diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2014-10-20 09:48:26 +0200 |
---|---|---|
committer | Paul Lemire <paul.lemire@kdab.com> | 2014-10-22 10:45:34 +0200 |
commit | 4be6e50f1af5520a989246035d3ed0ba6ab1bfd0 (patch) | |
tree | eb9384ace93f79137b4d10c37bc84eb18f4ae48a /src/render/backend | |
parent | 62f9d57d8e4e9dc77f3eceb9f9c8413998143ca5 (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.cpp | 8 | ||||
-rw-r--r-- | src/render/backend/rendereraspect.cpp | 2 | ||||
-rw-r--r-- | src/render/backend/renderrenderpass.cpp | 10 | ||||
-rw-r--r-- | src/render/backend/renderrenderpass_p.h | 8 | ||||
-rw-r--r-- | src/render/backend/renderview.cpp | 10 |
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(); |