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