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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 "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