/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). ** 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 "renderpass_p.h" #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DCore; namespace Qt3DRender { namespace Render { RenderPass::RenderPass() : BackendNode() { } RenderPass::~RenderPass() { } void RenderPass::cleanup() { QBackendNode::setEnabled(false); m_renderStates.clear(); m_filterKeyList.clear(); m_parameterPack.clear(); m_shaderUuid = Qt3DCore::QNodeId(); } void RenderPass::initializeFromPeer(const Qt3DCore::QNodeCreatedChangeBasePtr &change) { const auto typedChange = qSharedPointerCast>(change); const auto &data = typedChange->data; m_filterKeyList = data.filterKeyIds; m_parameterPack.setParameters(data.parameterIds); for (const auto &renderStateId : qAsConst(data.renderStateIds)) addRenderState(renderStateId); m_shaderUuid = data.shaderId; } void RenderPass::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e) { switch (e->type()) { case PropertyValueAdded: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("filterKeys")) appendFilterKey(change->addedNodeId()); else if (change->propertyName() == QByteArrayLiteral("shaderProgram")) m_shaderUuid = change->addedNodeId(); else if (change->propertyName() == QByteArrayLiteral("renderState")) addRenderState(change->addedNodeId()); else if (change->propertyName() == QByteArrayLiteral("parameter")) m_parameterPack.appendParameter(change->addedNodeId()); break; } case PropertyUpdated: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("shaderProgram")) m_shaderUuid = change->value().value(); break; } case PropertyValueRemoved: { const auto change = qSharedPointerCast(e); if (change->propertyName() == QByteArrayLiteral("filterKeys")) removeFilterKey(change->removedNodeId()); else if (change->propertyName() == QByteArrayLiteral("shaderProgram")) m_shaderUuid = QNodeId(); else if (change->propertyName() == QByteArrayLiteral("renderState")) removeRenderState(change->removedNodeId()); else if (change->propertyName() == QByteArrayLiteral("parameter")) m_parameterPack.removeParameter(change->removedNodeId()); break; } default: break; } BackendNode::sceneChangeEvent(e); markDirty(AbstractRenderer::AllDirty); } Qt3DCore::QNodeId RenderPass::shaderProgram() const { return m_shaderUuid; } QVector RenderPass::filterKeys() const { return m_filterKeyList; } QVector RenderPass::parameters() const { return m_parameterPack.parameters(); } QVector RenderPass::renderStates() const { return m_renderStates; } void RenderPass::appendFilterKey(Qt3DCore::QNodeId filterKeyId) { if (!m_filterKeyList.contains(filterKeyId)) m_filterKeyList.append(filterKeyId); } void RenderPass::removeFilterKey(Qt3DCore::QNodeId filterKeyId) { m_filterKeyList.removeOne(filterKeyId); } void RenderPass::addRenderState(QNodeId renderStateId) { if (!m_renderStates.contains(renderStateId)) m_renderStates.push_back(renderStateId); } void RenderPass::removeRenderState(QNodeId renderStateId) { m_renderStates.removeOne(renderStateId); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE