QTechnique renaming

annotations -> filterKeys
addPass -> addRenderPass
removePass -> removeRenderPass

Change-Id: Ica1731ee3100b249e4fef04f45c0e6326732d644
Task-number: QTBUG-51458
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
This commit is contained in:
Robert Brock 2016-03-01 09:06:18 +00:00
parent 7284b37bf8
commit 02da4f2145
37 changed files with 98 additions and 98 deletions

View File

@ -93,7 +93,7 @@ Entity {
minorVersion: 2
majorVersion: 3
}
annotations: Annotation { name: "renderingStyle"; value: "forward" }
filterKeys: Annotation { name: "renderingStyle"; value: "forward" }
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/instanced.vert")

View File

@ -81,7 +81,7 @@ FinalEffect::FinalEffect(Qt3DCore::QNode *parent)
m_gl3Pass->addAnnotation(m_passCriterion);
m_gl3Pass->setShaderProgram(gl3Shader);
m_gl3Technique->addPass(m_gl3Pass);
m_gl3Technique->addRenderPass(m_gl3Pass);
Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram();
gl2Shader->setVertexShaderCode(gl2Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl2.vert"))));
@ -89,7 +89,7 @@ FinalEffect::FinalEffect(Qt3DCore::QNode *parent)
m_gl2Pass->addAnnotation(m_passCriterion);
m_gl2Pass->setShaderProgram(gl2Shader);
m_gl2Technique->addPass(m_gl2Pass);
m_gl2Technique->addRenderPass(m_gl2Pass);
addTechnique(m_gl3Technique);
addTechnique(m_gl2Technique);

View File

@ -83,7 +83,7 @@ SceneEffect::SceneEffect(Qt3DCore::QNode *parent)
m_gl3Pass->addAnnotation(m_passCriterion);
m_gl3Pass->setShaderProgram(gl3Shader);
m_gl3Technique->addPass(m_gl3Pass);
m_gl3Technique->addRenderPass(m_gl3Pass);
Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram();
gl2Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.vert"))));
@ -91,7 +91,7 @@ SceneEffect::SceneEffect(Qt3DCore::QNode *parent)
m_gl2Pass->addAnnotation(m_passCriterion);
m_gl2Pass->setShaderProgram(gl2Shader);
m_gl2Technique->addPass(m_gl2Pass);
m_gl2Technique->addRenderPass(m_gl2Pass);
addTechnique(m_gl3Technique);
addTechnique(m_gl2Technique);

View File

@ -79,7 +79,7 @@ Effect {
minorVersion: 0
}
annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]
filterKeys: [ Annotation { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) },

View File

@ -161,7 +161,7 @@ Entity {
techniques: [
Technique
{
annotations: forward
filterKeys: forward
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile

View File

@ -63,7 +63,7 @@ Effect {
minorVersion: 1
}
annotations: Annotation { name: "renderingStyle"; value: "forward" }
filterKeys: Annotation { name: "renderingStyle"; value: "forward" }
renderPasses: [
RenderPass {

View File

@ -78,9 +78,9 @@ Effect {
minorVersion: 2
}
annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]
filterKeys: [ Annotation { name: "renderingStyle"; value: "forward" } ]
parameters: [
uniforms: [
Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
Parameter { name: "line.width"; value: 0.8 },

View File

@ -70,7 +70,7 @@ Effect {
minorVersion: 1
}
annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]
filterKeys: [ Annotation { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },

View File

@ -1045,7 +1045,7 @@ void GLTFParser::processJSONTechnique(const QString &id, const QJsonObject &json
}
t->addPass(pass);
t->addRenderPass(pass);
m_techniques[id] = t;
}

View File

@ -93,7 +93,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -105,7 +105,7 @@ Material {
// OpenGL 2.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -117,7 +117,7 @@ Material {
// OpenGL ES 2
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -107,7 +107,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -119,7 +119,7 @@ Material {
// OpenGL 2.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -131,7 +131,7 @@ Material {
// OpenGL ES 2
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -83,7 +83,7 @@ Material {
techniques: [
// GL 3 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -97,7 +97,7 @@ Material {
// GL 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -111,7 +111,7 @@ Material {
// ES 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -111,7 +111,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -123,7 +123,7 @@ Material {
// OpenGL 2.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -135,7 +135,7 @@ Material {
// OpenGL ES 2
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -109,7 +109,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -121,7 +121,7 @@ Material {
// OpenGL 2.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -133,7 +133,7 @@ Material {
// OpenGL ES 2
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -122,7 +122,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -134,7 +134,7 @@ Material {
// OpenGL 2.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -146,7 +146,7 @@ Material {
// OpenGL ES 2
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -66,7 +66,7 @@ Material {
techniques: [
// GL 3 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -80,7 +80,7 @@ Material {
// GL 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -94,7 +94,7 @@ Material {
// ES 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -80,7 +80,7 @@ Material {
techniques: [
// GL 3 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -102,7 +102,7 @@ Material {
// GL 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -124,7 +124,7 @@ Material {
// ES 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -78,7 +78,7 @@ Material {
techniques: [
// GL 3 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -92,7 +92,7 @@ Material {
// GL 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -106,7 +106,7 @@ Material {
// ES 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -99,7 +99,7 @@ Entity {
techniques: [
// GL3 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -116,7 +116,7 @@ Entity {
}
},
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
@ -132,7 +132,7 @@ Entity {
}
},
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -82,7 +82,7 @@ Material {
techniques: [
// OpenGL 3.1
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
@ -96,7 +96,7 @@ Material {
// GL 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 2
@ -109,7 +109,7 @@ Material {
// ES 2 Technique
Technique {
annotations: [ forward ]
filterKeys: [ forward ]
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile

View File

@ -97,7 +97,7 @@ void Quick3DTechnique::appendRenderPass(QQmlListProperty<QRenderPass> *list, QRe
{
Quick3DTechnique *technique = qobject_cast<Quick3DTechnique *>(list->object);
if (technique) {
technique->parentTechnique()->addPass(renderPass);
technique->parentTechnique()->addRenderPass(renderPass);
}
}
@ -122,7 +122,7 @@ void Quick3DTechnique::clearRenderPasses(QQmlListProperty<QRenderPass> *list)
Quick3DTechnique *technique = qobject_cast<Quick3DTechnique *>(list->object);
if (technique) {
Q_FOREACH (QRenderPass *pass, technique->parentTechnique()->renderPasses())
technique->parentTechnique()->removePass(pass);
technique->parentTechnique()->removeRenderPass(pass);
}
}
@ -149,7 +149,7 @@ QAnnotation *Quick3DTechnique::annotationAt(QQmlListProperty<QAnnotation> *list,
{
Quick3DTechnique *technique = qobject_cast<Quick3DTechnique *>(list->object);
if (technique)
return technique->parentTechnique()->annotations().at(index);
return technique->parentTechnique()->filterKeys().at(index);
return 0;
}
@ -157,7 +157,7 @@ int Quick3DTechnique::annotationCount(QQmlListProperty<QAnnotation> *list)
{
Quick3DTechnique *technique = qobject_cast<Quick3DTechnique *>(list->object);
if (technique)
return technique->parentTechnique()->annotations().size();
return technique->parentTechnique()->filterKeys().size();
return 0;
}
@ -165,7 +165,7 @@ void Quick3DTechnique::clearAnnotationList(QQmlListProperty<QAnnotation> *list)
{
Quick3DTechnique *technique = qobject_cast<Quick3DTechnique *>(list->object);
if (technique) {
Q_FOREACH (QAnnotation *a, technique->parentTechnique()->annotations())
Q_FOREACH (QAnnotation *a, technique->parentTechnique()->filterKeys())
technique->parentTechnique()->removeAnnotation(a);
}
}

View File

@ -219,7 +219,7 @@ void Renderer::buildDefaultTechnique()
m_defaultRenderStateSet->addState(getOrCreateRenderStateImpl<ColorMask>(true, true, true, true));
//basicPass->setStateSet(m_defaultRenderStateSet);
m_defaultTechnique->addPass(basicPass);
m_defaultTechnique->addRenderPass(basicPass);
QParameter* ka = new QParameter(QStringLiteral("ka"), QVector3D(0.2f, 0.2f, 0.2f));
m_defaultTechnique->addParameter(ka);

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@ -128,9 +128,9 @@ void QDiffuseMapMaterialPrivate::init()
m_diffuseMapGL2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
m_diffuseMapES2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
m_diffuseMapGL3Technique->addPass(m_diffuseMapGL3RenderPass);
m_diffuseMapGL2Technique->addPass(m_diffuseMapGL2RenderPass);
m_diffuseMapES2Technique->addPass(m_diffuseMapES2RenderPass);
m_diffuseMapGL3Technique->addRenderPass(m_diffuseMapGL3RenderPass);
m_diffuseMapGL2Technique->addRenderPass(m_diffuseMapGL2RenderPass);
m_diffuseMapES2Technique->addRenderPass(m_diffuseMapES2RenderPass);
m_diffuseMapEffect->addTechnique(m_diffuseMapGL3Technique);
m_diffuseMapEffect->addTechnique(m_diffuseMapGL2Technique);

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@ -135,9 +135,9 @@ void QDiffuseSpecularMapMaterialPrivate::init()
m_diffuseSpecularMapGL2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader);
m_diffuseSpecularMapES2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader);
m_diffuseSpecularMapGL3Technique->addPass(m_diffuseSpecularMapGL3RenderPass);
m_diffuseSpecularMapGL2Technique->addPass(m_diffuseSpecularMapGL2RenderPass);
m_diffuseSpecularMapES2Technique->addPass(m_diffuseSpecularMapES2RenderPass);
m_diffuseSpecularMapGL3Technique->addRenderPass(m_diffuseSpecularMapGL3RenderPass);
m_diffuseSpecularMapGL2Technique->addRenderPass(m_diffuseSpecularMapGL2RenderPass);
m_diffuseSpecularMapES2Technique->addRenderPass(m_diffuseSpecularMapES2RenderPass);
m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL3Technique);
m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL2Technique);

View File

@ -125,9 +125,9 @@ void QGoochMaterialPrivate::init()
m_gl2RenderPass->setShaderProgram(m_gl2ES2Shader);
m_es2RenderPass->setShaderProgram(m_gl2ES2Shader);
m_gl3Technique->addPass(m_gl3RenderPass);
m_gl2Technique->addPass(m_gl2RenderPass);
m_es2Technique->addPass(m_es2RenderPass);
m_gl3Technique->addRenderPass(m_gl3RenderPass);
m_gl2Technique->addRenderPass(m_gl2RenderPass);
m_es2Technique->addRenderPass(m_es2RenderPass);
m_effect->addTechnique(m_gl3Technique);
m_effect->addTechnique(m_gl2Technique);

View File

@ -111,9 +111,9 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init()
m_normalDiffuseES2RenderPass->addRenderState(m_alphaCoverage);
m_normalDiffuseES2RenderPass->addRenderState(m_depthTest);
m_normalDiffuseGL3Technique->addPass(m_normalDiffuseGL3RenderPass);
m_normalDiffuseGL2Technique->addPass(m_normalDiffuseGL2RenderPass);
m_normalDiffuseES2Technique->addPass(m_normalDiffuseES2RenderPass);
m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass);
m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass);
m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass);
m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique);
m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique);

View File

@ -137,9 +137,9 @@ void QNormalDiffuseMapMaterialPrivate::init()
m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
m_normalDiffuseGL3Technique->addPass(m_normalDiffuseGL3RenderPass);
m_normalDiffuseGL2Technique->addPass(m_normalDiffuseGL2RenderPass);
m_normalDiffuseES2Technique->addPass(m_normalDiffuseES2RenderPass);
m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass);
m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass);
m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass);
m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique);
m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique);

View File

@ -144,9 +144,9 @@ void QNormalDiffuseSpecularMapMaterialPrivate::init()
m_normalDiffuseSpecularGL2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
m_normalDiffuseSpecularES2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
m_normalDiffuseSpecularGL3Technique->addPass(m_normalDiffuseSpecularGL3RenderPass);
m_normalDiffuseSpecularGL2Technique->addPass(m_normalDiffuseSpecularGL2RenderPass);
m_normalDiffuseSpecularES2Technique->addPass(m_normalDiffuseSpecularES2RenderPass);
m_normalDiffuseSpecularGL3Technique->addRenderPass(m_normalDiffuseSpecularGL3RenderPass);
m_normalDiffuseSpecularGL2Technique->addRenderPass(m_normalDiffuseSpecularGL2RenderPass);
m_normalDiffuseSpecularES2Technique->addRenderPass(m_normalDiffuseSpecularES2RenderPass);
m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL3Technique);
m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL2Technique);

View File

@ -145,9 +145,9 @@ void QPerVertexColorMaterialPrivate::init()
m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
m_vertexGL3Technique->addPass(m_vertexGL3RenderPass);
m_vertexGL2Technique->addPass(m_vertexGL2RenderPass);
m_vertexES2Technique->addPass(m_vertexES2RenderPass);
m_vertexGL3Technique->addRenderPass(m_vertexGL3RenderPass);
m_vertexGL2Technique->addRenderPass(m_vertexGL2RenderPass);
m_vertexES2Technique->addRenderPass(m_vertexES2RenderPass);
m_vertexEffect->addTechnique(m_vertexGL3Technique);
m_vertexEffect->addTechnique(m_vertexGL2Technique);

View File

@ -146,9 +146,9 @@ void QPhongAlphaMaterialPrivate::init()
m_phongAlphaES2RenderPass->addRenderState(m_blendState);
m_phongAlphaES2RenderPass->addRenderState(m_blendEquation);
m_phongAlphaGL3Technique->addPass(m_phongAlphaGL3RenderPass);
m_phongAlphaGL2Technique->addPass(m_phongAlphaGL2RenderPass);
m_phongAlphaES2Technique->addPass(m_phongAlphaES2RenderPass);
m_phongAlphaGL3Technique->addRenderPass(m_phongAlphaGL3RenderPass);
m_phongAlphaGL2Technique->addRenderPass(m_phongAlphaGL2RenderPass);
m_phongAlphaES2Technique->addRenderPass(m_phongAlphaES2RenderPass);
m_phongEffect->addTechnique(m_phongAlphaGL3Technique);
m_phongEffect->addTechnique(m_phongAlphaGL2Technique);

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@ -110,9 +110,9 @@ void QPhongMaterialPrivate::init()
m_phongGL2RenderPass->setShaderProgram(m_phongGL2ES2Shader);
m_phongES2RenderPass->setShaderProgram(m_phongGL2ES2Shader);
m_phongGL3Technique->addPass(m_phongGL3RenderPass);
m_phongGL2Technique->addPass(m_phongGL2RenderPass);
m_phongES2Technique->addPass(m_phongES2RenderPass);
m_phongGL3Technique->addRenderPass(m_phongGL3RenderPass);
m_phongGL2Technique->addRenderPass(m_phongGL2RenderPass);
m_phongES2Technique->addRenderPass(m_phongES2RenderPass);
Q_Q(QPhongMaterial);
m_annotation->setParent(q);

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@ -136,9 +136,9 @@ void QSkyboxEntityPrivate::init()
m_es2RenderPass->addRenderState(cullFront);
m_es2RenderPass->addRenderState(depthTest);
m_gl3Technique->addPass(m_gl3RenderPass);
m_gl2Technique->addPass(m_gl2RenderPass);
m_es2Technique->addPass(m_es2RenderPass);
m_gl3Technique->addRenderPass(m_gl3RenderPass);
m_gl2Technique->addRenderPass(m_gl2RenderPass);
m_es2Technique->addRenderPass(m_es2RenderPass);
m_effect->addTechnique(m_gl3Technique);
m_effect->addTechnique(m_gl2Technique);

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@ -85,10 +85,10 @@ void QTechnique::copy(const QNode *ref)
const QTechnique *tech = static_cast<const QTechnique*>(ref);
d_func()->m_graphicsApiFilter.copy(tech->d_func()->m_graphicsApiFilter);
Q_FOREACH (QAnnotation *annotation, tech->d_func()->m_annotationList)
Q_FOREACH (QAnnotation *annotation, tech->d_func()->m_filterKeys)
addAnnotation(qobject_cast<QAnnotation *>(QNode::clone(annotation)));
Q_FOREACH (QRenderPass *pass, tech->d_func()->m_renderPasses)
addPass(qobject_cast<QRenderPass *>(QNode::clone(pass)));
addRenderPass(qobject_cast<QRenderPass *>(QNode::clone(pass)));
Q_FOREACH (QParameter *p, tech->d_func()->m_parameters)
addParameter(qobject_cast<QParameter *>(QNode::clone(p)));
}
@ -108,8 +108,8 @@ void QTechniquePrivate::_q_graphicsApiFilterChanged()
void QTechnique::addAnnotation(QAnnotation *criterion)
{
Q_D(QTechnique);
if (!d->m_annotationList.contains(criterion)) {
d->m_annotationList.append(criterion);
if (!d->m_filterKeys.contains(criterion)) {
d->m_filterKeys.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
@ -120,7 +120,7 @@ void QTechnique::addAnnotation(QAnnotation *criterion)
if (d->m_changeArbiter != Q_NULLPTR) {
QScenePropertyChangePtr change(new QScenePropertyChange(NodeAdded, QSceneChange::Node, id()));
change->setPropertyName("annotation");
change->setPropertyName("filterKeys");
change->setValue(QVariant::fromValue(criterion->id()));
d->notifyObservers(change);
}
@ -132,17 +132,17 @@ 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->setPropertyName("filterKeys");
change->setValue(QVariant::fromValue(criterion->id()));
d->notifyObservers(change);
}
d->m_annotationList.removeOne(criterion);
d->m_filterKeys.removeOne(criterion);
}
QList<QAnnotation *> QTechnique::annotations() const
QList<QAnnotation *> QTechnique::filterKeys() const
{
Q_D(const QTechnique);
return d->m_annotationList;
return d->m_filterKeys;
}
void QTechnique::addParameter(QParameter *parameter)
@ -185,7 +185,7 @@ void QTechnique::removeParameter(QParameter *parameter)
* QScenePropertyChange notification to the QChangeArbiter with the
* value being the \a pass and the property name being "pass".
*/
void QTechnique::addPass(QRenderPass *pass)
void QTechnique::addRenderPass(QRenderPass *pass)
{
Q_D(QTechnique);
if (!d->m_renderPasses.contains(pass)) {
@ -212,7 +212,7 @@ void QTechnique::addPass(QRenderPass *pass)
* QScenePropertyChange notification to the QChangeArbiter with the value
* being the id of \a pass and the property name being "pass".
*/
void QTechnique::removePass(QRenderPass *pass)
void QTechnique::removeRenderPass(QRenderPass *pass)
{
Q_D(QTechnique);
if (d->m_changeArbiter) {

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@ -66,14 +66,14 @@ public:
void addAnnotation(QAnnotation *criterion);
void removeAnnotation(QAnnotation *criterion);
QList<QAnnotation *> annotations() const;
QList<QAnnotation *> filterKeys() const;
void addParameter(QParameter *p);
void removeParameter(QParameter *p);
QList<QParameter *> parameters() const;
void addPass(QRenderPass *pass);
void removePass(QRenderPass *pass);
void addRenderPass(QRenderPass *pass);
void removeRenderPass(QRenderPass *pass);
QList<QRenderPass *> renderPasses() const;
QGraphicsApiFilter *graphicsApiFilter();

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@ -70,7 +70,7 @@ public:
~QTechniquePrivate();
Q_DECLARE_PUBLIC(QTechnique)
QList<QAnnotation *> m_annotationList;
QList<QAnnotation *> m_filterKeys;
QList<QParameter *> m_parameters;
QList<QRenderPass*> m_renderPasses;
QGraphicsApiFilter m_graphicsApiFilter;

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@ -95,7 +95,7 @@ void Technique::updateFromPeer(Qt3DCore::QNode *peer)
m_parameterPack.appendParameter(p->id());
Q_FOREACH (QRenderPass *rPass, technique->renderPasses())
appendRenderPass(rPass->id());
Q_FOREACH (QAnnotation *annotation, technique->annotations())
Q_FOREACH (QAnnotation *annotation, technique->filterKeys())
appendAnnotation(annotation->id());
// Copy GraphicsApiFilter info from frontend GraphicsApiFilter

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@ -56,7 +56,7 @@ public:
, m_shaderProgram(new Qt3DRender::QShaderProgram(this))
{
m_renderPass->setShaderProgram(m_shaderProgram);
m_technique->addPass(m_renderPass);
m_technique->addRenderPass(m_renderPass);
m_effect->addTechnique(m_technique);
setEffect(m_effect);
}