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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_BUFFER_MANAGER_H
+#define QT3DS_RENDER_BUFFER_MANAGER_H
+#include "Qt3DSRender.h"
+#include "EASTL/utility.h" //pair
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/StringTable.h"
+#include "Qt3DSRenderImageTextureData.h"
+#include "foundation/Qt3DSBounds3.h"
+
+namespace qt3dsimp {
+ struct Mesh;
+}
+
+namespace qt3ds {
+namespace render {
+
+ class IBufferManager : public NVRefCounted
+ {
+ protected:
+ virtual ~IBufferManager() {}
+
+ public:
+ // Path manipulation used to get the final path form a base path plus relative extension
+ virtual CRegisteredString CombineBaseAndRelative(const char8_t *inBase,
+ const char8_t *inRelative) = 0;
+ virtual void SetImageHasTransparency(CRegisteredString inSourcePath,
+ bool inHasTransparency) = 0;
+ virtual bool GetImageHasTransparency(CRegisteredString inSourcePath) const = 0;
+ virtual void SetImageTransparencyToFalseIfNotSet(CRegisteredString inSourcePath) = 0;
+ virtual void SetInvertImageUVCoords(CRegisteredString inSourcePath,
+ bool inShouldInvertCoords) = 0;
+
+ // Returns true if this image has been loaded into memory
+ // This call is threadsafe. Nothing else on this object is guaranteed to be.
+ virtual bool IsImageLoaded(CRegisteredString inSourcePath) = 0;
+
+ // Alias one image path with another image path. Optionally this object will ignore the
+ // call if
+ // the source path is already loaded. Aliasing is currently used to allow a default image
+ // to be shown
+ // in place of an image that is loading offline.
+ // Returns true if the image was aliased, false otherwise.
+ virtual bool AliasImagePath(CRegisteredString inSourcePath, CRegisteredString inAliasPath,
+ bool inIgnoreIfLoaded) = 0;
+ virtual void UnaliasImagePath(CRegisteredString inSourcePath) = 0;
+
+ // Returns the given source path unless the source path is aliased; in which case returns
+ // the aliased path.
+ virtual CRegisteredString GetImagePath(CRegisteredString inSourcePath) = 0;
+ // Returns a texture and a boolean indicating if this texture has transparency in it or not.
+ // Can't name this LoadImage because that gets mangled by windows to LoadImageA (uggh)
+ // In some cases we need to only scan particular images for transparency.
+ virtual SImageTextureData LoadRenderImage(CRegisteredString inImagePath,
+ SLoadedTexture &inTexture,
+ bool inForceScanForTransparency = false,
+ bool inBsdfMipmaps = false) = 0;
+ virtual SImageTextureData LoadRenderImage(CRegisteredString inSourcePath,
+ bool inForceScanForTransparency = false,
+ bool inBsdfMipmaps = false) = 0;
+
+ virtual ReloadableTexturePtr CreateReloadableImage(CRegisteredString inSourcePath,
+ bool inForceScanForTransparency = false,
+ bool inBsdfMipmaps = false) = 0;
+ virtual void enableReloadableResources(bool enable) = 0;
+ virtual bool isReloadableResourcesEnabled() const = 0;
+
+ virtual void loadSet(const QSet<QString> &imageSet) = 0;
+ virtual void unloadSet(const QSet<QString> &imageSet) = 0;
+
+ virtual void loadCustomMesh(const QString &name, qt3dsimp::Mesh *mesh) = 0;
+ virtual SRenderMesh *LoadMesh(CRegisteredString inSourcePath) = 0;
+
+ virtual SRenderMesh *CreateMesh(const char *inSourcePath, QT3DSU8 *inVertData,
+ QT3DSU32 inNumVerts, QT3DSU32 inVertStride, QT3DSU32 *inIndexData,
+ QT3DSU32 inIndexCount, qt3ds::NVBounds3 inBounds) = 0;
+
+ // Remove *all* buffers from the buffer manager;
+ virtual void Clear() = 0;
+ virtual void InvalidateBuffer(CRegisteredString inSourcePath) = 0;
+ virtual IStringTable &GetStringTable() = 0;
+
+ static IBufferManager &Create(NVRenderContext &inRenderContext, IStringTable &inStrTable,
+ IInputStreamFactory &inInputStreamFactory,
+ IPerfTimer &inTimer);
+ };
+}
+}
+
+#endif