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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
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** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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#include "qssgrendergeometry_p.h"
#include "qssgrendermesh_p.h"
#include "resourcemanager/qssgrenderbuffermanager_p.h"
QSSGRenderGeometry::QSSGRenderGeometry()
: QSSGRenderGraphObject(QSSGRenderGraphObject::Type::Geometry)
{
}
QSSGRenderGeometry::~QSSGRenderGeometry()
{
}
const QByteArray &QSSGRenderGeometry::vertexBuffer() const
{
return m_meshData.m_vertexBuffer;
}
QByteArray &QSSGRenderGeometry::vertexBuffer()
{
return m_meshData.m_vertexBuffer;
}
const QByteArray &QSSGRenderGeometry::indexBuffer() const
{
return m_meshData.m_indexBuffer;
}
QByteArray &QSSGRenderGeometry::indexBuffer()
{
return m_meshData.m_indexBuffer;
}
int QSSGRenderGeometry::attributeCount() const
{
return m_meshData.m_attributeCount;
}
QVector3D QSSGRenderGeometry::boundsMin() const
{
return m_bounds.minimum;
}
QVector3D QSSGRenderGeometry::boundsMax() const
{
return m_bounds.maximum;
}
int QSSGRenderGeometry::stride() const
{
return m_meshData.m_stride;
}
QString QSSGRenderGeometry::path() const
{
return m_meshPath.path;
}
QSSGRenderGeometry::PrimitiveType QSSGRenderGeometry::primitiveType() const
{
return static_cast<QSSGRenderGeometry::PrimitiveType>(m_meshData.m_primitiveType);
}
QSSGRenderGeometry::Attribute QSSGRenderGeometry::attribute(int idx) const
{
Attribute attr;
const auto &mattr = m_meshData.m_attributes[idx];
attr.offset = mattr.offset;
attr.semantic = static_cast<QSSGRenderGeometry::Attribute::Semantic>(mattr.semantic);
attr.componentType
= static_cast<QSSGRenderGeometry::Attribute::ComponentType>(mattr.componentType);
return attr;
}
void QSSGRenderGeometry::addAttribute(Attribute::Semantic semantic, int offset,
Attribute::ComponentType componentType)
{
Attribute attr;
attr.semantic = semantic;
attr.offset = offset;
attr.componentType = componentType;
addAttribute(attr);
}
void QSSGRenderGeometry::addAttribute(const Attribute &att)
{
int index = m_meshData.m_attributeCount;
m_meshData.m_attributes[index].semantic
= static_cast<QSSGMeshUtilities::MeshData::Attribute::Semantic>(att.semantic);
m_meshData.m_attributes[index].offset = att.offset;
m_meshData.m_attributes[index].componentType
= static_cast<QSSGMeshUtilities::MeshData::Attribute::ComponentType>(att.componentType);
++m_meshData.m_attributeCount;
m_dirty = true;
}
void QSSGRenderGeometry::setStride(int stride)
{
m_meshData.m_stride = stride;
m_dirty = true;
}
void QSSGRenderGeometry::setPrimitiveType(PrimitiveType type)
{
m_meshData.m_primitiveType
= static_cast<QSSGMeshUtilities::MeshData::PrimitiveType>(type);
m_dirty = true;
}
void QSSGRenderGeometry::setBounds(const QVector3D &min, const QVector3D &max)
{
m_bounds = QSSGBounds3(min, max);
m_dirty = true;
}
void QSSGRenderGeometry::clear()
{
m_meshData.clear();
m_bounds = QSSGBounds3::empty();
m_dirty = true;
}
void QSSGRenderGeometry::setPath(const QString &path)
{
m_meshPath = QSSGRenderMeshPath::create(path);
m_dirty = true;
}
void QSSGRenderGeometry::setVertexData(const QByteArray &data)
{
m_meshData.m_vertexBuffer = data;
m_dirty = true;
}
void QSSGRenderGeometry::setIndexData(const QByteArray &data)
{
m_meshData.m_indexBuffer = data;
m_dirty = true;
}
QSSGRenderMesh *QSSGRenderGeometry::createOrUpdate(const QSSGRef<QSSGBufferManager> &bufferManager)
{
if (!m_meshBuilder)
m_meshBuilder = QSSGMeshUtilities::QSSGMeshBuilder::createMeshBuilder();
if (m_dirty) {
QString error;
auto mesh = m_meshBuilder->buildMesh(m_meshData, error, m_bounds);
bufferManager->loadCustomMesh(m_meshPath, mesh, true);
m_meshBuilder->reset();
m_dirty = false;
}
return bufferManager->loadMesh(m_meshPath);
}