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| ** This file is part of Qt Quick 3D. |
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| ****************************************************************************/ |
| |
| #ifndef QSSGMESHUTILITIES_P_H |
| #define QSSGMESHUTILITIES_P_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 <QtQuick3DAssetImport/private/qtquick3dassetimportglobal_p.h> |
| |
| #include <QtQuick3DUtils/private/qssgbounds3_p.h> |
| |
| #include <QtQuick3DRender/private/qssgrenderbasetypes_p.h> |
| |
| #include <QtCore/QString> |
| #include <QtCore/QByteArray> |
| #include <QtCore/QIODevice> |
| #include <QtCore/QFile> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace QSSGMeshUtilities { |
| |
| struct MeshData |
| { |
| // All enums must match the ones defined by QSSGRenderGeometry class in quick3d module |
| enum PrimitiveType { // Must match also internal QSSGRenderDrawMode |
| UnknownType = 0, |
| Points, |
| LineStrip, |
| LineLoop, |
| Lines, |
| TriangleStrip, |
| TriangleFan, |
| Triangles, // Default primitive type |
| Patches |
| }; |
| |
| struct Attribute { |
| enum Semantic { |
| UnknownSemantic = 0, |
| IndexSemantic, |
| PositionSemantic, // attr_pos |
| NormalSemantic, // attr_norm |
| TexCoordSemantic, // attr_uv0 |
| TangentSemantic, // attr_textan |
| BinormalSemantic // attr_binormal |
| }; |
| enum ComponentType { // Must match also internal QSSGRenderComponentType |
| DefaultType = 0, |
| U8Type, |
| I8Type, |
| U16Type, |
| I16Type, |
| U32Type, // Default for IndexSemantic |
| I32Type, |
| U64Type, |
| I64Type, |
| F16Type, |
| F32Type, // Default for other semantics |
| F64Type |
| }; |
| |
| int typeSize() const |
| { |
| switch (componentType) { |
| case U8Type: return 1; |
| case I8Type: return 1; |
| case U16Type: return 2; |
| case I16Type: return 2; |
| case U32Type: return 4; |
| case I32Type: return 4; |
| case U64Type: return 8; |
| case I64Type: return 8; |
| case F16Type: return 2; |
| case F32Type: return 4; |
| case F64Type: return 8; |
| default: |
| Q_ASSERT(false); |
| return 0; |
| } |
| } |
| |
| int componentCount() const |
| { |
| switch (semantic) { |
| case IndexSemantic: return 1; |
| case PositionSemantic: return 3; |
| case NormalSemantic: return 3; |
| case TexCoordSemantic: return 2; |
| case TangentSemantic: return 3; |
| case BinormalSemantic: return 3; |
| default: |
| Q_ASSERT(false); |
| return 0; |
| } |
| } |
| |
| Semantic semantic = PositionSemantic; |
| ComponentType componentType = F32Type; |
| int offset = 0; |
| }; |
| |
| static const int MAX_ATTRIBUTES = 6; |
| |
| void clear() |
| { |
| m_vertexBuffer.clear(); |
| m_indexBuffer.clear(); |
| m_attributeCount = 0; |
| m_primitiveType = Triangles; |
| } |
| |
| QByteArray m_vertexBuffer; |
| QByteArray m_indexBuffer; |
| |
| Attribute m_attributes[MAX_ATTRIBUTES]; |
| int m_attributeCount = 0; |
| PrimitiveType m_primitiveType = Triangles; |
| int m_stride = 0; |
| }; |
| |
| template<typename DataType> |
| struct OffsetDataRef |
| { |
| quint32 m_offset; |
| quint32 m_size; |
| OffsetDataRef() : m_offset(0), m_size(0) {} |
| DataType *begin(quint8 *inBase) |
| { |
| DataType *value = reinterpret_cast<DataType *>(inBase + m_offset); |
| return value; |
| } |
| DataType *end(quint8 *inBase) { return begin(inBase) + m_size; } |
| const DataType *begin(const quint8 *inBase) const { return reinterpret_cast<const DataType *>(inBase + m_offset); } |
| const DataType *end(const quint8 *inBase) const { return begin(inBase) + m_size; } |
| quint32 size() const { return m_size; } |
| bool empty() const { return m_size == 0; } |
| DataType &index(quint8 *inBase, quint32 idx) |
| { |
| Q_ASSERT(idx < m_size); |
| return begin(inBase)[idx]; |
| } |
| const DataType &index(const quint8 *inBase, quint32 idx) const |
| { |
| Q_ASSERT(idx < m_size); |
| return begin(inBase)[idx]; |
| } |
| }; |
| |
| struct MeshVertexBufferEntry |
| { |
| quint32 m_nameOffset; |
| /** Datatype of the this entry points to in the buffer */ |
| QSSGRenderComponentType m_componentType; |
| /** Number of components of each data member. 1,2,3, or 4. Don't be stupid.*/ |
| quint32 m_numComponents; |
| /** Offset from the beginning of the buffer of the first item */ |
| quint32 m_firstItemOffset; |
| MeshVertexBufferEntry() |
| : m_nameOffset(0), m_componentType(QSSGRenderComponentType::Float32), m_numComponents(3), m_firstItemOffset(0) |
| { |
| } |
| QSSGRenderVertexBufferEntry toVertexBufferEntry(quint8 *inBaseAddress) const |
| { |
| const char *nameBuffer = ""; |
| if (m_nameOffset) |
| nameBuffer = reinterpret_cast<const char *>(inBaseAddress + m_nameOffset); |
| return QSSGRenderVertexBufferEntry(nameBuffer, m_componentType, m_numComponents, m_firstItemOffset); |
| } |
| }; |
| |
| struct VertexBuffer |
| { |
| OffsetDataRef<MeshVertexBufferEntry> m_entries; |
| quint32 m_stride; |
| OffsetDataRef<quint8> m_data; |
| VertexBuffer(OffsetDataRef<MeshVertexBufferEntry> entries, quint32 stride, OffsetDataRef<quint8> data) |
| : m_entries(entries), m_stride(stride), m_data(data) |
| { |
| } |
| VertexBuffer() : m_stride(0) {} |
| }; |
| |
| struct IndexBuffer |
| { |
| // Component types must be either UnsignedInt16 or UnsignedInt8 in order for the |
| // graphics hardware to deal with the buffer correctly. |
| QSSGRenderComponentType m_componentType; |
| OffsetDataRef<quint8> m_data; |
| // Either quint8 or quint16 component types are allowed by the underlying rendering |
| // system, so you would be wise to stick with those. |
| IndexBuffer(QSSGRenderComponentType compType, OffsetDataRef<quint8> data) |
| : m_componentType(compType), m_data(data) |
| { |
| } |
| IndexBuffer() : m_componentType(QSSGRenderComponentType::Unknown) {} |
| }; |
| |
| template<quint32 TNumBytes> |
| struct MeshPadding |
| { |
| quint8 m_padding[TNumBytes]; |
| MeshPadding() { memZero(m_padding, TNumBytes); } |
| }; |
| |
| struct Vec3 |
| { |
| float x; |
| float y; |
| float z; |
| }; |
| |
| struct MeshSubset |
| { |
| // std::numeric_limits<quint32>::max() means use all available items |
| quint32 m_count; |
| // Offset is in item size, not bytes. |
| quint32 m_offset; |
| // Bounds of this subset. This is filled in by the builder |
| // see AddMeshSubset |
| QSSGBounds3 m_bounds; |
| |
| // Subsets have to be named else artists will be unable to use |
| // a mesh with multiple subsets as they won't have any idea |
| // while part of the model a given mesh actually maps to. |
| OffsetDataRef<char16_t> m_name; |
| |
| MeshSubset(quint32 count, quint32 off, const QSSGBounds3 &bounds, OffsetDataRef<char16_t> inName) |
| : m_count(count), m_offset(off), m_bounds(bounds), m_name(inName) |
| { |
| } |
| MeshSubset() : m_count(quint32(-1)), m_offset(0), m_bounds() {} |
| bool hasCount() const { return m_count != 4294967295U; } // AKA U_MAX 0xffffffff |
| }; |
| |
| struct Joint |
| { |
| qint32 m_jointID; |
| qint32 m_parentID; |
| float m_invBindPose[16]; |
| float m_localToGlobalBoneSpace[16]; |
| |
| Joint(qint32 jointID, qint32 parentID, const float *invBindPose, const float *localToGlobalBoneSpace) |
| : m_jointID(jointID), m_parentID(parentID) |
| { |
| ::memcpy(m_invBindPose, invBindPose, sizeof(float) * 16); |
| ::memcpy(m_localToGlobalBoneSpace, localToGlobalBoneSpace, sizeof(float) * 16); |
| } |
| Joint() : m_jointID(-1), m_parentID(-1) |
| { |
| ::memset(m_invBindPose, 0, sizeof(float) * 16); |
| ::memset(m_localToGlobalBoneSpace, 0, sizeof(float) * 16); |
| } |
| }; |
| |
| // Tells us what offset a mesh with this ID starts. |
| struct MeshMultiEntry |
| { |
| quint64 m_meshOffset; |
| quint32 m_meshId; |
| quint32 m_padding; |
| MeshMultiEntry() : m_meshOffset(0), m_meshId(0), m_padding(0) {} |
| MeshMultiEntry(quint64 mo, quint32 meshId) : m_meshOffset(mo), m_meshId(meshId), m_padding(0) {} |
| }; |
| |
| // The multi headers are actually saved at the end of the file. |
| // Thus when you append to the file we overwrite the last header |
| // then write out a new header structure. |
| // The last 8 bytes of the file contain the multi header. |
| // The previous N*8 bytes contain the mesh entries. |
| struct MeshMultiHeader |
| { |
| quint32 m_fileId; |
| quint32 m_version; |
| OffsetDataRef<MeshMultiEntry> m_entries; |
| static quint32 getMultiStaticFileId() { return 555777497U; } |
| static quint32 getMultiStaticVersion() { return 1; } |
| |
| MeshMultiHeader() : m_fileId(getMultiStaticFileId()), m_version(getMultiStaticVersion()) {} |
| }; |
| |
| struct Mesh; |
| |
| // Result of a multi-load operation. This returns both the mesh |
| // and the id of the mesh that was loaded. |
| struct MultiLoadResult |
| { |
| Mesh *m_mesh; |
| quint32 m_id; |
| MultiLoadResult(Mesh *inMesh, quint32 inId) : m_mesh(inMesh), m_id(inId) {} |
| MultiLoadResult() : m_mesh(nullptr), m_id(0) {} |
| operator Mesh *() { return m_mesh; } |
| }; |
| |
| struct Q_QUICK3DASSETIMPORT_EXPORT Mesh |
| { |
| static const char16_t *m_defaultName; |
| |
| VertexBuffer m_vertexBuffer; |
| IndexBuffer m_indexBuffer; |
| OffsetDataRef<MeshSubset> m_subsets; |
| OffsetDataRef<Joint> m_joints; |
| QSSGRenderDrawMode m_drawMode; |
| QSSGRenderWinding m_winding; |
| |
| Mesh() : m_drawMode(QSSGRenderDrawMode::Triangles), m_winding(QSSGRenderWinding::CounterClockwise) {} |
| Mesh(VertexBuffer vbuf, |
| IndexBuffer ibuf, |
| const OffsetDataRef<MeshSubset> &insts, |
| const OffsetDataRef<Joint> &joints, |
| QSSGRenderDrawMode drawMode = QSSGRenderDrawMode::Triangles, |
| QSSGRenderWinding winding = QSSGRenderWinding::CounterClockwise) |
| : m_vertexBuffer(vbuf), m_indexBuffer(ibuf), m_subsets(insts), m_joints(joints), m_drawMode(drawMode), m_winding(winding) |
| { |
| } |
| |
| quint8 *getBaseAddress() { return reinterpret_cast<quint8 *>(this); } |
| const quint8 *getBaseAddress() const { return reinterpret_cast<const quint8 *>(this); } |
| |
| static const char *getPositionAttrName() { return "attr_pos"; } |
| static const char *getNormalAttrName() { return "attr_norm"; } |
| static const char *getUVAttrName() { return "attr_uv0"; } |
| static const char *getUV2AttrName() { return "attr_uv1"; } |
| static const char *getTexTanAttrName() { return "attr_textan"; } |
| static const char *getTexBinormalAttrName() { return "attr_binormal"; } |
| static const char *getWeightAttrName() { return "attr_weight"; } |
| static const char *getBoneIndexAttrName() { return "attr_boneid"; } |
| static const char *getColorAttrName() { return "attr_color"; } |
| |
| // Run through the vertex buffer items indicated by subset |
| // Assume vbuf entry[posEntryIndex] is the position entry |
| // This entry has to be QT3DSF32 and 3 components. |
| // Using this entry and the (possibly empty) index buffer |
| // along with the (possibly emtpy) logical vbuf data |
| // return a bounds of the given vertex buffer. |
| static QSSGBounds3 calculateSubsetBounds(const QSSGRenderVertexBufferEntry &inEntry, |
| const QByteArray &inVertxData, |
| quint32 inStride, |
| const QByteArray &inIndexData, |
| QSSGRenderComponentType inIndexCompType, |
| quint32 inSubsetCount, |
| quint32 inSubsetOffset); |
| |
| // Format is: |
| // MeshDataHeader |
| // mesh data. |
| |
| void save(QIODevice &outStream) const; |
| |
| // Save a mesh using fopen and fwrite |
| bool save(const char *inFilePath) const; |
| |
| // read the header, then read the object. |
| // Load a mesh using fopen and fread |
| // Mesh needs to be freed by the caller using free |
| static Mesh *load(QIODevice &inStream); |
| static Mesh *load(const char *inFilePath); |
| |
| // Create a mesh given this header, and that data. data.size() must match |
| // header.SizeInBytes. The mesh returned starts a data[0], so however data |
| // was allocated is how the mesh should be deallocated. |
| static Mesh *initialize(quint16 meshVersion, quint16 meshFlags, QSSGByteView data); |
| |
| // You can save multiple meshes in a file. Each mesh returns an incrementing |
| // integer for the multi file. The original meshes aren't changed, and the file |
| // is appended to. |
| quint32 saveMulti(QIODevice &inStream, quint32 inId = 0) const; |
| quint32 saveMulti(const char *inFilePath) const; |
| |
| // Load a single mesh using c file API and malloc/free. |
| static MultiLoadResult loadMulti(QIODevice &inStream, quint32 inId); |
| static MultiLoadResult loadMulti(const char *inFilePath, quint32 inId); |
| |
| // Returns true if this is a multimesh (several meshes in one file). |
| static bool isMulti(QIODevice &inStream); |
| |
| // Load a multi header from a file using malloc. Header needs to be freed using free. |
| static MeshMultiHeader *loadMultiHeader(QIODevice &inStream); |
| static MeshMultiHeader *loadMultiHeader(const char *inFilePath); |
| |
| // Get the highest mesh version from a file. |
| static quint32 getHighestMultiVersion(QIODevice &inStream); |
| static quint32 getHighestMultiVersion(const char *inFilePath); |
| }; |
| |
| struct MeshDataHeader |
| { |
| static quint32 getFileId() { return quint32(-929005747); } |
| static quint16 getCurrentFileVersion() { return 3; } |
| quint32 m_fileId; |
| quint16 m_fileVersion; |
| quint16 m_headerFlags; |
| quint32 m_sizeInBytes; |
| MeshDataHeader(quint32 size = 0) |
| : m_fileId(getFileId()), m_fileVersion(getCurrentFileVersion()), m_sizeInBytes(size) |
| { |
| } |
| }; |
| |
| struct MeshBuilderVBufEntry |
| { |
| const char *m_name; |
| QByteArray m_data; |
| QSSGRenderComponentType m_componentType; |
| quint32 m_numComponents; |
| MeshBuilderVBufEntry() : m_name(nullptr), m_componentType(QSSGRenderComponentType::Unknown), m_numComponents(0) |
| { |
| } |
| MeshBuilderVBufEntry(const char *name, QByteArray data, QSSGRenderComponentType componentType, quint32 numComponents) |
| : m_name(name), m_data(data), m_componentType(componentType), m_numComponents(numComponents) |
| { |
| } |
| }; |
| |
| // Useful class to build up a mesh. Necessary since meshes don't include that |
| // sort of utility. |
| class Q_QUICK3DASSETIMPORT_EXPORT QSSGMeshBuilder |
| { |
| public: |
| QAtomicInt ref; |
| virtual ~QSSGMeshBuilder(); |
| virtual void release() = 0; |
| virtual void reset() = 0; |
| // Set the draw parameters for any subsets. Defaults to triangles and counter clockwise |
| virtual void setDrawParameters(QSSGRenderDrawMode drawMode, QSSGRenderWinding winding) = 0; |
| // Set the vertex buffer and have the mesh builder interleave the data for you |
| virtual bool setVertexBuffer(const QVector<MeshBuilderVBufEntry> &entries) = 0; |
| // Set the vertex buffer from interleaved data. |
| virtual void setVertexBuffer(const QVector<QSSGRenderVertexBufferEntry> &entries, quint32 stride, QByteArray data) = 0; |
| // The builder (and the majority of the rest of the product) only supports unsigned 16 bit |
| // indexes |
| virtual void setIndexBuffer(const QByteArray &data, QSSGRenderComponentType comp) = 0; |
| // Assets if the supplied parameters are out of range. |
| virtual void addJoint(qint32 jointID, qint32 parentID, const float *invBindPose, const float *localToGlobalBoneSpace) = 0; |
| /** |
| * Add a subset, which equates roughly to a draw call. |
| * A logical vertex buffer allows you to have more that 64K vertexes but still |
| * use u16 index buffers. In any case, if the mesh has an index buffer then this subset |
| * refers to that index buffer, else it is assumed to index into the vertex buffer. |
| * count and offset do exactly what they seem to do, while boundsPositionEntryIndex, |
| * if set to something other than std::numeric_limits<quint32>::max(), |
| * drives the calculation of the aa-bounds of the subset using mesh::CalculateSubsetBounds. |
| */ |
| virtual void addMeshSubset(const char16_t *inSubsetName = Mesh::m_defaultName, |
| quint32 count = std::numeric_limits<quint32>::max(), |
| quint32 offset = 0, |
| quint32 boundsPositionEntryIndex = std::numeric_limits<quint32>::max()) = 0; |
| |
| virtual void addMeshSubset(const char16_t *inSubsetName, quint32 count, quint32 offset, const QSSGBounds3 &inBounds) = 0; |
| |
| // Call to optimize the index and vertex buffers. This doesn't change the subset information, |
| // each triangle is rendered precisely the same. |
| // It just orders the vertex data so we iterate through it as linearly as possible. |
| // This *only* works if the *entire* builder is using triangles as the draw mode. This will be |
| // a disaster if that condition is not met. |
| virtual void optimizeMesh() = 0; |
| |
| /** |
| * @brief This functions stitches together sub-meshes with the same material. |
| * This re-writes the index buffer |
| * |
| * @return no return. |
| */ |
| virtual void connectSubMeshes() = 0; |
| |
| // Return the current mesh. This is only good for this function call, item may change or be |
| // released |
| // due to any further function calls. |
| virtual Mesh &getMesh() = 0; |
| |
| virtual Mesh *buildMesh(const MeshData &data, QString &error, const QSSGBounds3 &inBounds) = 0; |
| |
| // Uses new/delete. |
| static QSSGRef<QSSGMeshBuilder> createMeshBuilder(); |
| }; |
| |
| } // end QSSGMeshUtilities namespace |
| |
| QT_END_NAMESPACE |
| |
| #endif // QSSGMESHUTILITIES_P_H |