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authorPaul Lemire <paul.lemire@kdab.com>2014-10-20 09:48:26 +0200
committerPaul Lemire <paul.lemire@kdab.com>2014-10-22 10:45:34 +0200
commit4be6e50f1af5520a989246035d3ed0ba6ab1bfd0 (patch)
treeeb9384ace93f79137b4d10c37bc84eb18f4ae48a /src/render/backend
parent62f9d57d8e4e9dc77f3eceb9f9c8413998143ca5 (diff)
QParameterMapper: renamed to QParameterMapping
Change-Id: I2137a22bdf35979ef300820a613db7d7bdc647e0 Task-number: QTBUG-41535 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/backend')
-rw-r--r--src/render/backend/renderer.cpp8
-rw-r--r--src/render/backend/rendereraspect.cpp2
-rw-r--r--src/render/backend/renderrenderpass.cpp10
-rw-r--r--src/render/backend/renderrenderpass_p.h8
-rw-r--r--src/render/backend/renderview.cpp10
5 files changed, 19 insertions, 19 deletions
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp
index 5d0b462d9..c8e858237 100644
--- a/src/render/backend/renderer.cpp
+++ b/src/render/backend/renderer.cpp
@@ -49,7 +49,7 @@
#include <Qt3DRenderer/qmaterial.h>
#include <Qt3DRenderer/qmesh.h>
-#include <Qt3DRenderer/qparametermapper.h>
+#include <Qt3DRenderer/qparametermapping.h>
#include <Qt3DRenderer/qrenderpass.h>
#include <Qt3DRenderer/qshaderprogram.h>
#include <Qt3DRenderer/qtechnique.h>
@@ -177,18 +177,18 @@ void Renderer::buildDefaultTechnique()
// diffuse lighting uniforms
QParameter* lightPos = new QParameter(QStringLiteral("lightPos"), QVector4D(10.0f, 10.0f, 0.0f, 1.0f));
m_defaultTechnique->addParameter(lightPos);
- basicPass->addBinding(new QParameterMapper(QStringLiteral("lightPos"), QStringLiteral("lightPosition"), QParameterMapper::Uniform));
+ basicPass->addBinding(new QParameterMapping(QStringLiteral("lightPos"), QStringLiteral("lightPosition"), QParameterMapping::Uniform));
QParameter* lightIntensity = new QParameter(QStringLiteral("lightIntensity"), QVector3D(0.5f, 0.5f, 0.5f));
m_defaultTechnique->addParameter(lightIntensity);
QParameter* kd = new QParameter(QStringLiteral("diffuse"), QVector3D(1.0f, 0.5f, 0.0f));
m_defaultTechnique->addParameter(kd);
- basicPass->addBinding(new QParameterMapper(QStringLiteral("diffuse"), QStringLiteral("kd"), QParameterMapper::Uniform));
+ basicPass->addBinding(new QParameterMapping(QStringLiteral("diffuse"), QStringLiteral("kd"), QParameterMapping::Uniform));
QParameter* ka = new QParameter(QStringLiteral("ambient"), QVector3D(0.2f, 0.2f, 0.2f));
m_defaultTechnique->addParameter(ka);
- basicPass->addBinding(new QParameterMapper(QStringLiteral("ambient"), QStringLiteral("ka"), QParameterMapper::Uniform));
+ basicPass->addBinding(new QParameterMapping(QStringLiteral("ambient"), QStringLiteral("ka"), QParameterMapping::Uniform));
}
diff --git a/src/render/backend/rendereraspect.cpp b/src/render/backend/rendereraspect.cpp
index f555f0257..1dd05af59 100644
--- a/src/render/backend/rendereraspect.cpp
+++ b/src/render/backend/rendereraspect.cpp
@@ -55,7 +55,7 @@
#include <Qt3DRenderer/qmaterial.h>
#include <Qt3DRenderer/qmesh.h>
#include <Qt3DRenderer/qparameter.h>
-#include <Qt3DRenderer/qparametermapper.h>
+#include <Qt3DRenderer/qparametermapping.h>
#include <Qt3DRenderer/qrenderpassfilter.h>
#include <Qt3DRenderer/qrendertargetselector.h>
#include <Qt3DRenderer/qtechniquefilter.h>
diff --git a/src/render/backend/renderrenderpass.cpp b/src/render/backend/renderrenderpass.cpp
index 8ecacce39..dd4a761cc 100644
--- a/src/render/backend/renderrenderpass.cpp
+++ b/src/render/backend/renderrenderpass.cpp
@@ -42,7 +42,7 @@
#include "renderrenderpass_p.h"
#include <Qt3DRenderer/private/renderannotation_p.h>
-#include <Qt3DRenderer/qparametermapper.h>
+#include <Qt3DRenderer/qparametermapping.h>
#include <Qt3DRenderer/qrenderstate.h>
#include <Qt3DRenderer/qrenderpass.h>
@@ -76,7 +76,7 @@ void RenderRenderPass::updateFromPeer(QNode *peer)
m_shaderUuid = pass->shaderProgram()->uuid();
// The RenderPass clones frontend bindings in case the frontend ever removes them
// TO DO: We probably need a QParameterMapper manager
- Q_FOREACH (QParameterMapper *binding, pass->bindings())
+ Q_FOREACH (QParameterMapping *binding, pass->bindings())
appendBinding(binding);
Q_FOREACH (QAnnotation *c, pass->annotations())
appendAnnotation(c->uuid());
@@ -97,7 +97,7 @@ void RenderRenderPass::sceneChangeEvent(const QSceneChangePtr &e)
m_shaderUuid = propertyChange->value().toUuid();
}
else if (propertyChange->propertyName() == QByteArrayLiteral("binding")) {
- appendBinding(propertyChange->value().value<QParameterMapper *>());
+ appendBinding(propertyChange->value().value<QParameterMapping *>());
}
else if (propertyChange->propertyName() == QByteArrayLiteral("renderState")) {
appendRenderState(propertyChange->value().value<QRenderState *>());
@@ -131,7 +131,7 @@ QUuid RenderRenderPass::shaderProgram() const
return m_shaderUuid;
}
-QList<QParameterMapper *> RenderRenderPass::bindings() const
+QList<QParameterMapping *> RenderRenderPass::bindings() const
{
return m_bindings.values();
}
@@ -157,7 +157,7 @@ void RenderRenderPass::removeAnnotation(const QUuid &annotationId)
m_annotationList.removeOne(annotationId);
}
-void RenderRenderPass::appendBinding(QParameterMapper *binding)
+void RenderRenderPass::appendBinding(QParameterMapping *binding)
{
if (!m_bindings.contains(binding->uuid()))
m_bindings[binding->uuid()] = binding;
diff --git a/src/render/backend/renderrenderpass_p.h b/src/render/backend/renderrenderpass_p.h
index 34c66ba08..65bd6c2e1 100644
--- a/src/render/backend/renderrenderpass_p.h
+++ b/src/render/backend/renderrenderpass_p.h
@@ -54,7 +54,7 @@ namespace Qt3D {
class QRenderPass;
class QAbstractShader;
-class QParameterMapper;
+class QParameterMapping;
class QAnnotation;
class QRenderState;
@@ -72,14 +72,14 @@ public:
void updateFromPeer(QNode *peer) Q_DECL_OVERRIDE;
void sceneChangeEvent(const QSceneChangePtr &e) Q_DECL_OVERRIDE;
QUuid shaderProgram() const;
- QList<QParameterMapper *> bindings() const;
+ QList<QParameterMapping *> bindings() const;
QList<QUuid> annotations() const;
QList<QRenderState *> renderStates() const;
void appendAnnotation(const QUuid &criterionId);
void removeAnnotation(const QUuid &criterionId);
- void appendBinding(QParameterMapper *binding);
+ void appendBinding(QParameterMapping *binding);
void removeBinding(const QUuid &bindingId);
void appendRenderState(QRenderState *renderState);
@@ -87,7 +87,7 @@ public:
private:
QUuid m_shaderUuid;
- QHash<QUuid, QParameterMapper *> m_bindings;
+ QHash<QUuid, QParameterMapping *> m_bindings;
QHash<QUuid, QRenderState *> m_renderStates;
QList<QUuid> m_annotationList;
};
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp
index c9d859311..02c6a9130 100644
--- a/src/render/backend/renderview.cpp
+++ b/src/render/backend/renderview.cpp
@@ -53,7 +53,6 @@
#include <Qt3DRenderer/private/qmeshdata_p.h>
#include <Qt3DRenderer/private/meshdatamanager_p.h>
#include <Qt3DRenderer/private/qparameter_p.h>
-#include <Qt3DRenderer/private/qparametermapper_p.h>
#include <Qt3DRenderer/private/rendercameralens_p.h>
#include <Qt3DRenderer/private/rendercommand_p.h>
#include <Qt3DRenderer/private/rendereffect_p.h>
@@ -70,6 +69,7 @@
#include <Qt3DRenderer/private/sortmethod_p.h>
#include <Qt3DRenderer/sphere.h>
+#include <Qt3DRenderer/qparametermapping.h>
#include <Qt3DRenderer/qalphatest.h>
#include <Qt3DRenderer/qblendequation.h>
#include <Qt3DRenderer/qblendstate.h>
@@ -693,17 +693,17 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, RenderRenderPass *
}
// Set uniforms and attributes explicitly binded
- Q_FOREACH (QParameterMapper *binding, rPass->bindings()) {
+ Q_FOREACH (QParameterMapping *binding, rPass->bindings()) {
if (!parameters.contains(binding->parameterName())) {
- if (binding->bindingType() == QParameterMapper::Attribute
+ if (binding->bindingType() == QParameterMapping::Attribute
&& attributeNames.contains(binding->shaderVariableName()))
command->m_parameterAttributeToShaderNames.insert(binding->parameterName(), binding->shaderVariableName());
- else if (binding->bindingType() == QParameterMapper::StandardUniform
+ else if (binding->bindingType() == QParameterMapping::StandardUniform
&& uniformNames.contains(binding->shaderVariableName())
&& m_standardUniformSetters.contains(binding->parameterName()))
command->m_uniforms.setUniform(binding->shaderVariableName(),
(this->*m_standardUniformSetters[binding->parameterName()])(worldTransform));
- else if (binding->bindingType() == QParameterMapper::FragmentOutput && fragOutputs.contains(binding->parameterName()))
+ else if (binding->bindingType() == QParameterMapping::FragmentOutput && fragOutputs.contains(binding->parameterName()))
fragOutputs.insert(binding->shaderVariableName(), fragOutputs.take(binding->parameterName()));
else
qCWarning(Render::Backend) << Q_FUNC_INFO << "Trying to bind a Parameter that hasn't been defined " << binding->parameterName();