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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.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 "shaderpropertyparser_p.h"
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace Render {
+
+namespace Quick {
+
+ShaderPropertyParser::ShaderPropertyParser()
+ : QQmlCustomParser(AcceptsAttachedProperties)
+{
+}
+
+void ShaderPropertyParser::verifyBindings(const QV4::CompiledData::Unit *qmlUnit,
+ const QList<const QV4::CompiledData::Binding *> &bindings)
+{
+ // TODO: Complete below when a proper Uniform API is defined
+ Q_FOREACH (const QV4::CompiledData::Binding *binding, bindings) {
+ QString propertyName = qmlUnit->stringAt(binding->propertyNameIndex);
+ qDebug() << Q_FUNC_INFO << "propertyName " << propertyName;
+
+ if (binding->type == QV4::CompiledData::Binding::Type_Object) {
+ qDebug() << Q_FUNC_INFO << "Object property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_AttachedProperty) {
+ qDebug() << Q_FUNC_INFO << "Attached property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_GroupProperty) {
+ qDebug() << Q_FUNC_INFO << "Group property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_String) {
+ qDebug() << Q_FUNC_INFO << "String property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_Boolean) {
+ qDebug() << Q_FUNC_INFO << "Boolean property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_Number) {
+ qDebug() << Q_FUNC_INFO << "Number property";
+ }
+ else if (binding->type >= QV4::CompiledData::Binding::Type_Script) {
+ qDebug() << Q_FUNC_INFO << "Script property";
+ }
+ }
+}
+
+void ShaderPropertyParser::applyBindings(QObject *, QQmlCompiledData *, const QList<const QV4::CompiledData::Binding *> &)
+{
+ // TODO: Implement me
+}
+
+} // Quick
+
+} // namespace Render
+
+} // Qt3D
+
+QT_END_NAMESPACE