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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
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