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#ifndef GLTFEXPORTER_H
#define GLTFEXPORTER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtCore/qjsondocument.h>
#include <QtCore/qjsonobject.h>
#include <QtCore/qhash.h>
#include <QtGui/qvector3d.h>
#include <Qt3DRender/qabstractlight.h>
#include <Qt3DRender/qshaderprogram.h>
#include <private/qsceneexporter_p.h>
QT_BEGIN_NAMESPACE
class QByteArray;
namespace Qt3DCore {
class QEntity;
class QTransform;
}
namespace Qt3DRender {
class QCamera;
class QCameraLens;
class QMaterial;
class QGeometryRenderer;
class QTechnique;
class QRenderPass;
class QEffect;
Q_DECLARE_LOGGING_CATEGORY(GLTFExporterLog)
class GLTFExporter : public QSceneExporter
{
Q_OBJECT
public:
GLTFExporter();
~GLTFExporter();
bool exportScene(Qt3DCore::QEntity *sceneRoot, const QString &outDir,
const QString &exportName, const QVariantHash &options) final;
struct GltfOptions {
bool binaryJson;
bool compactJson;
};
private:
enum PropertyCacheType {
TypeNone = 0,
TypeConeMesh,
TypeCuboidMesh,
TypeCylinderMesh,
TypePlaneMesh,
TypeSphereMesh,
TypeTorusMesh
};
struct MeshInfo {
struct BufferView {
BufferView() : bufIndex(0), offset(0), length(0), componentType(0), target(0) { }
QString name;
uint bufIndex;
uint offset;
uint length;
uint componentType;
uint target;
};
QVector<BufferView> views;
struct Accessor {
Accessor() : offset(0), stride(0), count(0), componentType(0) { }
QString name;
QString usage;
QString bufferView;
uint offset;
uint stride;
uint count;
uint componentType;
QString type;
};
QVector<Accessor> accessors;
QString name; // generated
QString originalName; // may be empty
QString materialName;
Qt3DRender::QGeometryRenderer *meshComponent;
PropertyCacheType meshType;
QString meshTypeStr;
};
struct MaterialInfo {
enum MaterialType {
TypeCustom,
TypePhong,
TypePhongAlpha,
TypeDiffuseMap,
TypeDiffuseSpecularMap,
TypeNormalDiffuseMap,
TypeNormalDiffuseMapAlpha,
TypeNormalDiffuseSpecularMap,
TypeGooch,
TypePerVertex
};
QString name;
QString originalName;
MaterialType type;
// These are only used for default materials
QHash<QString, QColor> colors;
QHash<QString, QString> textures;
QHash<QString, QVariant> values;
QVector<int> blendArguments;
QVector<int> blendEquations;
};
struct ProgramInfo {
QString name;
QString vertexShader;
QString tessellationControlShader;
QString tessellationEvaluationShader;
QString geometryShader;
QString fragmentShader;
QString computeShader;
};
struct ShaderInfo {
QString name;
QString uri;
QShaderProgram::ShaderType type;
QByteArray code;
};
struct CameraInfo {
QString name;
QString originalName;
bool perspective; // Orthographic if false
float zfar;
float znear;
// Perspective properties
float aspectRatio;
float yfov;
// Orthographic properties
float xmag;
float ymag;
QCamera *cameraEntity;
};
struct LightInfo {
QString name;
QString originalName;
QAbstractLight::Type type;
QColor color;
float intensity;
QVector3D direction; // Spot and diractional lights
QVector3D attenuation; // Spot and point lights
float cutOffAngle; // Spot light only
};
struct Node {
QString name;
QString uniqueName; // generated
QVector<Node *> children;
};
void cacheDefaultProperties(PropertyCacheType type);
void copyTextures();
void createShaders();
void parseEntities(const Qt3DCore::QEntity *entity, Node *parentNode);
void parseScene();
void parseMaterials();
void parseMeshes();
void parseCameras();
void parseLights();
void parseTechniques(QMaterial *material);
void parseRenderPasses(QTechnique *technique);
QString addShaderInfo(QShaderProgram::ShaderType type, QByteArray code);
bool saveScene();
void delNode(Node *n);
QString exportNodes(Node *n, QJsonObject &nodes);
void exportMaterials(QJsonObject &materials);
void exportGenericProperties(QJsonObject &jsonObj, PropertyCacheType type, QObject *obj);
void clearOldExport(const QString &dir);
void exportParameter(QJsonObject &jsonObj, const QString &name, const QVariant &variant);
void exportRenderStates(QJsonObject &jsonObj, const QRenderPass *pass);
QString newBufferViewName();
QString newAccessorName();
QString newMeshName();
QString newMaterialName();
QString newTechniqueName();
QString newTextureName();
QString newImageName();
QString newShaderName();
QString newProgramName();
QString newNodeName();
QString newCameraName();
QString newLightName();
QString newRenderPassName();
QString newEffectName();
QString textureVariantToUrl(const QVariant &var);
void setVarToJSonObject(QJsonObject &jsObj, const QString &key, const QVariant &var);
int m_bufferViewCount;
int m_accessorCount;
int m_meshCount;
int m_materialCount;
int m_techniqueCount;
int m_textureCount;
int m_imageCount;
int m_shaderCount;
int m_programCount;
int m_nodeCount;
int m_cameraCount;
int m_lightCount;
int m_renderPassCount;
int m_effectCount;
Qt3DCore::QEntity *m_sceneRoot;
QString m_exportName;
QString m_exportDir;
GltfOptions m_gltfOpts;
QJsonObject m_obj;
QJsonDocument m_doc;
QByteArray m_buffer;
QHash<Node *, Qt3DRender::QGeometryRenderer *> m_meshMap;
QHash<Node *, Qt3DRender::QMaterial *> m_materialMap;
QHash<Node *, Qt3DRender::QCameraLens *> m_cameraMap;
QHash<Node *, Qt3DRender::QAbstractLight *> m_lightMap;
QHash<Node *, Qt3DCore::QTransform *> m_transformMap;
QHash<QString, QString> m_imageMap; // Original texture URL -> generated filename
QHash<QString, QString> m_textureIdMap;
QHash<Qt3DRender::QRenderPass *, QString> m_renderPassIdMap;
QHash<Qt3DRender::QEffect *, QString> m_effectIdMap;
QHash<Qt3DRender::QTechnique *, QString> m_techniqueIdMap;
QHash<PropertyCacheType, QObject *> m_defaultObjectCache;
QHash<PropertyCacheType, QVector<QMetaProperty> > m_propertyCache;
QHash<Qt3DRender::QGeometryRenderer *, MeshInfo> m_meshInfo;
QHash<Qt3DRender::QMaterial *, MaterialInfo> m_materialInfo;
QHash<Qt3DRender::QCameraLens *, CameraInfo> m_cameraInfo;
QHash<Qt3DRender::QAbstractLight *, LightInfo> m_lightInfo;
QHash<Qt3DRender::QShaderProgram *, ProgramInfo> m_programInfo;
QVector<ShaderInfo> m_shaderInfo;
Node *m_rootNode;
bool m_rootNodeEmpty;
QSet<QString> m_exportedFiles;
};
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // GLTFEXPORTER_H