/**************************************************************************** ** ** 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 "qshaderdata.h" #include "qshaderdata_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! \class Qt3DRender::QShaderDataPrivate \internal */ QShaderDataPrivate::QShaderDataPrivate() : QComponentPrivate() , m_propertyReader(PropertyReaderInterfacePtr(new QShaderDataPropertyReader())) { } QShaderDataPrivate::QShaderDataPrivate(PropertyReaderInterfacePtr reader) : QComponentPrivate() , m_propertyReader(reader) { } /*! * \class Qt3DRender::QShaderData * \inmodule Qt3DRender * * \brief Provides a way of specifying values of a Uniform Block or a shader * structure. * * \note When subclassing and adding properties to QShaderData, note that if * you need to nest an inner Qt3DRender::QShaderData, the data type of the * property should be Qt3DRender::QShaderData* instead of the name of your * subclass. * * \since 5.5 */ QShaderData::QShaderData(QNode *parent) : QComponent(*new QShaderDataPrivate, parent) { } QShaderData::~QShaderData() { QNode::cleanup(); } PropertyReaderInterfacePtr QShaderData::propertyReader() const { Q_D(const QShaderData); return d->m_propertyReader; } /*! \internal */ QShaderData::QShaderData(QShaderDataPrivate &dd, QNode *parent) : QComponent(dd, parent) { } void QShaderData::copy(const QNode *ref) { QNode::copy(ref); const QShaderData *shaderData = static_cast(ref); // We need to copy the properties // At the moment we assume that the properties are copyable // this may change in a later refactoring const QMetaObject *metaObject = shaderData->metaObject(); const int propertyOffset = QShaderData::staticMetaObject.propertyOffset(); const int propertyCount = metaObject->propertyCount(); // Copy properties of shaderData for (int i = propertyOffset; i < propertyCount; ++i) { const QMetaProperty property = metaObject->property(i); setProperty(property.name(), propertyReader()->readProperty(shaderData->property(property.name()))); } } } // namespace Qt3DRender QT_END_NAMESPACE