blob: b2b55e702ff5ee16f8a246d0bc71350aebdac8f3 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QSSG_RENDER_MODEL_H
#define QSSG_RENDER_MODEL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergeometry_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderskeleton_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderskin_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderinstancetable_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtCore/QVector>
QT_BEGIN_NAMESPACE
struct QSSGRenderDefaultMaterial;
struct QSSGParticleBuffer;
class QSSGBufferManager;
class QRhiTexture;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderModel : public QSSGRenderNode
{
QVector<QSSGRenderGraphObject *> materials;
QVector<QSSGRenderGraphObject *> morphTargets;
QSSGRenderGeometry *geometry = nullptr;
QSSGRenderPath meshPath;
QSSGRenderSkeleton *skeleton = nullptr;
QSSGRenderSkin *skin = nullptr;
QVector<QMatrix4x4> inverseBindPoses;
float m_depthBiasSq = 0.0f; // Depth bias is expected to be squared!
bool castsShadows = true;
bool receivesShadows = true;
float instancingLodMin = -1;
float instancingLodMax = -1;
QSSGRenderInstanceTable *instanceTable = nullptr;
int instanceCount() const { return instanceTable ? instanceTable->count() : 0; }
bool instancing() const { return instanceTable;}
QSSGParticleBuffer *particleBuffer = nullptr;
QMatrix4x4 particleMatrix;
bool hasTransparency = false;
QVector<float> morphWeights;
QVector<quint32> morphAttributes;
bool receivesReflections = false;
bool castsReflections = true;
bool usedInBakedLighting = false;
QString lightmapKey;
QString lightmapLoadPath;
uint lightmapBaseResolution = 0;
bool hasLightmap() const { return !lightmapKey.isEmpty(); }
bool usesBoneTexture() const { return ((skin != nullptr) || (skeleton != nullptr)); }
float levelOfDetailBias = 1.0f; // values < 1.0 will decrease usage of LODs, values > 1.0 will increase usage of LODs
QSSGRenderModel();
};
QT_END_NAMESPACE
#endif
|