/**************************************************************************** ** ** 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 "qrenderpass.h" #include "qrenderpass_p.h" #include "qparameter.h" #include "qannotation.h" #include "qparametermapping.h" #include "qscenepropertychange.h" #include "qrenderstate.h" #include "private/qnode_p.h" QT_BEGIN_NAMESPACE namespace Qt3D { QRenderPassPrivate::QRenderPassPrivate(QRenderPass *qq) : QNodePrivate(qq) , m_shader(Q_NULLPTR) { } void QRenderPass::copy(const QNode *ref) { QNode::copy(ref); const QRenderPass *other = static_cast(ref); d_func()->m_shader = qobject_cast(QNode::clone(other->d_func()->m_shader)); Q_FOREACH (QAnnotation *crit, other->d_func()->m_annotationList) addAnnotation(qobject_cast(QNode::clone(crit))); Q_FOREACH (QParameterMapping *binding, other->d_func()->m_bindings) addBinding(qobject_cast(QNode::clone(binding))); Q_FOREACH (QRenderState *renderState, other->d_func()->m_renderStates) addRenderState(qobject_cast(QNode::clone(renderState))); } QRenderPass::QRenderPass(QNode *parent) : QNode(*new QRenderPassPrivate(this), parent) { } QRenderPass::QRenderPass(QRenderPassPrivate &dd, QNode *parent) : QNode(dd, parent) { } ParameterList QRenderPass::attributes() const { Q_D(const QRenderPass); return d->m_attributes; } ParameterList QRenderPass::uniforms() const { Q_D(const QRenderPass); return d->m_uniforms; } /*! * Sets the pass's \a shaderProgram. This posts a ComponentUpdated * QScenePropertyChange to the QChangeArbiter. The value is set to * the \a ShaderProgram and the property name to "shaderProgram". */ void QRenderPass::setShaderProgram(QShaderProgram *shaderProgram) { Q_D(QRenderPass); if (d->m_shader != shaderProgram) { if (d->m_shader != Q_NULLPTR && d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr e(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); e->setPropertyName("shaderProgram"); e->setValue(QVariant::fromValue(d->m_shader->id())); d->notifyObservers(e); } d->m_shader = shaderProgram; emit shaderProgramChanged(); // 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 (!shaderProgram->parent()) shaderProgram->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr e(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); e->setPropertyName("shaderProgram"); e->setValue(QVariant::fromValue(shaderProgram->id())); d->notifyObservers(e); } } } QShaderProgram *QRenderPass::shaderProgram() const { Q_D(const QRenderPass); return d->m_shader; } void QRenderPass::addAnnotation(QAnnotation *annotation) { Q_D(QRenderPass); if (!d->m_annotationList.contains(annotation)) { d->m_annotationList.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 change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); change->setPropertyName("annotation"); change->setValue(QVariant::fromValue(annotation->id())); d->notifyObservers(change); } } } void QRenderPass::removeAnnotation(QAnnotation *annotation) { Q_D(QRenderPass); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); change->setPropertyName("annotation"); change->setValue(QVariant::fromValue(annotation->id())); d->notifyObservers(change); } d->m_annotationList.removeOne(annotation); } QList QRenderPass::annotations() const { Q_D(const QRenderPass); return d->m_annotationList; } void QRenderPass::addBinding(QParameterMapping *binding) { Q_D(QRenderPass); if (!d->m_bindings.contains(binding)) { d->m_bindings.append(binding); if (!binding->parent()) binding->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); change->setPropertyName("binding"); change->setValue(QVariant::fromValue(QNode::clone(binding))); d->notifyObservers(change); } } } void QRenderPass::removeBinding(QParameterMapping *binding) { Q_D(QRenderPass); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); change->setPropertyName("binding"); change->setValue(QVariant::fromValue(binding->id())); d->notifyObservers(change); } d->m_bindings.removeOne(binding); } QList QRenderPass::bindings() const { Q_D(const QRenderPass); return d->m_bindings; } void QRenderPass::addRenderState(QRenderState *state) { Q_D(QRenderPass); if (!d->m_renderStates.contains(state)) { d->m_renderStates.append(state); if (!state->parent()) state->setParent(this); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id())); change->setPropertyName("renderState"); change->setValue(QVariant::fromValue(QNode::clone(state))); d->notifyObservers(change); } } } void QRenderPass::removeRenderState(QRenderState *state) { Q_D(QRenderPass); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeRemoved, QSceneChange::Node, id())); change->setPropertyName("renderState"); change->setValue(QVariant::fromValue(state->id())); d->notifyObservers(change); } d->m_renderStates.removeOne(state); } QList QRenderPass::renderStates() const { Q_D(const QRenderPass); return d->m_renderStates; } } // namespace Qt3D QT_END_NAMESPACE