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authorSean Harmer <sean.harmer@kdab.com>2015-09-18 15:46:22 +0100
committerPaul Lemire <paul.lemire@kdab.com>2015-10-13 12:12:58 +0000
commit9ecf6ab9f8a59058a1171df47e837f5d2a1a9c1b (patch)
tree45ce990c7fdebaee75b614e9924a4edc08076d83 /src/render/materialsystem/qrenderpass.cpp
parent6eabacd020f61da647acd9e544111e028a6af188 (diff)
Move material system into own directory
Change-Id: Iddc3a5d41dc0aff858d8bc3c5b2f7982bd693d00 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/materialsystem/qrenderpass.cpp')
-rw-r--r--src/render/materialsystem/qrenderpass.cpp319
1 files changed, 319 insertions, 0 deletions
diff --git a/src/render/materialsystem/qrenderpass.cpp b/src/render/materialsystem/qrenderpass.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qrenderpass.h"
+#include "qrenderpass_p.h"
+#include "qparameter.h"
+#include "qannotation.h"
+#include "qparametermapping.h"
+#include "qscenepropertychange.h"
+#include "qrenderstate.h"
+#include "private/qnode_p.h"
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3D;
+
+namespace Qt3DRender {
+
+/*!
+ \class Qt3DRender::QRenderPassPrivate
+ \internal
+*/
+QRenderPassPrivate::QRenderPassPrivate()
+ : QNodePrivate()
+ , m_shader(Q_NULLPTR)
+{
+}
+
+void QRenderPass::copy(const QNode *ref)
+{
+ QNode::copy(ref);
+ const QRenderPass *other = static_cast<const QRenderPass*>(ref);
+ d_func()->m_shader = qobject_cast<QShaderProgram *>(QNode::clone(other->d_func()->m_shader));
+
+ Q_FOREACH (QAnnotation *crit, other->d_func()->m_annotationList)
+ addAnnotation(qobject_cast<QAnnotation *>(QNode::clone(crit)));
+ Q_FOREACH (QParameterMapping *binding, other->d_func()->m_bindings)
+ addBinding(qobject_cast<QParameterMapping *>(QNode::clone(binding)));
+ Q_FOREACH (QRenderState *renderState, other->d_func()->m_renderStates)
+ addRenderState(qobject_cast<QRenderState *>(QNode::clone(renderState)));
+}
+
+QRenderPass::QRenderPass(QNode *parent)
+ : QNode(*new QRenderPassPrivate, parent)
+{
+}
+
+QRenderPass::~QRenderPass()
+{
+ QNode::cleanup();
+}
+
+/*! \internal */
+QRenderPass::QRenderPass(QRenderPassPrivate &dd, QNode *parent)
+ : QNode(dd, parent)
+{
+}
+
+ParameterList QRenderPass::attributes() const
+{
+ Q_D(const QRenderPass);
+ return d->m_attributes;
+}
+
+ParameterList QRenderPass::uniforms() const
+{
+ Q_D(const QRenderPass);
+ return d->m_uniforms;
+}
+
+/*!
+ * Sets the pass's \a shaderProgram. This posts a ComponentUpdated
+ * QScenePropertyChange to the QChangeArbiter. The value is set to
+ * the \a ShaderProgram and the property name to "shaderProgram".
+ */
+void QRenderPass::setShaderProgram(QShaderProgram *shaderProgram)
+{
+ Q_D(QRenderPass);
+ if (d->m_shader != shaderProgram) {
+
+ if (d->m_shader != Q_NULLPTR && d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr e(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ e->setPropertyName("shaderProgram");
+ e->setValue(QVariant::fromValue(d->m_shader->id()));
+ d->notifyObservers(e);
+ }
+
+ d->m_shader = shaderProgram;
+ emit shaderProgramChanged();
+
+ // We need to add it as a child of the current node if it has been declared inline
+ // Or not previously added as a child of the current node so that
+ // 1) The backend gets notified about it's creation
+ // 2) When the current node is destroyed, it gets destroyed as well
+ if (!shaderProgram->parent())
+ shaderProgram->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr e(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ e->setPropertyName("shaderProgram");
+ e->setValue(QVariant::fromValue(shaderProgram->id()));
+ d->notifyObservers(e);
+ }
+ }
+}
+
+QShaderProgram *QRenderPass::shaderProgram() const
+{
+ Q_D(const QRenderPass);
+ return d->m_shader;
+}
+
+void QRenderPass::addAnnotation(QAnnotation *annotation)
+{
+ Q_D(QRenderPass);
+ if (!d->m_annotationList.contains(annotation)) {
+ d->m_annotationList.append(annotation);
+
+ // We need to add it as a child of the current node if it has been declared inline
+ // Or not previously added as a child of the current node so that
+ // 1) The backend gets notified about it's creation
+ // 2) When the current node is destroyed, it gets destroyed as well
+ if (!annotation->parent())
+ annotation->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ change->setPropertyName("annotation");
+ change->setValue(QVariant::fromValue(annotation->id()));
+ d->notifyObservers(change);
+ }
+ }
+}
+
+void QRenderPass::removeAnnotation(QAnnotation *annotation)
+{
+ Q_D(QRenderPass);
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ change->setPropertyName("annotation");
+ change->setValue(QVariant::fromValue(annotation->id()));
+ d->notifyObservers(change);
+ }
+ d->m_annotationList.removeOne(annotation);
+}
+
+QList<QAnnotation *> QRenderPass::annotations() const
+{
+ Q_D(const QRenderPass);
+ return d->m_annotationList;
+}
+
+void QRenderPass::addBinding(QParameterMapping *binding)
+{
+ Q_D(QRenderPass);
+ if (!d->m_bindings.contains(binding)) {
+ d->m_bindings.append(binding);
+
+ if (!binding->parent())
+ binding->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ change->setPropertyName("binding");
+ change->setValue(QVariant::fromValue(QNode::clone(binding)));
+ d->notifyObservers(change);
+ }
+ }
+}
+
+void QRenderPass::removeBinding(QParameterMapping *binding)
+{
+ Q_D(QRenderPass);
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ change->setPropertyName("binding");
+ change->setValue(QVariant::fromValue(binding->id()));
+ d->notifyObservers(change);
+ }
+ d->m_bindings.removeOne(binding);
+}
+
+QList<QParameterMapping *> QRenderPass::bindings() const
+{
+ Q_D(const QRenderPass);
+ return d->m_bindings;
+}
+
+/*!
+ * Adds a Qt3D::QRenderState \a state to the rendering pass. That implies that
+ * when the pass is executed at render time, the globally set render state will
+ * be modifed by the states defined locally by the Qt3DRender::QRenderPass.
+ *
+ * \note not defining any Qt3D::QRenderState in a pass will result in the pass using
+ * the globally set render state for a given FrameGraph branch execution path.
+ */
+void QRenderPass::addRenderState(QRenderState *state)
+{
+ Q_D(QRenderPass);
+
+ if (!d->m_renderStates.contains(state)) {
+ d->m_renderStates.append(state);
+
+ if (!state->parent())
+ state->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ change->setPropertyName("renderState");
+ change->setValue(QVariant::fromValue(QNodePtr(QNode::clone(state))));
+ d->notifyObservers(change);
+ }
+ }
+}
+
+/*!
+ * Removes \a state from the Qt3DRender::QRenderPass local render state.
+ */
+void QRenderPass::removeRenderState(QRenderState *state)
+{
+ Q_D(QRenderPass);
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ change->setPropertyName("renderState");
+ change->setValue(QVariant::fromValue(state->id()));
+ d->notifyObservers(change);
+ }
+ d->m_renderStates.removeOne(state);
+}
+
+/*!
+ * Returns the list of Qt3D::QRenderState state objects making up the render
+ * state of the Qt3DRender::QRenderPass.
+ */
+QList<QRenderState *> QRenderPass::renderStates() const
+{
+ Q_D(const QRenderPass);
+ return d->m_renderStates;
+}
+
+void QRenderPass::addParameter(QParameter *parameter)
+{
+ Q_D(QRenderPass);
+ if (!d->m_parameters.contains(parameter)) {
+ d->m_parameters.append(parameter);
+
+ // We need to add it as a child of the current node if it has been declared inline
+ // Or not previously added as a child of the current node so that
+ // 1) The backend gets notified about it's creation
+ // 2) When the current node is destroyed, the child parameters get destroyed as well
+ if (!parameter->parent())
+ parameter->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ change->setPropertyName("parameter");
+ change->setValue(QVariant::fromValue(parameter->id()));
+ d->notifyObservers(change);
+ }
+ }
+}
+
+void QRenderPass::removeParameter(QParameter *parameter)
+{
+ Q_D(QRenderPass);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ change->setPropertyName("parameter");
+ change->setValue(QVariant::fromValue(parameter->id()));
+ d->notifyObservers(change);
+ }
+ d->m_parameters.removeOne(parameter);
+}
+
+
+QList<QParameter *> QRenderPass::parameters() const
+{
+ Q_D(const QRenderPass);
+ return d->m_parameters;
+}
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE