial::<span class="name">setFlag</span>(<span class="type"><a href="qsgmaterial.html#Flag-enum">Flags</a></span><i> flags</i>, <span class="type">bool</span><i> on</i> = true)</h3>
<p>Sets the flags <i>flags</i> on this material if <i>on</i> is true; otherwise clears the attribute.</p>
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<h3 class="fn" id="type"><a name="type"></a><code>[pure virtual] </code><span class="type"><a href="qsgmaterialtype.html">QSGMaterialType</a></span> * QSGMaterial::<span class="name">type</span>() const</h3>
<p>This function is called by the scene graph to return a unique instance per subclass.</p>
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