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qssglightmapuvgenerator_p.h
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1// Copyright (C) 2021 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5
6#ifndef QSSGLIGHTMAPUVGENERATOR_P_H
7#define QSSGLIGHTMAPUVGENERATOR_P_H
8
9//
10// W A R N I N G
11// -------------
12//
13// This file is not part of the Qt API. It exists purely as an
14// implementation detail. This header file may change from version to
15// version without notice, or even be removed.
16//
17// We mean it.
18//
19
20#include <QtQuick3DUtils/private/qssgmesh_p.h>
21
22QT_BEGIN_NAMESPACE
23
24struct QSSGLightmapUVGeneratorResult
25{
26 QByteArray lightmapUVChannel;
27 QVector<quint32> vertexMap;
28 QByteArray indexData;
29 quint32 lightmapWidth = 0;
30 quint32 lightmapHeight = 0;
31
32 bool isValid() const {
33 return !lightmapUVChannel.isEmpty() && !vertexMap.isEmpty();
34 }
35};
36
37class Q_QUICK3DUTILS_EXPORT QSSGLightmapUVGenerator
38{
39public:
40 // Takes in position, normals, UV0, indices and returns a new lightmap UV
41 // channel, new index data, and a mapping to original vertices.
42 //
43 // The topology must be triangles. The position data is expected to contain
44 // 3 component float positions. normals is expected to contain 3 component
45 // float normal vectors. uv0 is expected to contain 2 component float UV
46 // coordinates. When not available, normals and uv0 can be left empty.
47 //
48 // The resulting index data has always the same number of indices as the
49 // original, but regardless of the original component type, the new data
50 // always has a component type of uint32.
51 //
52 // The resulting lightmapUVChannel contains 2 component floats. There can
53 // be more lightmap UVs than input positions, because the unwrapping
54 // process may add extra vertices to avoid seams. The new vertices always
55 // correspond to an original vertex. That is why the result also has a list
56 // that has one element for each UV in the lightmap UV data, the value
57 // being an index of a vertex in the original position channel. This
58 // mapping must be used by the caller to grow and rewrite all vertex input
59 // data (position, normals, UVs, etc.) so that the count of their elements
60 // matches the lightmap UV channel.
61 //
62 // texelsPerUnit
63 // Unit to texel scale. e.g. a 1x1 quad with texelsPerUnit of 32 will take
64 // up approximately 32x32 texels in the atlas.
65 //
66 QSSGLightmapUVGeneratorResult run(const QByteArray &positions,
67 const QByteArray &normals,
68 const QByteArray &uv0,
69 const QByteArray &index,
70 QSSGMesh::Mesh::ComponentType indexComponentType,
71 float texelsPerUnit);
72
73 // source is of N elements of componentCount * sizeof(T) bytes each. The
74 // returned data is M elements of componentCount * sizeof(T) bytes each, where
75 // M >= N. vertexMap is the mapping table with M elements where each element
76 // is an index in range [0, N-1].
77 template<typename T>
78 static QByteArray remap(const QByteArray &source, const QVector<quint32> &vertexMap, int componentCount)
79 {
80 if (source.isEmpty())
81 return QByteArray();
82 const T *src = reinterpret_cast<const T *>(source.constData());
83 const int byteStride = sizeof(T) * componentCount;
84 QByteArray result(vertexMap.size() * byteStride, Qt::Uninitialized);
85 T *dst = reinterpret_cast<T *>(result.data());
86 for (int i = 0, count = vertexMap.size(); i != count; ++i) {
87 const quint32 originalVertexIndex = vertexMap[i];
88 for (int j = 0; j < componentCount; ++j)
89 *dst++ = src[originalVertexIndex * componentCount + j];
90 }
91 return result;
92 }
93};
94
95QT_END_NAMESPACE
96
97#endif // QSSGLIGHTMAPUVGENERATOR_P_H
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