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author | Sean Harmer <sean.harmer@kdab.com> | 2015-09-18 15:46:22 +0100 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2015-10-13 12:12:58 +0000 |
commit | 9ecf6ab9f8a59058a1171df47e837f5d2a1a9c1b (patch) | |
tree | 45ce990c7fdebaee75b614e9924a4edc08076d83 /src/render/materialsystem/renderpass.cpp | |
parent | 6eabacd020f61da647acd9e544111e028a6af188 (diff) |
Move material system into own directory
Change-Id: Iddc3a5d41dc0aff858d8bc3c5b2f7982bd693d00
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/materialsystem/renderpass.cpp')
-rw-r--r-- | src/render/materialsystem/renderpass.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/src/render/materialsystem/renderpass.cpp b/src/render/materialsystem/renderpass.cpp new file mode 100644 index 000000000..b64b8682d --- /dev/null +++ b/src/render/materialsystem/renderpass.cpp @@ -0,0 +1,194 @@ +/**************************************************************************** +** +** 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 "renderpass_p.h" +#include <Qt3DRenderer/private/annotation_p.h> +#include <Qt3DRenderer/qparametermapping.h> +#include <Qt3DRenderer/qrenderstate.h> +#include <Qt3DRenderer/qrenderpass.h> +#include <Qt3DRenderer/qparameter.h> + +#include <Qt3DRenderer/private/renderstates_p.h> +#include <Qt3DRenderer/private/renderstateset_p.h> + +#include <Qt3DCore/qscenepropertychange.h> + +QT_BEGIN_NAMESPACE + +using namespace Qt3D; + +namespace Qt3DRender { +namespace Render { + +RenderPass::RenderPass() + : QBackendNode() +{ +} + +RenderPass::~RenderPass() +{ + cleanup(); +} + +void RenderPass::cleanup() +{ +} + +void RenderPass::updateFromPeer(Qt3D::QNode *peer) +{ + QRenderPass *pass = static_cast<QRenderPass *>(peer); + + m_parameterPack.clear(); + + if (pass->shaderProgram() != Q_NULLPTR) + m_shaderUuid = pass->shaderProgram()->id(); + // The RenderPass clones frontend bindings in case the frontend ever removes them + // TO DO: We probably need a QParameterMapper manager + Q_FOREACH (QParameterMapping *binding, pass->bindings()) + appendBinding(ParameterMapping(binding)); + Q_FOREACH (QAnnotation *c, pass->annotations()) + appendAnnotation(c->id()); + Q_FOREACH (QRenderState *renderState, pass->renderStates()) + appendRenderState(renderState->id(), RenderState::getOrCreateBackendState(renderState)); + Q_FOREACH (QParameter *p, pass->parameters()) + m_parameterPack.appendParameter(p->id()); +} + +void RenderPass::sceneChangeEvent(const Qt3D::QSceneChangePtr &e) +{ + QScenePropertyChangePtr propertyChange = qSharedPointerCast<QScenePropertyChange>(e); + switch (e->type()) { + + case NodeAdded: { + if (propertyChange->propertyName() == QByteArrayLiteral("annotation")) { + appendAnnotation(propertyChange->value().value<QNodeId>()); + } else if (propertyChange->propertyName() == QByteArrayLiteral("shaderProgram")) { + m_shaderUuid = propertyChange->value().value<QNodeId>(); + } else if (propertyChange->propertyName() == QByteArrayLiteral("binding")) { + appendBinding(ParameterMapping(propertyChange->value().value<QParameterMapping *>())); + } else if (propertyChange->propertyName() == QByteArrayLiteral("renderState")) { + QNodePtr nodePtr = propertyChange->value().value<QNodePtr>(); + QRenderState *renderState = static_cast<QRenderState *>(nodePtr.data()); + appendRenderState(renderState->id(), RenderState::getOrCreateBackendState(renderState)); + } else if (propertyChange->propertyName() == QByteArrayLiteral("parameter")) { + m_parameterPack.appendParameter(propertyChange->value().value<QNodeId>()); + } + break; + } + + case NodeRemoved: { + if (propertyChange->propertyName() == QByteArrayLiteral("annotation")) { + removeAnnotation(propertyChange->value().value<QNodeId>()); + } else if (propertyChange->propertyName() == QByteArrayLiteral("shaderProgram")) { + m_shaderUuid = QNodeId(); + } else if (propertyChange->propertyName() == QByteArrayLiteral("binding")) { + removeBinding(propertyChange->value().value<QNodeId>()); + } else if (propertyChange->propertyName() == QByteArrayLiteral("renderState")) { + removeRenderState(propertyChange->value().value<QNodeId>()); + } else if (propertyChange->propertyName() == QByteArrayLiteral("parameter")) { + m_parameterPack.removeParameter(propertyChange->value().value<QNodeId>()); + } + break; + } + + default: + break; + } +} + +Qt3D::QNodeId RenderPass::shaderProgram() const +{ + return m_shaderUuid; +} + +QList<ParameterMapping> RenderPass::bindings() const +{ + return m_bindings.values(); +} + +QList<Qt3D::QNodeId> RenderPass::annotations() const +{ + return m_annotationList; +} + +QList<RenderState *> RenderPass::renderStates() const +{ + return m_renderStates.values(); +} + +QList<Qt3D::QNodeId> RenderPass::parameters() const +{ + return m_parameterPack.parameters(); +} + +void RenderPass::appendAnnotation(const Qt3D::QNodeId &annotationId) +{ + if (!m_annotationList.contains(annotationId)) + m_annotationList.append(annotationId); +} + +void RenderPass::removeAnnotation(const Qt3D::QNodeId &annotationId) +{ + m_annotationList.removeOne(annotationId); +} + +void RenderPass::appendBinding(const ParameterMapping &binding) +{ + if (!m_bindings.contains(binding.id())) + m_bindings[binding.id()] = binding; +} + +void RenderPass::removeBinding(const Qt3D::QNodeId &bindingId) +{ + m_bindings.remove(bindingId); +} + +void RenderPass::appendRenderState(const Qt3D::QNodeId &id, RenderState *renderState) +{ + if (!m_renderStates.contains(id)) + m_renderStates[id] = renderState; +} + +void RenderPass::removeRenderState(const Qt3D::QNodeId &renderStateId) +{ + m_renderStates.remove(renderStateId); +} + +} // namespace Render +} // namespace Qt3DRender + +QT_END_NAMESPACE |