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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 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 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "renderpass.h"
+#include "technique.h"
+
+#include <QDebug>
+
+namespace Qt3D {
+
+RenderPass::RenderPass(Node *parent)
+ : Node(parent)
+ , m_name()
+ , m_shaderProgram(0)
+ , m_stateSet(0)
+{
+}
+
+void RenderPass::setName(const QString &name)
+{
+ if (name != m_name) {
+ m_name = name;
+ emit nameChanged();
+ }
+}
+
+QString RenderPass::name() const
+{
+ return m_name;
+}
+
+void RenderPass::setShaderProgram(Qt3D::ShaderProgram *shaderProgram)
+{
+ if (shaderProgram != m_shaderProgram) {
+ m_shaderProgram = shaderProgram;
+ emit shaderProgramChanged();
+ }
+}
+
+Qt3D::ShaderProgram *RenderPass::shaderProgram() const
+{
+ return m_shaderProgram;
+}
+
+void RenderPass::addUniformBinding(Parameter *param, QString glslUniformName)
+{
+ m_uniforms.append(param);
+ m_parameterNameDict[param->name()] = glslUniformName;
+}
+
+void RenderPass::addAttributeBinding(Parameter *param, QString glslAttributeName)
+{
+ m_attributes.append(param);
+ m_parameterNameDict[param->name()] = glslAttributeName;
+}
+
+QString RenderPass::glslNameForParameter(QString paramName) const
+{
+ return m_parameterNameDict.value(paramName);
+}
+
+ParameterList RenderPass::attributes() const
+{
+ return m_attributes;
+}
+
+ParameterList RenderPass::uniforms() const
+{
+ return m_uniforms;
+}
+
+void RenderPass::setStateSet(DrawStateSet *ss)
+{
+ m_stateSet = ss;
+}
+
+DrawStateSet *RenderPass::stateSet() const
+{
+ return m_stateSet;
+}
+
+} // of namespace Qt3D