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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef RENDERPASS_H
#define RENDERPASS_H
#include <node.h>
#include <qt3dcore_global.h>
#include "shaderprogram.h"
#include <drawstate.h>
#include <QHash>
namespace Qt3D {
class Parameter;
typedef QList<Parameter*> ParameterList;
class QT3DCORESHARED_EXPORT RenderPass : public Node
{
Q_OBJECT
Q_PROPERTY(QString name READ name WRITE setName NOTIFY nameChanged)
Q_PROPERTY(Qt3D::ShaderProgram * shaderProgram READ shaderProgram WRITE setShaderProgram NOTIFY shaderProgramChanged)
public:
explicit RenderPass(Node *parent = 0);
void setName(const QString &name);
QString name() const;
void setShaderProgram(Qt3D::ShaderProgram* shaderProgram);
Qt3D::ShaderProgram* shaderProgram() const;
void addUniformBinding(Parameter* param, QString glslUniformName);
void addAttributeBinding(Parameter* param, QString glslAttributeName);
QString glslNameForParameter(QString paramName) const;
ParameterList attributes() const;
ParameterList uniforms() const;
void setStateSet(DrawStateSet* ss);
DrawStateSet* stateSet() const;
signals:
void nameChanged();
void shaderProgramChanged();
protected:
QString m_name;
ShaderProgram* m_shaderProgram;
ParameterList m_attributes;
ParameterList m_uniforms;
// map Parameter names to GLSL names
QHash<QString, QString> m_parameterNameDict;
DrawStateSet* m_stateSet;
};
}
#endif // RENDERPASS_H
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