/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "quick3dtechnique_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace Quick { Quick3DTechnique::Quick3DTechnique(QObject *parent) : QObject(parent) { } QQmlListProperty Quick3DTechnique::renderPassList() { return QQmlListProperty(this, 0, &Quick3DTechnique::appendRenderPass, &Quick3DTechnique::renderPassCount, &Quick3DTechnique::renderPassAt, &Quick3DTechnique::clearRenderPasses); } QQmlListProperty Quick3DTechnique::parameterList() { return QQmlListProperty(this, 0, &Quick3DTechnique::appendParameter, &Quick3DTechnique::parametersCount, &Quick3DTechnique::parameterAt, &Quick3DTechnique::clearParameterList); } void Quick3DTechnique::appendParameter(QQmlListProperty *list, QParameter *param) { Quick3DTechnique *technique = qobject_cast(list->object); technique->parentTechnique()->addParameter(param); } QParameter *Quick3DTechnique::parameterAt(QQmlListProperty *list, int index) { Quick3DTechnique *technique = qobject_cast(list->object); return technique->parentTechnique()->parameters().at(index); } int Quick3DTechnique::parametersCount(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); return technique->parentTechnique()->parameters().count(); } void Quick3DTechnique::clearParameterList(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); const auto parameters = technique->parentTechnique()->parameters(); for (QParameter *p : parameters) technique->parentTechnique()->removeParameter(p); } void Quick3DTechnique::appendRenderPass(QQmlListProperty *list, QRenderPass *renderPass) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) { technique->parentTechnique()->addRenderPass(renderPass); } } QRenderPass *Quick3DTechnique::renderPassAt(QQmlListProperty *list, int index) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) return qobject_cast(technique->parentTechnique()->renderPasses().at(index)); return 0; } int Quick3DTechnique::renderPassCount(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) return technique->parentTechnique()->renderPasses().size(); return 0; } void Quick3DTechnique::clearRenderPasses(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) { const auto passes = technique->parentTechnique()->renderPasses(); for (QRenderPass *pass : passes) technique->parentTechnique()->removeRenderPass(pass); } } QQmlListProperty Quick3DTechnique::filterKeyList() { return QQmlListProperty(this, 0, &Quick3DTechnique::appendFilterKey, &Quick3DTechnique::filterKeyCount, &Quick3DTechnique::filterKeyAt, &Quick3DTechnique::clearFilterKeyList); } void Quick3DTechnique::appendFilterKey(QQmlListProperty *list, QFilterKey *filterKey) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) { if (!filterKey->parent()) filterKey->setParent(technique->parentTechnique()); technique->parentTechnique()->addFilterKey(filterKey); } } QFilterKey *Quick3DTechnique::filterKeyAt(QQmlListProperty *list, int index) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) return technique->parentTechnique()->filterKeys().at(index); return 0; } int Quick3DTechnique::filterKeyCount(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) return technique->parentTechnique()->filterKeys().size(); return 0; } void Quick3DTechnique::clearFilterKeyList(QQmlListProperty *list) { Quick3DTechnique *technique = qobject_cast(list->object); if (technique) { const auto keys = technique->parentTechnique()->filterKeys(); for (QFilterKey *a : keys) technique->parentTechnique()->removeFilterKey(a); } } } // namespace Quick } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE