/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qrenderpassfilter.h" #include "qrenderpassfilter_p.h" #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { /*! \class Qt3DRender::QRenderPassFilterPrivate \internal */ QRenderPassFilter::QRenderPassFilter(QNode *parent) : QFrameGraphNode(*new QRenderPassFilterPrivate, parent) {} QRenderPassFilter::~QRenderPassFilter() { QNode::cleanup(); } /*! \internal */ QRenderPassFilter::QRenderPassFilter(QRenderPassFilterPrivate &dd, QNode *parent) : QFrameGraphNode(dd, parent) { } QList QRenderPassFilter::includes() const { Q_D(const QRenderPassFilter); return d->m_includeList; } void QRenderPassFilter::addInclude(QAnnotation *annotation) { Q_D(QRenderPassFilter); if (!d->m_includeList.contains(annotation)) { d->m_includeList.append(annotation); // 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 (!annotation->parent()) annotation->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr propertyChange(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); propertyChange->setPropertyName("include"); propertyChange->setValue(QVariant::fromValue(annotation->id())); d->notifyObservers(propertyChange); } } } void QRenderPassFilter::removeInclude(QAnnotation *annotation) { Q_D(QRenderPassFilter); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr propertyChange(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); propertyChange->setPropertyName("include"); propertyChange->setValue(QVariant::fromValue(annotation->id())); d->notifyObservers(propertyChange); } d->m_includeList.removeOne(annotation); } void QRenderPassFilter::copy(const QNode *ref) { QFrameGraphNode::copy(ref); const QRenderPassFilter *other = static_cast(ref); Q_FOREACH (QAnnotation *c, other->d_func()->m_includeList) addInclude(qobject_cast(QNode::clone(c))); Q_FOREACH (QParameter *p, other->d_func()->m_parameters) addParameter(qobject_cast(QNode::clone(p))); } void QRenderPassFilter::addParameter(QParameter *parameter) { Q_D(QRenderPassFilter); 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 QRenderPassFilter::removeParameter(QParameter *parameter) { Q_D(QRenderPassFilter); 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); } QList QRenderPassFilter::parameters() const { Q_D(const QRenderPassFilter); return d->m_parameters; } } // namespace Qt3DRender QT_END_NAMESPACE