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// 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_MESH_H
#define QSSG_RENDER_MESH_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/qssgrhicontext_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtQuick3DUtils/private/qssgmeshbvh_p.h>
QT_BEGIN_NAMESPACE
struct QSSGRenderSubset
{
quint32 count;
quint32 offset;
QSSGBounds3 bounds; // Vertex buffer bounds
QSSGMeshBVHNode::Handle bvhRoot;
struct {
QSSGRhiBufferPtr vertexBuffer;
QSSGRhiBufferPtr indexBuffer;
QSSGRhiInputAssemblerState ia;
QRhiTexture *targetsTexture = nullptr;
} rhi;
struct Lod {
quint32 count = 0;
quint32 offset = 0;
float distance = 0.0f;
};
QVector<Lod> lods;
QSSGRenderSubset() = default;
QSSGRenderSubset(const QSSGRenderSubset &inOther)
: count(inOther.count)
, offset(inOther.offset)
, bounds(inOther.bounds)
, bvhRoot(inOther.bvhRoot)
, rhi(inOther.rhi)
, lods(inOther.lods)
{
}
QSSGRenderSubset &operator=(const QSSGRenderSubset &inOther)
{
if (this != &inOther) {
count = inOther.count;
offset = inOther.offset;
bounds = inOther.bounds;
bvhRoot = inOther.bvhRoot;
rhi = inOther.rhi;
lods = inOther.lods;
}
return *this;
}
quint32 lodCount(int lodLevel) const {
if (lodLevel == 0 || lods.isEmpty())
return count;
if (lodLevel > lods.count())
lodLevel = lods.count() - 1;
else
lodLevel -= 1;
return lods[lodLevel].count;
}
quint32 lodOffset(int lodLevel) const {
if (lodLevel == 0 || lods.isEmpty())
return offset;
if (lodLevel > lods.count())
lodLevel = lods.count() - 1;
else
lodLevel -= 1;
return lods[lodLevel].offset;
}
};
struct QSSGRenderMesh
{
Q_DISABLE_COPY(QSSGRenderMesh)
QVector<QSSGRenderSubset> subsets;
QSSGRenderDrawMode drawMode;
QSSGRenderWinding winding;
std::unique_ptr<QSSGMeshBVH> bvh;
QSize lightmapSizeHint;
QSSGRenderMesh(QSSGRenderDrawMode inDrawMode, QSSGRenderWinding inWinding)
: drawMode(inDrawMode), winding(inWinding)
{
}
};
QT_END_NAMESPACE
#endif
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