/**************************************************************************** ** ** 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 #include QT_BEGIN_NAMESPACE namespace Qt3D { QTechniquePrivate::QTechniquePrivate(QTechnique *qq) : QNodePrivate(qq) { } QTechniquePrivate::~QTechniquePrivate() { } QTechnique::QTechnique(QNode *parent) : QNode(*new QTechniquePrivate(this), parent) { Q_D(QTechnique); QObject::connect(&d->m_openGLFilter, SIGNAL(openGLFilterChanged()), this, SLOT(openGLFilterChanged())); } QTechnique::QTechnique(QTechniquePrivate &dd, QNode *parent) : QNode(dd, parent) { Q_D(QTechnique); QObject::connect(&d->m_openGLFilter, SIGNAL(openGLFilterChanged()), this, SLOT(openGLFilterChanged())); } void QTechnique::copy(const QNode *ref) { QNode::copy(ref); const QTechnique *tech = static_cast(ref); d_func()->m_openGLFilter.copy(tech->d_func()->m_openGLFilter); Q_FOREACH (QAnnotation *annotation, tech->d_func()->m_annotationList) addAnnotation(qobject_cast(QNode::clone(annotation))); Q_FOREACH (QRenderPass *pass, tech->d_func()->m_renderPasses) addPass(qobject_cast(QNode::clone(pass))); Q_FOREACH (QParameter *p, tech->d_func()->m_parameters) addParameter(qobject_cast(QNode::clone(p))); } void QTechnique::openGLFilterChanged() { Q_D(QTechnique); if (d->m_changeArbiter != Q_NULLPTR) { QScenePropertyChangePtr change(new QScenePropertyChange(NodeUpdated, QSceneChange::Node, id())); change->setPropertyName("openGLFilter"); QOpenGLFilter *clone = new QOpenGLFilter(); clone->copy(d->m_openGLFilter); change->setValue(QVariant::fromValue(clone)); d->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 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 \a pass' id 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 QTechnique::renderPasses() const { Q_D(const QTechnique); return d->m_renderPasses; } QList QTechnique::parameters() const { Q_D(const QTechnique); return d->m_parameters; } QOpenGLFilter *QTechnique::openGLFilter() { Q_D(QTechnique); return &d->m_openGLFilter; } } // of namespace Qt3D QT_END_NAMESPACE