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++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "qrenderpassfilter.h"
++ #include "qrenderpassfilter_p.h"
++
++ #include <Qt3DRender/qfilterkey.h>
++ #include <Qt3DRender/qparameter.h>
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DRender {
++
++ using namespace Qt3DCore;
++
++ /*!
++ \class Qt3DRender::QRenderPassFilter
++ \inmodule Qt3DRender
++ \since 5.7
++ \brief Provides storage for vectors of Filter Keys and Parameters.
++
++ A Qt3DRender::QRenderPassFilter FrameGraph node is used to select which
++ Qt3DRender::QRenderPass objects are selected for drawing. QRenderPassFilter
++ specifies a list of Qt3DRender::QFilterKey objects and Qt3DRender::QParameter objects.
++ When QRenderPassFilter is present in the FrameGraph, only the QRenderPass objects,
++ whose Qt3DRender::QFilterKey objects match the keys in QRenderPassFilter are
++ selected for rendering. If no QRenderPassFilter is present, then all QRenderPass
++ objects are selected for rendering. The parameters in the list can be used
++ to set values for shader parameters. The parameters in QRenderPassFilter
++ override parameters in QTechniqueFilter, QMaterial, QEffect, QTechnique and QRenderPass.
++ */
++
++ /*!
++ \qmltype RenderPassFilter
++ \inqmlmodule Qt3D.Render
++ \since 5.7
++ \nativetype Qt3DRender::QRenderPassFilter
++ \inherits FrameGraphNode
++ \brief Provides storage for vectors of Filter Keys and Parameters.
++
++ A RenderPassFilter FrameGraph node is used to select which RenderPass
++ objects are selected for drawing. When RenderPassFilter is present in the FrameGraph,
++ only the RenderPass objects, whose FilterKey objects match the keys
++ in RenderPassFilter are selected for rendering. If no RenderPassFilter is present,
++ then all RenderPass objects are selected for rendering. RenderPassFilter
++ specifies a list of Parameter objects. The parameters in the list can be used
++ to set values for shader parameters. The parameters in RenderPassFilter
++ override parameters in TechniqueFilter, Material, Effect, Technique and RenderPass.
++ */
++
++ /*!
++ \qmlproperty list<FilterKey> RenderPassFilter::matchAny
++ Holds the list of filterkeys used by the RenderPassFilter
++ */
++ /*!
++ \qmlproperty list<Parameter> RenderPassFilter::parameters
++ Holds the list of parameters used by the RenderPassFilter
++ */
++
++
++ /*!
++ The constructor creates an instance with the specified \a parent.
++ */
++ QRenderPassFilter::QRenderPassFilter(QNode *parent)
++ : QFrameGraphNode(*new QRenderPassFilterPrivate, parent)
++ {}
++
++ /*! \internal */
++ QRenderPassFilter::~QRenderPassFilter()
++ {
++ }
++
++ /*! \internal */
++ QRenderPassFilter::QRenderPassFilter(QRenderPassFilterPrivate &dd, QNode *parent)
++ : QFrameGraphNode(dd, parent)
++ {
++ }
++
++ /*!
++ Returns a vector of the current keys for the filter.
++ */
++ QList<QFilterKey *> QRenderPassFilter::matchAny() const
++ {
++ Q_D(const QRenderPassFilter);
++ return d->m_matchList;
++ }
++
++ /*!
++ Add the \a filterKey to the match vector.
++ */
++ void QRenderPassFilter::addMatch(QFilterKey *filterKey)
++ {
++ Q_ASSERT(filterKey);
++ Q_D(QRenderPassFilter);
++ if (!d->m_matchList.contains(filterKey)) {
++ d->m_matchList.append(filterKey);
++
++ // Ensures proper bookkeeping
++ d->registerDestructionHelper(filterKey, &QRenderPassFilter::removeMatch, d->m_matchList);
++
++ // 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 (!filterKey->parent())
++ filterKey->setParent(this);
++
++ d->update();
++ }
++ }
++
++ /*!
++ Remove the \a filterKey from the match vector.
++ */
++ void QRenderPassFilter::removeMatch(QFilterKey *filterKey)
++ {
++ Q_ASSERT(filterKey);
++ Q_D(QRenderPassFilter);
++
++ if (!d->m_matchList.removeOne(filterKey))
++ return;
++ d->update();
++ // Remove bookkeeping connection
++ d->unregisterDestructionHelper(filterKey);
++ }
++
++ /*!
++ Add the given \a parameter to the parameter vector.
++ */
++ void QRenderPassFilter::addParameter(QParameter *parameter)
++ {
++ Q_ASSERT(parameter);
++ Q_D(QRenderPassFilter);
++ if (!d->m_parameters.contains(parameter)) {
++ d->m_parameters.append(parameter);
++
++ // Ensures proper bookkeeping
++ d->registerDestructionHelper(parameter, &QRenderPassFilter::removeParameter, d->m_parameters);
++
++ // 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);
++
++ d->update();
++ }
++ }
++
++ /*!
++ Remove the given \a parameter from the parameter vector.
++ */
++ void QRenderPassFilter::removeParameter(QParameter *parameter)
++ {
++ Q_ASSERT(parameter);
++ Q_D(QRenderPassFilter);
++
++ if (!d->m_parameters.removeOne(parameter))
++ return;
++ d->update();
++ // Remove bookkeeping connection
++ d->unregisterDestructionHelper(parameter);
++ }
++
++ /*!
++ Returns the current vector of parameters.
++ */
++ QList<QParameter *> QRenderPassFilter::parameters() const
++ {
++ Q_D(const QRenderPassFilter);
++ return d->m_parameters;
++ }
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE
++
++ #include "moc_qrenderpassfilter.cpp"