/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtQuick3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QGEOMETRYDATA_H #define QGEOMETRYDATA_H #include "qcolor4ub.h" #include "qglnamespace.h" #include "qglindexbuffer.h" #include "qglvertexbundle.h" #include "qglattributevalue.h" #include "qcustomdataarray.h" #include "qbox3d.h" #include "qarray.h" #include "qvector2darray.h" #include "qvector3darray.h" QT_BEGIN_NAMESPACE class QGeometryDataPrivate; class QLogicalVertex; class QGLPainter; namespace QGL { inline quint32 fieldMask(QGL::VertexAttribute f) { return (quint32)0x01 << f; } #if defined(QT_OPENGL_ES) typedef QArray IndexArray; #else typedef QArray IndexArray; #endif }; class Q_QT3D_EXPORT QGeometryData { public: QGeometryData(); QGeometryData(const QGeometryData &); QGeometryData(quint32 fields); ~QGeometryData(); QGeometryData &operator=(const QGeometryData &); void appendGeometry(const QGeometryData &data); int appendVertex(const QLogicalVertex &v); void normalizeNormals(); QBox3D boundingBox() const; QVector3D center() const; QGeometryData reversed() const; QGeometryData translated(const QVector3D &) const; void generateTextureCoordinates(Qt::Orientation orientation = Qt::Horizontal, QGL::VertexAttribute attribute = QGL::TextureCoord0); QGeometryData interleavedWith(const QGeometryData &other) const; void interleaveWith(const QGeometryData &other); void clear(); void clear(QGL::VertexAttribute); void reserve(int amount); void draw(QGLPainter *painter, int start, int count, GLenum mode = QGL::Triangles, qreal drawWidth=1.0); bool upload(); enum BufferStrategyFlags { InvalidStrategy = 0x00, KeepClientData = 0x01, BufferIfPossible = 0x02, }; Q_DECLARE_FLAGS(BufferStrategy, BufferStrategyFlags) void setBufferStrategy(BufferStrategy strategy); BufferStrategy bufferStrategy() const; QGLVertexBundle vertexBundle() const; QGLIndexBuffer indexBuffer() const; void appendIndex(int index); void appendIndices(int index1, int index2, int index3); void appendIndices(const QGL::IndexArray &indices); QGL::IndexArray indices() const; void appendVertex(const QVector3D &v0); void appendVertex(const QVector3D &v0, const QVector3D &v1); void appendVertex(const QVector3D &v0, const QVector3D &v1, const QVector3D &v2); void appendVertex(const QVector3D &v0, const QVector3D &v1, const QVector3D &v2, const QVector3D &v3); void appendAttribute(float a, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(float a, float b, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(float a, float b, float c, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(float a, float b, float c, float d, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(const QVector2D &a, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(const QVector3D &a, QGL::VertexAttribute field = QGL::CustomVertex0); void appendAttribute(const QVariant &a, QGL::VertexAttribute field = QGL::CustomVertex0); void appendNormal(const QVector3D &n0); void appendNormal(const QVector3D &n0, const QVector3D &n1); void appendNormal(const QVector3D &n0, const QVector3D &n1, const QVector3D &n2); void appendNormal(const QVector3D &n0, const QVector3D &n1, const QVector3D &n2, const QVector3D &n3); void appendTexCoord(const QVector2D &t0, QGL::VertexAttribute field = QGL::TextureCoord0); void appendTexCoord(const QVector2D &t0, const QVector2D &t1, QGL::VertexAttribute field = QGL::TextureCoord0); void appendTexCoord(const QVector2D &t0, const QVector2D &t1, const QVector2D &t2, QGL::VertexAttribute field = QGL::TextureCoord0); void appendTexCoord(const QVector2D &t0, const QVector2D &t1, const QVector2D &t2, const QVector2D &t3, QGL::VertexAttribute field = QGL::TextureCoord0); void appendColor(const QColor4ub &c0); void appendColor(const QColor4ub &c0, const QColor4ub &c1); void appendColor(const QColor4ub &c0, const QColor4ub &c1, const QColor4ub &c2); void appendColor(const QColor4ub &c0, const QColor4ub &c1, const QColor4ub &c2, const QColor4ub &c3); void appendVertexArray(const QVector3DArray &ary); void appendAttributeArray(const QCustomDataArray &ary, QGL::VertexAttribute field = QGL::CustomVertex0); void appendNormalArray(const QVector3DArray &ary); void appendTexCoordArray(const QVector2DArray &ary, QGL::VertexAttribute field = QGL::TextureCoord0); void appendColorArray(const QArray &ary); QLogicalVertex logicalVertexAt(int i) const; QVector3DArray vertices() const; QVector3D &vertex(int i); const QVector3D &vertexAt(int i) const; QVector3DArray normals() const; QVector3D &normal(int i); const QVector3D &normalAt(int i) const; QArray colors() const; QColor4ub &color(int i); const QColor4ub &colorAt(int i) const; QVector2DArray texCoords(QGL::VertexAttribute field = QGL::TextureCoord0) const; QVector2D &texCoord(int i, QGL::VertexAttribute field = QGL::TextureCoord0); const QVector2D &texCoordAt(int i, QGL::VertexAttribute field = QGL::TextureCoord0) const; float &floatAttribute(int i, QGL::VertexAttribute field = QGL::CustomVertex0); QVector2D &vector2DAttribute(int i, QGL::VertexAttribute field = QGL::CustomVertex0); QVector3D &vector3DAttribute(int i, QGL::VertexAttribute field = QGL::CustomVertex0); QCustomDataArray attributes(QGL::VertexAttribute field = QGL::CustomVertex0) const; float floatAttributeAt(int i, QGL::VertexAttribute field = QGL::CustomVertex0) const; QVector2D vector2DAttributeAt(int i, QGL::VertexAttribute field = QGL::CustomVertex0) const; QVector3D vector3DAttributeAt(int i, QGL::VertexAttribute field = QGL::CustomVertex0) const; QGLAttributeValue attributeValue(QGL::VertexAttribute field) const; bool hasField(QGL::VertexAttribute field) const; void enableField(QGL::VertexAttribute field); quint32 fields() const; int count() const; int count(QGL::VertexAttribute field) const; int indexCount() const; bool operator==(const QGeometryData &other) const; bool isEmpty() const; bool isNull() const; void detach(); #ifndef QT_NO_DEBUG quint64 id() const { return (quint64)d; } #endif protected: const QVector3DArray *vertexData() const; private: void create(); #ifndef QT_NO_DEBUG void check() const; #else void check() const {} #endif friend class QLogicalVertex; QGeometryDataPrivate *d; }; Q_DECLARE_OPERATORS_FOR_FLAGS(QGeometryData::BufferStrategy); #ifndef QT_NO_DEBUG_STREAM Q_QT3D_EXPORT QDebug operator<<(QDebug dbg, const QGeometryData &vertices); #endif QT_END_NAMESPACE #endif // QGEOMETRYDATA_H