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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 "qtechnique.h"
+#include "qtechnique_p.h"
+#include "qparameter.h"
+#include "qopenglfilter.h"
+#include <Qt3DCore/qscenepropertychange.h>
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3D;
+
+namespace Qt3DRender {
+
+/*!
+ \class Qt3DRender::QTechniquePrivate
+ \internal
+*/
+QTechniquePrivate::QTechniquePrivate()
+ : QNodePrivate()
+{
+}
+
+QTechniquePrivate::~QTechniquePrivate()
+{
+}
+
+QTechnique::QTechnique(QNode *parent)
+ : QNode(*new QTechniquePrivate, parent)
+{
+ Q_D(QTechnique);
+ QObject::connect(&d->m_openGLFilter, SIGNAL(openGLFilterChanged()), this, SLOT(_q_openGLFilterChanged()));
+}
+
+QTechnique::~QTechnique()
+{
+ QNode::cleanup();
+}
+
+/*! \internal */
+QTechnique::QTechnique(QTechniquePrivate &dd, QNode *parent)
+ : QNode(dd, parent)
+{
+ Q_D(QTechnique);
+ QObject::connect(&d->m_openGLFilter, SIGNAL(openGLFilterChanged()), this, SLOT(_q_openGLFilterChanged()));
+}
+
+void QTechnique::copy(const QNode *ref)
+{
+ QNode::copy(ref);
+ const QTechnique *tech = static_cast<const QTechnique*>(ref);
+ d_func()->m_openGLFilter.copy(tech->d_func()->m_openGLFilter);
+
+ Q_FOREACH (QAnnotation *annotation, tech->d_func()->m_annotationList)
+ addAnnotation(qobject_cast<QAnnotation *>(QNode::clone(annotation)));
+ Q_FOREACH (QRenderPass *pass, tech->d_func()->m_renderPasses)
+ addPass(qobject_cast<QRenderPass *>(QNode::clone(pass)));
+ Q_FOREACH (QParameter *p, tech->d_func()->m_parameters)
+ addParameter(qobject_cast<QParameter *>(QNode::clone(p)));
+}
+
+void QTechniquePrivate::_q_openGLFilterChanged()
+{
+ if (m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeUpdated, QSceneChange::Node, m_id));
+ change->setPropertyName("openGLFilter");
+ QOpenGLFilter *clone = new QOpenGLFilter();
+ clone->copy(m_openGLFilter);
+ change->setValue(QVariant::fromValue(clone));
+ notifyObservers(change);
+ }
+}
+
+void QTechnique::addAnnotation(QAnnotation *criterion)
+{
+ Q_D(QTechnique);
+ if (!d->m_annotationList.contains(criterion)) {
+ d->m_annotationList.append(criterion);
+
+ // 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 (!criterion->parent())
+ criterion->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ change->setPropertyName("annotation");
+ change->setValue(QVariant::fromValue(criterion->id()));
+ d->notifyObservers(change);
+ }
+ }
+}
+
+void QTechnique::removeAnnotation(QAnnotation *criterion)
+{
+ Q_D(QTechnique);
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ change->setPropertyName("annotation");
+ change->setValue(QVariant::fromValue(criterion->id()));
+ d->notifyObservers(change);
+ }
+ d->m_annotationList.removeOne(criterion);
+}
+
+QList<QAnnotation *> QTechnique::annotations() const
+{
+ Q_D(const QTechnique);
+ return d->m_annotationList;
+}
+
+void QTechnique::addParameter(QParameter *parameter)
+{
+ Q_D(QTechnique);
+ 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 QTechnique::removeParameter(QParameter *parameter)
+{
+ Q_D(QTechnique);
+
+ 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);
+}
+
+/*!
+ * Appends a \a pass to the technique. This posts a ComponentAdded
+ * QScenePropertyChange notification to the QChangeArbiter with the
+ * value being the \a pass and the property name being "pass".
+ */
+void QTechnique::addPass(QRenderPass *pass)
+{
+ Q_D(QTechnique);
+ if (!d->m_renderPasses.contains(pass)) {
+ d->m_renderPasses.append(pass);
+
+ // 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 (!pass->parent())
+ pass->setParent(this);
+
+ if (d->m_changeArbiter != Q_NULLPTR) {
+ QScenePropertyChangePtr e(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
+ e->setPropertyName("pass");
+ e->setValue(QVariant::fromValue(pass->id()));
+ d->notifyObservers(e);
+ }
+ }
+}
+
+/*!
+ * Removes a \a pass from the technique. This posts a ComponentRemoved
+ * QScenePropertyChange notification to the QChangeArbiter with the value
+ * being the id of \a pass and the property name being "pass".
+ */
+void QTechnique::removePass(QRenderPass *pass)
+{
+ Q_D(QTechnique);
+ if (d->m_changeArbiter) {
+ QScenePropertyChangePtr e(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id()));
+ e->setPropertyName("pass");
+ e->setValue(QVariant::fromValue(pass->id()));
+ d->notifyObservers(e);
+ }
+ d->m_renderPasses.removeOne(pass);
+}
+
+/*!
+ * Returns the list of render passes contained in the technique.
+ */
+QList<QRenderPass *> QTechnique::renderPasses() const
+{
+ Q_D(const QTechnique);
+ return d->m_renderPasses;
+}
+
+QList<QParameter *> QTechnique::parameters() const
+{
+ Q_D(const QTechnique);
+ return d->m_parameters;
+}
+
+QOpenGLFilter *QTechnique::openGLFilter()
+{
+ Q_D(QTechnique);
+ return &d->m_openGLFilter;
+}
+
+} // of namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#include "moc_qtechnique.cpp"