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++ // Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "gltfexporter.h"
++
++ #include <QtCore/qiodevice.h>
++ #include <QtCore/qfile.h>
++ #include <QtCore/qfileinfo.h>
++ #include <QtCore/qdir.h>
++ #include <QtCore/qhash.h>
++ #include <QtCore/qdebug.h>
++ #include <QtCore/qcoreapplication.h>
++ #include <QtCore/qjsondocument.h>
++ #include <QtCore/qjsonobject.h>
++ #include <QtCore/qjsonarray.h>
++ #include <QtCore/qmath.h>
++ #include <QtCore/qtemporarydir.h>
++ #include <QtCore/qregularexpression.h>
++ #include <QtCore/qmetaobject.h>
++ #include <QtCore/qlibraryinfo.h>
++ #include <QtGui/qvector2d.h>
++ #include <QtGui/qvector4d.h>
++ #include <QtGui/qmatrix4x4.h>
++
++ #include <Qt3DCore/qentity.h>
++ #include <Qt3DCore/qattribute.h>
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/qgeometry.h>
++ #include <Qt3DCore/qtransform.h>
++ #include <Qt3DRender/qcameralens.h>
++ #include <Qt3DRender/qcamera.h>
++ #include <Qt3DRender/qblendequation.h>
++ #include <Qt3DRender/qblendequationarguments.h>
++ #include <Qt3DRender/qeffect.h>
++ #include <Qt3DRender/qmaterial.h>
++ #include <Qt3DRender/qgraphicsapifilter.h>
++ #include <Qt3DRender/qparameter.h>
++ #include <Qt3DRender/qtexture.h>
++ #include <Qt3DRender/qabstractlight.h>
++ #include <Qt3DRender/qpointlight.h>
++ #include <Qt3DRender/qspotlight.h>
++ #include <Qt3DRender/qdirectionallight.h>
++ #include <Qt3DRender/qgeometryrenderer.h>
++ #include <Qt3DRender/qtechnique.h>
++ #include <Qt3DRender/qalphacoverage.h>
++ #include <Qt3DRender/qalphatest.h>
++ #include <Qt3DRender/qclipplane.h>
++ #include <Qt3DRender/qcolormask.h>
++ #include <Qt3DRender/qcullface.h>
++ #include <Qt3DRender/qdepthrange.h>
++ #include <Qt3DRender/qdepthtest.h>
++ #include <Qt3DRender/qdithering.h>
++ #include <Qt3DRender/qfrontface.h>
++ #include <Qt3DRender/qmultisampleantialiasing.h>
++ #include <Qt3DRender/qnodepthmask.h>
++ #include <Qt3DRender/qpointsize.h>
++ #include <Qt3DRender/qpolygonoffset.h>
++ #include <Qt3DRender/qscissortest.h>
++ #include <Qt3DRender/qseamlesscubemap.h>
++ #include <Qt3DRender/qstencilmask.h>
++ #include <Qt3DRender/qstenciloperation.h>
++ #include <Qt3DRender/qstenciloperationarguments.h>
++ #include <Qt3DRender/qstenciltest.h>
++ #include <Qt3DRender/qstenciltestarguments.h>
++ #include <Qt3DExtras/qconemesh.h>
++ #include <Qt3DExtras/qcuboidmesh.h>
++ #include <Qt3DExtras/qcylindermesh.h>
++ #include <Qt3DExtras/qplanemesh.h>
++ #include <Qt3DExtras/qspheremesh.h>
++ #include <Qt3DExtras/qtorusmesh.h>
++ #include <Qt3DExtras/qphongmaterial.h>
++ #include <Qt3DExtras/qphongalphamaterial.h>
++ #include <Qt3DExtras/qdiffusemapmaterial.h>
++ #include <Qt3DExtras/qdiffusespecularmapmaterial.h>
++ #include <Qt3DExtras/qnormaldiffusemapmaterial.h>
++ #include <Qt3DExtras/qnormaldiffusemapalphamaterial.h>
++ #include <Qt3DExtras/qnormaldiffusespecularmapmaterial.h>
++ #include <Qt3DExtras/qgoochmaterial.h>
++ #include <Qt3DExtras/qpervertexcolormaterial.h>
++
++ #include <private/qurlhelper_p.h>
++
++ #ifndef qUtf16PrintableImpl
++ # define qUtf16PrintableImpl(string) \
++ static_cast<const wchar_t*>(static_cast<const void*>(string.utf16()))
++ #endif
++
++ namespace {
++
++ inline QJsonArray col2jsvec(const QColor &color, bool alpha = false)
++ {
++ QJsonArray arr;
++ arr << color.redF() << color.greenF() << color.blueF();
++ if (alpha)
++ arr << color.alphaF();
++ return arr;
++ }
++
++ template <typename T>
++ inline QJsonArray vec2jsvec(const std::vector<T> &v)
++ {
++ QJsonArray arr;
++ for (size_t i = 0; i < v.size(); ++i)
++ arr << v[i];
++ return arr;
++ }
++
++ inline QJsonArray size2jsvec(const QSize &size) {
++ QJsonArray arr;
++ arr << size.width() << size.height();
++ return arr;
++ }
++
++ inline QJsonArray vec2jsvec(const QVector2D &v)
++ {
++ QJsonArray arr;
++ arr << v.x() << v.y();
++ return arr;
++ }
++
++ inline QJsonArray vec2jsvec(const QVector3D &v)
++ {
++ QJsonArray arr;
++ arr << v.x() << v.y() << v.z();
++ return arr;
++ }
++
++ inline QJsonArray vec2jsvec(const QVector4D &v)
++ {
++ QJsonArray arr;
++ arr << v.x() << v.y() << v.z() << v.w();
++ return arr;
++ }
++
++ #if 0 // unused for now
++ inline QJsonArray matrix2jsvec(const QMatrix2x2 &matrix)
++ {
++ QJsonArray jm;
++ const float *mtxp = matrix.constData();
++ for (int j = 0; j < 4; ++j)
++ jm.append(*mtxp++);
++ return jm;
++ }
++
++ inline QJsonArray matrix2jsvec(const QMatrix3x3 &matrix)
++ {
++ QJsonArray jm;
++ const float *mtxp = matrix.constData();
++ for (int j = 0; j < 9; ++j)
++ jm.append(*mtxp++);
++ return jm;
++ }
++ #endif
++
++ inline QJsonArray matrix2jsvec(const QMatrix4x4 &matrix)
++ {
++ QJsonArray jm;
++ const float *mtxp = matrix.constData();
++ for (int j = 0; j < 16; ++j)
++ jm.append(*mtxp++);
++ return jm;
++ }
++
++ inline void promoteColorsToRGBA(QJsonObject *obj)
++ {
++ auto it = obj->begin();
++ auto itEnd = obj->end();
++ while (it != itEnd) {
++ QJsonArray arr = it.value().toArray();
++ if (arr.count() == 3) {
++ const QString key = it.key();
++ if (key == QStringLiteral("ambient")
++ || key == QStringLiteral("diffuse")
++ || key == QStringLiteral("specular")
++ || key == QStringLiteral("warm")
++ || key == QStringLiteral("cool")) {
++ arr.append(1);
++ *it = arr;
++ }
++ }
++ ++it;
++ }
++ }
++
++ } // namespace
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++
++ using namespace Qt3DCore;
++ using namespace Qt3DExtras;
++
++ Q_LOGGING_CATEGORY(GLTFExporterLog, "Qt3D.GLTFExport", QtWarningMsg)
++
++ const QString MATERIAL_DIFFUSE_COLOR = QStringLiteral("kd");
++ const QString MATERIAL_SPECULAR_COLOR = QStringLiteral("ks");
++ const QString MATERIAL_AMBIENT_COLOR = QStringLiteral("ka");
++
++ const QString MATERIAL_DIFFUSE_TEXTURE = QStringLiteral("diffuseTexture");
++ const QString MATERIAL_SPECULAR_TEXTURE = QStringLiteral("specularTexture");
++ const QString MATERIAL_NORMALS_TEXTURE = QStringLiteral("normalTexture");
++
++ const QString MATERIAL_SHININESS = QStringLiteral("shininess");
++ const QString MATERIAL_ALPHA = QStringLiteral("alpha");
++
++ // Custom extension for Qt3D
++ const QString MATERIAL_TEXTURE_SCALE = QStringLiteral("texCoordScale");
++
++ // Custom gooch material values
++ const QString MATERIAL_BETA = QStringLiteral("beta");
++ const QString MATERIAL_COOL_COLOR = QStringLiteral("kblue");
++ const QString MATERIAL_WARM_COLOR = QStringLiteral("kyellow");
++
++ const QString VERTICES_ATTRIBUTE_NAME = QAttribute::defaultPositionAttributeName();
++ const QString NORMAL_ATTRIBUTE_NAME = QAttribute::defaultNormalAttributeName();
++ const QString TANGENT_ATTRIBUTE_NAME = QAttribute::defaultTangentAttributeName();
++ const QString TEXTCOORD_ATTRIBUTE_NAME = QAttribute::defaultTextureCoordinateAttributeName();
++ const QString COLOR_ATTRIBUTE_NAME = QAttribute::defaultColorAttributeName();
++
++ GLTFExporter::GLTFExporter() : QSceneExporter()
++ , m_sceneRoot(nullptr)
++ , m_rootNode(nullptr)
++ , m_rootNodeEmpty(false)
++
++ {
++ }
++
++ GLTFExporter::~GLTFExporter()
++ {
++ }
++
++ /*!
++ \class Qt3DRender::GLTFExporter
++ \inmodule Qt3DRender
++ \internal
++ \brief Manages the export of a 3D scene to the GLTF format.
++
++ Handles the export of a 3D scene to the GLTF format.
++ */
++ // sceneRoot : The root entity that contains the exported scene. If the sceneRoot doesn't have
++ // any exportable components, it is not exported itself. This is because importing a
++ // scene creates an empty top level entity to hold the scene.
++ // outDir : The directory where the scene export directory is created in.
++ // exportName : Name of the directory created in outDir to hold the exported scene. Also used as
++ // the file name base for generated files.
++ // options : Export options.
++ //
++ // Supported options are:
++ // "compactJson" (bool): Removes unnecessary whitespace from the generated JSON file.
++
++ /*!
++ Exports the scene to the GLTF format
++
++ \a sceneRoot is the root entity that will be exported.
++ If the sceneRoot does not have any exportable components, it is not exported itself.
++
++ \a outDir is the directory in which the scene export is created.
++
++ \a exportName is the name of the directory created in \c outDir that will hold
++ the exported scene.
++
++ \a options contain the export options.
++
++ Returns true if the export was carried out successfully.
++ */
++
++ bool GLTFExporter::exportScene(QEntity *sceneRoot, const QString &outDir,
++ const QString &exportName, const QVariantHash &options)
++ {
++ m_bufferViewCount = 0;
++ m_accessorCount = 0;
++ m_meshCount = 0;
++ m_materialCount = 0;
++ m_techniqueCount = 0;
++ m_textureCount = 0;
++ m_imageCount = 0;
++ m_shaderCount = 0;
++ m_programCount = 0;
++ m_nodeCount = 0;
++ m_cameraCount = 0;
++ m_lightCount = 0;
++ m_renderPassCount = 0;
++ m_effectCount = 0;
++
++ m_gltfOpts.compactJson = options.value(QStringLiteral("compactJson"),
++ QVariant(false)).toBool();
++
++ QFileInfo outDirFileInfo(outDir);
++ QString absoluteOutDir = outDirFileInfo.absoluteFilePath();
++ if (!absoluteOutDir.endsWith(QLatin1Char('/')))
++ absoluteOutDir.append(QLatin1Char('/'));
++ m_exportName = exportName;
++ m_sceneRoot = sceneRoot;
++ QString finalExportDir = absoluteOutDir + m_exportName;
++ if (!finalExportDir.endsWith(QLatin1Char('/')))
++ finalExportDir.append(QLatin1Char('/'));
++
++ QDir outDirDir(absoluteOutDir);
++
++ // Make sure outDir exists
++ if (outDirFileInfo.exists()) {
++ if (!outDirFileInfo.isDir()) {
++ qCWarning(GLTFExporterLog, "outDir is not a directory: '%ls'",
++ qUtf16PrintableImpl(absoluteOutDir));
++ return false;
++ }
++ } else {
++ if (!outDirDir.mkpath(outDirFileInfo.absoluteFilePath())) {
++ qCWarning(GLTFExporterLog, "outDir could not be created: '%ls'",
++ qUtf16PrintableImpl(absoluteOutDir));
++ return false;
++ }
++ }
++
++ // Create temporary directory for exporting
++ QTemporaryDir exportDir;
++
++ if (!exportDir.isValid()) {
++ qCWarning(GLTFExporterLog, "Temporary export directory could not be created");
++ return false;
++ }
++ m_exportDir = exportDir.path();
++ m_exportDir.append(QStringLiteral("/"));
++
++ qCDebug(GLTFExporterLog, "Output directory: %ls", qUtf16PrintableImpl(absoluteOutDir));
++ qCDebug(GLTFExporterLog, "Export name: %ls", qUtf16PrintableImpl(m_exportName));
++ qCDebug(GLTFExporterLog, "Temp export dir: %ls", qUtf16PrintableImpl(m_exportDir));
++ qCDebug(GLTFExporterLog, "Final export dir: %ls", qUtf16PrintableImpl(finalExportDir));
++
++ parseScene();
++
++ // Export scene to temporary directory
++ if (!saveScene()) {
++ qCWarning(GLTFExporterLog, "Exporting GLTF scene failed");
++ return false;
++ }
++
++ // Create final export directory
++ if (!outDirDir.mkpath(m_exportName)) {
++ qCWarning(GLTFExporterLog, "Final export directory could not be created: '%ls'",
++ qUtf16PrintableImpl(finalExportDir));
++ return false;
++ }
++
++ // As a safety feature, we don't indiscriminately delete existing directory or it's contents,
++ // but instead look for an old export and delete only related files.
++ clearOldExport(finalExportDir);
++
++ // Files copied from resources will have read-only permissions, which isn't ideal in cases
++ // where export is done on top of an existing export.
++ // Since different file systems handle permissions differently, we grab the target permissions
++ // from the qgltf file, which we created ourselves.
++ QFile gltfFile(m_exportDir + m_exportName + QStringLiteral(".qgltf"));
++ QFile::Permissions targetPermissions = gltfFile.permissions();
++
++ // Copy exported scene to actual export directory
++ for (const auto &sourceFileStr : std::as_const(m_exportedFiles)) {
++ QFileInfo fiSource(m_exportDir + sourceFileStr);
++ QFileInfo fiDestination(finalExportDir + sourceFileStr);
++ if (fiDestination.exists()) {
++ QFile(fiDestination.absoluteFilePath()).remove();
++ qCDebug(GLTFExporterLog, "Removed old file: '%ls'",
++ qUtf16PrintableImpl(fiDestination.absoluteFilePath()));
++ }
++ QString srcPath = fiSource.absoluteFilePath();
++ QString destPath = fiDestination.absoluteFilePath();
++ if (!QFile(srcPath).copy(destPath)) {
++ qCWarning(GLTFExporterLog, " Failed to copy file: '%ls' -> '%ls'",
++ qUtf16PrintableImpl(srcPath), qUtf16PrintableImpl(destPath));
++ // Don't fail entire export because file copy failed - if there is somehow a read-only
++ // file with same name already in the export dir after cleanup we did, let's just assume
++ // it's the same file we want rather than risk deleting unrelated protected file.
++ } else {
++ qCDebug(GLTFExporterLog, " Copied file: '%ls' -> '%ls'",
++ qUtf16PrintableImpl(srcPath), qUtf16PrintableImpl(destPath));
++ QFile(destPath).setPermissions(targetPermissions);
++ }
++ }
++
++ // Clean up after export
++
++ m_buffer.clear();
++ m_meshMap.clear();
++ m_materialMap.clear();
++ m_cameraMap.clear();
++ m_lightMap.clear();
++ m_transformMap.clear();
++ m_imageMap.clear();
++ m_textureIdMap.clear();
++ m_meshInfo.clear();
++ m_materialInfo.clear();
++ m_cameraInfo.clear();
++ m_lightInfo.clear();
++ m_exportedFiles.clear();
++ m_renderPassIdMap.clear();
++ m_shaderInfo.clear();
++ m_programInfo.clear();
++ m_techniqueIdMap.clear();
++ m_effectIdMap.clear();
++ qDeleteAll(m_defaultObjectCache);
++ m_defaultObjectCache.clear();
++ m_propertyCache.clear();
++
++ delNode(m_rootNode);
++
++ return true;
++ }
++
++ void GLTFExporter::cacheDefaultProperties(GLTFExporter::PropertyCacheType type)
++ {
++ if (m_defaultObjectCache.contains(type))
++ return;
++
++ QObject *defaultObject = nullptr;
++
++ switch (type) {
++ case TypeConeMesh:
++ defaultObject = new QConeMesh;
++ break;
++ case TypeCuboidMesh:
++ defaultObject = new QCuboidMesh;
++ break;
++ case TypeCylinderMesh:
++ defaultObject = new QCylinderMesh;
++ break;
++ case TypePlaneMesh:
++ defaultObject = new QPlaneMesh;
++ break;
++ case TypeSphereMesh:
++ defaultObject = new QSphereMesh;
++ break;
++ case TypeTorusMesh:
++ defaultObject = new QTorusMesh;
++ break;
++ default:
++ return; // Unsupported type
++ }
++
++ // Store the default object for property comparisons
++ m_defaultObjectCache.insert(type, defaultObject);
++
++ // Cache metaproperties of supported types (but not their parent class types)
++ const QMetaObject *meta = defaultObject->metaObject();
++ QList<QMetaProperty> properties;
++ properties.reserve(meta->propertyCount() - meta->propertyOffset());
++ for (int i = meta->propertyOffset(); i < meta->propertyCount(); ++i) {
++ if (meta->property(i).isWritable())
++ properties.append(meta->property(i));
++ }
++
++ m_propertyCache.insert(type, properties);
++ }
++
++ // Copies textures from original locations to the temporary export directory.
++ // If texture names conflict, they are renamed.
++ void GLTFExporter::copyTextures()
++ {
++ qCDebug(GLTFExporterLog, "Copying textures...");
++ QHash<QString, QString> copiedMap;
++ for (auto texIt = m_textureIdMap.constBegin(); texIt != m_textureIdMap.constEnd(); ++texIt) {
++ QFileInfo fi(texIt.key());
++ QString absoluteFilePath;
++ if (texIt.key().startsWith(QStringLiteral(":")))
++ absoluteFilePath = texIt.key();
++ else
++ absoluteFilePath = fi.absoluteFilePath();
++ if (copiedMap.contains(absoluteFilePath)) {
++ // Texture has already been copied
++ qCDebug(GLTFExporterLog, " Skipped copying duplicate texture: '%ls'",
++ qUtf16PrintableImpl(absoluteFilePath));
++ if (!m_imageMap.contains(texIt.key()))
++ m_imageMap.insert(texIt.key(), copiedMap.value(absoluteFilePath));
++ } else {
++ QString fileName = fi.fileName();
++ QString outFile = m_exportDir;
++ outFile.append(fileName);
++ QFileInfo fiTry(outFile);
++ if (fiTry.exists()) {
++ static const QString outFileTemplate = QStringLiteral("%2_%3.%4");
++ int counter = 0;
++ QString tryFile = outFile;
++ QString suffix = fiTry.suffix();
++ QString base = fiTry.baseName();
++ while (fiTry.exists()) {
++ fileName = outFileTemplate.arg(base).arg(counter++).arg(suffix);
++ tryFile = m_exportDir;
++ tryFile.append(fileName);
++ fiTry.setFile(tryFile);
++ }
++ outFile = tryFile;
++ }
++ if (!QFile(absoluteFilePath).copy(outFile)) {
++ qCWarning(GLTFExporterLog, " Failed to copy texture: '%ls' -> '%ls'",
++ qUtf16PrintableImpl(absoluteFilePath), qUtf16PrintableImpl(outFile));
++ } else {
++ qCDebug(GLTFExporterLog, " Copied texture: '%ls' -> '%ls'",
++ qUtf16PrintableImpl(absoluteFilePath), qUtf16PrintableImpl(outFile));
++ }
++ // Generate actual target file (as current exportDir is temp dir)
++ copiedMap.insert(absoluteFilePath, fileName);
++ m_exportedFiles.insert(fileName);
++ m_imageMap.insert(texIt.key(), fileName);
++ }
++ }
++ }
++
++ // Creates shaders to the temporary export directory.
++ void GLTFExporter::createShaders()
++ {
++ qCDebug(GLTFExporterLog, "Creating shaders...");
++ for (const auto &si : std::as_const(m_shaderInfo)) {
++ const QString fileName = m_exportDir + si.uri;
++ QFile f(fileName);
++ if (f.open(QIODevice::WriteOnly | QIODevice::Text | QIODevice::Truncate)) {
++ m_exportedFiles.insert(QFileInfo(f.fileName()).fileName());
++ f.write(si.code);
++ f.close();
++ } else {
++ qCWarning(GLTFExporterLog, " Writing shaderfile '%ls' failed!",
++ qUtf16PrintableImpl(fileName));
++ }
++ }
++ }
++
++
++ void GLTFExporter::parseEntities(const QEntity *entity, Node *parentNode)
++ {
++ if (entity) {
++ Node *node = new Node;
++ node->name = entity->objectName();
++ node->uniqueName = newNodeName();
++
++ int irrelevantComponents = 0;
++ const auto components = entity->components();
++ for (auto component : components) {
++ if (auto mesh = qobject_cast<QGeometryRenderer *>(component))
++ m_meshMap.insert(node, mesh);
++ else if (auto material = qobject_cast<QMaterial *>(component))
++ m_materialMap.insert(node, material);
++ else if (auto transform = qobject_cast<Qt3DCore::QTransform *>(component))
++ m_transformMap.insert(node, transform);
++ else if (auto camera = qobject_cast<QCameraLens *>(component))
++ m_cameraMap.insert(node, camera);
++ else if (auto light = qobject_cast<QAbstractLight *>(component))
++ m_lightMap.insert(node, light);
++ else
++ irrelevantComponents++;
++ }
++ if (!parentNode) {
++ m_rootNode = node;
++ if (irrelevantComponents == entity->components().size())
++ m_rootNodeEmpty = true;
++ } else {
++ parentNode->children.append(node);
++ }
++ qCDebug(GLTFExporterLog, "Parsed entity '%ls' -> '%ls'",
++ qUtf16PrintableImpl(entity->objectName()), qUtf16PrintableImpl(node->uniqueName));
++
++ for (auto child : entity->children())
++ parseEntities(qobject_cast<QEntity *>(child), node);
++ }
++ }
++
++ void GLTFExporter::parseScene()
++ {
++ parseEntities(m_sceneRoot, nullptr);
++ parseMaterials();
++ parseMeshes();
++ parseCameras();
++ parseLights();
++ }
++
++ void GLTFExporter::parseMaterials()
++ {
++ qCDebug(GLTFExporterLog, "Parsing materials...");
++
++ int materialCount = 0;
++ for (auto it = m_materialMap.constBegin(); it != m_materialMap.constEnd(); ++it) {
++ QMaterial *material = it.value();
++
++ MaterialInfo matInfo;
++ matInfo.name = newMaterialName();
++ matInfo.originalName = material->objectName();
++
++ // Is material common or custom?
++ if (qobject_cast<QPhongMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypePhong;
++ } else if (auto phongAlpha = qobject_cast<QPhongAlphaMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypePhongAlpha;
++ matInfo.blendArguments.resize(4);
++ matInfo.blendEquations.resize(2);
++ matInfo.blendArguments[0] = int(phongAlpha->sourceRgbArg());
++ matInfo.blendArguments[1] = int(phongAlpha->sourceAlphaArg());
++ matInfo.blendArguments[2] = int(phongAlpha->destinationRgbArg());
++ matInfo.blendArguments[3] = int(phongAlpha->destinationAlphaArg());
++ matInfo.blendEquations[0] = int(phongAlpha->blendFunctionArg());
++ matInfo.blendEquations[1] = int(phongAlpha->blendFunctionArg());
++ } else if (qobject_cast<QDiffuseMapMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypeDiffuseMap;
++ } else if (qobject_cast<QDiffuseSpecularMapMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypeDiffuseSpecularMap;
++ } else if (qobject_cast<QNormalDiffuseMapAlphaMaterial *>(material)) {
++ matInfo.values.insert(QStringLiteral("transparent"), QVariant(true));
++ matInfo.type = MaterialInfo::TypeNormalDiffuseMapAlpha;
++ } else if (qobject_cast<QNormalDiffuseMapMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypeNormalDiffuseMap;
++ } else if (qobject_cast<QNormalDiffuseSpecularMapMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypeNormalDiffuseSpecularMap;
++ } else if (qobject_cast<QGoochMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypeGooch;
++ } else if (qobject_cast<QPerVertexColorMaterial *>(material)) {
++ matInfo.type = MaterialInfo::TypePerVertex;
++ } else {
++ matInfo.type = MaterialInfo::TypeCustom;
++ }
++
++ if (matInfo.type == MaterialInfo::TypeCustom) {
++ if (material->effect()) {
++ if (!m_effectIdMap.contains(material->effect()))
++ m_effectIdMap.insert(material->effect(), newEffectName());
++ parseTechniques(material);
++ }
++ } else {
++ // Default materials do not have separate effect, all effect parameters are stored as
++ // material values.
++ if (material->effect()) {
++ QList<QParameter *> parameters = material->effect()->parameters();
++ for (auto param : parameters) {
++ if (param->value().metaType().id() == QMetaType::QColor) {
++ QColor color = param->value().value<QColor>();
++ if (param->name() == MATERIAL_AMBIENT_COLOR) {
++ matInfo.colors.insert(QStringLiteral("ambient"), color);
++ } else if (param->name() == MATERIAL_DIFFUSE_COLOR) {
++ if (matInfo.type == MaterialInfo::TypePhongAlpha) {
++ matInfo.values.insert(QStringLiteral("transparency"), float(color.alphaF()));
++ color.setAlphaF(1.0f);
++ }
++ matInfo.colors.insert(QStringLiteral("diffuse"), color);
++ } else if (param->name() == MATERIAL_SPECULAR_COLOR) {
++ matInfo.colors.insert(QStringLiteral("specular"), color);
++ } else if (param->name() == MATERIAL_COOL_COLOR) { // Custom Qt3D gooch
++ matInfo.colors.insert(QStringLiteral("cool"), color);
++ } else if (param->name() == MATERIAL_WARM_COLOR) { // Custom Qt3D gooch
++ matInfo.colors.insert(QStringLiteral("warm"), color);
++ } else {
++ matInfo.colors.insert(param->name(), color);
++ }
++ } else if (param->value().canConvert<QAbstractTexture *>()) {
++ const QString urlString = textureVariantToUrl(param->value());
++ if (param->name() == MATERIAL_DIFFUSE_TEXTURE)
++ matInfo.textures.insert(QStringLiteral("diffuse"), urlString);
++ else if (param->name() == MATERIAL_SPECULAR_TEXTURE)
++ matInfo.textures.insert(QStringLiteral("specular"), urlString);
++ else if (param->name() == MATERIAL_NORMALS_TEXTURE)
++ matInfo.textures.insert(QStringLiteral("normal"), urlString);
++ else
++ matInfo.textures.insert(param->name(), urlString);
++ } else if (param->name() == MATERIAL_SHININESS) {
++ matInfo.values.insert(QStringLiteral("shininess"), param->value());
++ } else if (param->name() == MATERIAL_BETA) { // Custom Qt3D param for gooch
++ matInfo.values.insert(QStringLiteral("beta"), param->value());
++ } else if (param->name() == MATERIAL_ALPHA) {
++ if (matInfo.type == MaterialInfo::TypeGooch)
++ matInfo.values.insert(QStringLiteral("alpha"), param->value());
++ else
++ matInfo.values.insert(QStringLiteral("transparency"), param->value());
++ } else if (param->name() == MATERIAL_TEXTURE_SCALE) { // Custom Qt3D param
++ matInfo.values.insert(QStringLiteral("textureScale"), param->value());
++ } else {
++ qCDebug(GLTFExporterLog,
++ "Common material had unknown parameter: '%ls'",
++ qUtf16PrintableImpl(param->name()));
++ }
++ }
++ }
++ }
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Material #%i", materialCount);
++ qCDebug(GLTFExporterLog, " name: '%ls'", qUtf16PrintableImpl(matInfo.name));
++ qCDebug(GLTFExporterLog, " originalName: '%ls'",
++ qUtf16PrintableImpl(matInfo.originalName));
++ qCDebug(GLTFExporterLog, " type: %i", matInfo.type);
++ qCDebug(GLTFExporterLog) << " colors:" << matInfo.colors;
++ qCDebug(GLTFExporterLog) << " values:" << matInfo.values;
++ qCDebug(GLTFExporterLog) << " textures:" << matInfo.textures;
++ }
++
++ m_materialInfo.insert(material, matInfo);
++ materialCount++;
++ }
++ }
++
++ void GLTFExporter::parseMeshes()
++ {
++ qCDebug(GLTFExporterLog, "Parsing meshes...");
++
++ int meshCount = 0;
++ for (auto it = m_meshMap.constBegin(); it != m_meshMap.constEnd(); ++it) {
++ Node *node = it.key();
++ QGeometryRenderer *mesh = it.value();
++
++ MeshInfo meshInfo;
++ meshInfo.originalName = mesh->objectName();
++ meshInfo.name = newMeshName();
++ meshInfo.materialName = m_materialInfo.value(m_materialMap.value(node)).name;
++
++ if (qobject_cast<QConeMesh *>(mesh)) {
++ meshInfo.meshType = TypeConeMesh;
++ meshInfo.meshTypeStr = QStringLiteral("cone");
++ } else if (qobject_cast<QCuboidMesh *>(mesh)) {
++ meshInfo.meshType = TypeCuboidMesh;
++ meshInfo.meshTypeStr = QStringLiteral("cuboid");
++ } else if (qobject_cast<QCylinderMesh *>(mesh)) {
++ meshInfo.meshType = TypeCylinderMesh;
++ meshInfo.meshTypeStr = QStringLiteral("cylinder");
++ } else if (qobject_cast<QPlaneMesh *>(mesh)) {
++ meshInfo.meshType = TypePlaneMesh;
++ meshInfo.meshTypeStr = QStringLiteral("plane");
++ } else if (qobject_cast<QSphereMesh *>(mesh)) {
++ meshInfo.meshType = TypeSphereMesh;
++ meshInfo.meshTypeStr = QStringLiteral("sphere");
++ } else if (qobject_cast<QTorusMesh *>(mesh)) {
++ meshInfo.meshType = TypeTorusMesh;
++ meshInfo.meshTypeStr = QStringLiteral("torus");
++ } else {
++ meshInfo.meshType = TypeNone;
++ }
++
++ if (meshInfo.meshType != TypeNone) {
++ meshInfo.meshComponent = mesh;
++ cacheDefaultProperties(meshInfo.meshType);
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Mesh #%i: (%ls/%ls)", meshCount,
++ qUtf16PrintableImpl(meshInfo.name), qUtf16PrintableImpl(meshInfo.originalName));
++ qCDebug(GLTFExporterLog, " material: '%ls'",
++ qUtf16PrintableImpl(meshInfo.materialName));
++ qCDebug(GLTFExporterLog, " basic mesh type: '%s'",
++ mesh->metaObject()->className());
++ }
++ } else {
++ meshInfo.meshComponent = nullptr;
++ QGeometry *meshGeometry = mesh->geometry();
++
++ if (!meshGeometry) {
++ qCWarning(GLTFExporterLog, "Ignoring mesh without geometry!");
++ continue;
++ }
++
++ QAttribute *indexAttrib = nullptr;
++ const quint16 *indexPtr = nullptr;
++
++ struct VertexAttrib {
++ QAttribute *att;
++ const float *ptr;
++ QString usage;
++ uint offset;
++ uint stride;
++ int index;
++ };
++
++ QList<VertexAttrib> vAttribs;
++ vAttribs.reserve(meshGeometry->attributes().size());
++
++ uint stride(0);
++
++ const auto attributes = meshGeometry->attributes();
++ for (QAttribute *att : attributes) {
++ if (att->attributeType() == QAttribute::IndexAttribute) {
++ indexAttrib = att;
++ indexPtr = reinterpret_cast<const quint16 *>(att->buffer()->data().constData());
++ } else {
++ VertexAttrib vAtt;
++ vAtt.att = att;
++ vAtt.ptr = reinterpret_cast<const float *>(att->buffer()->data().constData());
++ if (att->name() == VERTICES_ATTRIBUTE_NAME)
++ vAtt.usage = QStringLiteral("POSITION");
++ else if (att->name() == NORMAL_ATTRIBUTE_NAME)
++ vAtt.usage = QStringLiteral("NORMAL");
++ else if (att->name() == TEXTCOORD_ATTRIBUTE_NAME)
++ vAtt.usage = QStringLiteral("TEXCOORD_0");
++ else if (att->name() == COLOR_ATTRIBUTE_NAME)
++ vAtt.usage = QStringLiteral("COLOR");
++ else if (att->name() == TANGENT_ATTRIBUTE_NAME)
++ vAtt.usage = QStringLiteral("TANGENT");
++ else
++ vAtt.usage = att->name();
++
++ vAtt.offset = att->byteOffset() / sizeof(float);
++ vAtt.index = vAtt.offset;
++ vAtt.stride = att->byteStride() > 0
++ ? att->byteStride() / sizeof(float) - att->vertexSize() : 0;
++ stride += att->vertexSize();
++
++ vAttribs << vAtt;
++ }
++ }
++
++ int attribCount(vAttribs.size());
++ if (!attribCount) {
++ qCWarning(GLTFExporterLog, "Ignoring mesh without any attributes!");
++ continue;
++ }
++
++ QByteArray vertexBuf;
++ const int vertexCount = vAttribs.at(0).att->count();
++ vertexBuf.resize(stride * vertexCount * sizeof(float));
++ float *p = reinterpret_cast<float *>(vertexBuf.data());
++
++ // Create interleaved buffer
++ for (int i = 0; i < vertexCount; ++i) {
++ for (int j = 0; j < attribCount; ++j) {
++ VertexAttrib &vAtt = vAttribs[j];
++ for (uint k = 0; k < vAtt.att->vertexSize(); ++k)
++ *p++ = vAtt.ptr[vAtt.index++];
++ vAtt.index += vAtt.stride;
++ }
++ }
++
++ MeshInfo::BufferView vertexBufView;
++ vertexBufView.name = newBufferViewName();
++ vertexBufView.length = vertexBuf.size();
++ vertexBufView.offset = m_buffer.size();
++ vertexBufView.componentType = GL_FLOAT;
++ vertexBufView.target = GL_ARRAY_BUFFER;
++ meshInfo.views.append(vertexBufView);
++
++ QByteArray indexBuf;
++ MeshInfo::BufferView indexBufView;
++ uint indexCount = 0;
++ if (indexAttrib) {
++ const uint indexSize = indexAttrib->vertexBaseType() == QAttribute::UnsignedShort
++ ? sizeof(quint16) : sizeof(quint32);
++ indexCount = indexAttrib->count();
++ uint srcIndex = indexAttrib->byteOffset() / indexSize;
++ const uint indexStride = indexAttrib->byteStride()
++ ? indexAttrib->byteStride() / indexSize - 1: 0;
++ indexBuf.resize(indexCount * indexSize);
++ if (indexSize == sizeof(quint32)) {
++ quint32 *dst = reinterpret_cast<quint32 *>(indexBuf.data());
++ const quint32 *src = reinterpret_cast<const quint32 *>(indexPtr);
++ for (uint j = 0; j < indexCount; ++j) {
++ *dst++ = src[srcIndex++];
++ srcIndex += indexStride;
++ }
++ } else {
++ quint16 *dst = reinterpret_cast<quint16 *>(indexBuf.data());
++ for (uint j = 0; j < indexCount; ++j) {
++ *dst++ = indexPtr[srcIndex++];
++ srcIndex += indexStride;
++ }
++ }
++
++ indexBufView.name = newBufferViewName();
++ indexBufView.length = indexBuf.size();
++ indexBufView.offset = vertexBufView.offset + vertexBufView.length;
++ indexBufView.componentType = indexSize == sizeof(quint32)
++ ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
++ indexBufView.target = GL_ELEMENT_ARRAY_BUFFER;
++ meshInfo.views.append(indexBufView);
++ }
++
++ MeshInfo::Accessor acc;
++ uint startOffset = 0;
++
++ acc.bufferView = vertexBufView.name;
++ acc.stride = stride * sizeof(float);
++ acc.count = vertexCount;
++ acc.componentType = vertexBufView.componentType;
++ for (int i = 0; i < attribCount; ++i) {
++ const VertexAttrib &vAtt = vAttribs.at(i);
++ acc.name = newAccessorName();
++ acc.usage = vAtt.usage;
++ acc.offset = startOffset * sizeof(float);
++ switch (vAtt.att->vertexSize()) {
++ case 1:
++ acc.type = QStringLiteral("SCALAR");
++ break;
++ case 2:
++ acc.type = QStringLiteral("VEC2");
++ break;
++ case 3:
++ acc.type = QStringLiteral("VEC3");
++ break;
++ case 4:
++ acc.type = QStringLiteral("VEC4");
++ break;
++ case 9:
++ acc.type = QStringLiteral("MAT3");
++ break;
++ case 16:
++ acc.type = QStringLiteral("MAT4");
++ break;
++ default:
++ qCWarning(GLTFExporterLog, "Invalid vertex size: %d", vAtt.att->vertexSize());
++ break;
++ }
++ meshInfo.accessors.append(acc);
++ startOffset += vAtt.att->vertexSize();
++ }
++
++ // Index
++ if (indexAttrib) {
++ acc.name = newAccessorName();
++ acc.usage = QStringLiteral("INDEX");
++ acc.bufferView = indexBufView.name;
++ acc.offset = 0;
++ acc.stride = 0;
++ acc.count = indexCount;
++ acc.componentType = indexBufView.componentType;
++ acc.type = QStringLiteral("SCALAR");
++ meshInfo.accessors.append(acc);
++ }
++ m_buffer.append(vertexBuf);
++ m_buffer.append(indexBuf);
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Mesh #%i: (%ls/%ls)", meshCount,
++ qUtf16PrintableImpl(meshInfo.name), qUtf16PrintableImpl(meshInfo.originalName));
++ qCDebug(GLTFExporterLog, " Vertex count: %i", vertexCount);
++ qCDebug(GLTFExporterLog, " Bytes per vertex: %i", stride);
++ qCDebug(GLTFExporterLog, " Vertex buffer size (bytes): %lli", vertexBuf.size());
++ qCDebug(GLTFExporterLog, " Index buffer size (bytes): %lli", indexBuf.size());
++ QStringList sl;
++ const auto views = meshInfo.views;
++ for (const auto &bv : views)
++ sl << bv.name;
++ qCDebug(GLTFExporterLog) << " buffer views:" << sl;
++ sl.clear();
++ for (const auto &acc : std::as_const(meshInfo.accessors))
++ sl << acc.name;
++ qCDebug(GLTFExporterLog) << " accessors:" << sl;
++ qCDebug(GLTFExporterLog, " material: '%ls'",
++ qUtf16PrintableImpl(meshInfo.materialName));
++ }
++ }
++
++ meshCount++;
++ m_meshInfo.insert(mesh, meshInfo);
++ }
++
++ qCDebug(GLTFExporterLog, "Total buffer size: %lli", m_buffer.size());
++ }
++
++ void GLTFExporter::parseCameras()
++ {
++ qCDebug(GLTFExporterLog, "Parsing cameras...");
++ int cameraCount = 0;
++
++ for (auto it = m_cameraMap.constBegin(); it != m_cameraMap.constEnd(); ++it) {
++ QCameraLens *camera = it.value();
++ CameraInfo c;
++
++ if (camera->projectionType() == QCameraLens::PerspectiveProjection) {
++ c.perspective = true;
++ c.aspectRatio = camera->aspectRatio();
++ c.yfov = qDegreesToRadians(camera->fieldOfView());
++ } else {
++ c.perspective = false;
++ // Note that accurate conversion from four properties of QCameraLens to just two
++ // properties of gltf orthographic cameras is not feasible. Only centered cases
++ // convert properly.
++ c.xmag = qAbs(camera->left() - camera->right());
++ c.ymag = qAbs(camera->top() - camera->bottom());
++ }
++
++ c.originalName = camera->objectName();
++ c.name = newCameraName();
++ c.znear = camera->nearPlane();
++ c.zfar = camera->farPlane();
++
++ // GLTF cameras point in -Z by default, the rest is in the
++ // node matrix, so no separate look-at params given here, unless it's actually QCamera.
++ QCamera *cameraEntity = nullptr;
++ const QList<QEntity *> entities = camera->entities();
++ if (entities.size() == 1)
++ cameraEntity = qobject_cast<QCamera *>(entities.at(0));
++ c.cameraEntity = cameraEntity;
++
++ m_cameraInfo.insert(camera, c);
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Camera: #%i: (%ls/%ls)", cameraCount++,
++ qUtf16PrintableImpl(c.name), qUtf16PrintableImpl(c.originalName));
++ qCDebug(GLTFExporterLog, " Aspect ratio: %f", c.aspectRatio);
++ qCDebug(GLTFExporterLog, " Fov: %f", c.yfov);
++ qCDebug(GLTFExporterLog, " Near: %f", c.znear);
++ qCDebug(GLTFExporterLog, " Far: %f", c.zfar);
++ }
++ }
++ }
++
++ void GLTFExporter::parseLights()
++ {
++ qCDebug(GLTFExporterLog, "Parsing lights...");
++ int lightCount = 0;
++ for (auto it = m_lightMap.constBegin(); it != m_lightMap.constEnd(); ++it) {
++ QAbstractLight *light = it.value();
++ LightInfo lightInfo;
++ lightInfo.direction = QVector3D();
++ lightInfo.attenuation = QVector3D();
++ lightInfo.cutOffAngle = 0.0f;
++ lightInfo.type = light->type();
++ if (light->type() == QAbstractLight::SpotLight) {
++ QSpotLight *spot = qobject_cast<QSpotLight *>(light);
++ lightInfo.direction = spot->localDirection();
++ lightInfo.attenuation = QVector3D(spot->constantAttenuation(),
++ spot->linearAttenuation(),
++ spot->quadraticAttenuation());
++ lightInfo.cutOffAngle = spot->cutOffAngle();
++ } else if (light->type() == QAbstractLight::PointLight) {
++ QPointLight *point = qobject_cast<QPointLight *>(light);
++ lightInfo.attenuation = QVector3D(point->constantAttenuation(),
++ point->linearAttenuation(),
++ point->quadraticAttenuation());
++ } else if (light->type() == QAbstractLight::DirectionalLight) {
++ QDirectionalLight *directional = qobject_cast<QDirectionalLight *>(light);
++ lightInfo.direction = directional->worldDirection();
++ }
++ lightInfo.color = light->color();
++ lightInfo.intensity = light->intensity();
++
++ lightInfo.originalName = light->objectName();
++ lightInfo.name = newLightName();
++
++ m_lightInfo.insert(light, lightInfo);
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Light #%i: (%ls/%ls)", lightCount++,
++ qUtf16PrintableImpl(lightInfo.name), qUtf16PrintableImpl(lightInfo.originalName));
++ qCDebug(GLTFExporterLog, " Type: %i", lightInfo.type);
++ qCDebug(GLTFExporterLog, " Color: (%i, %i, %i, %i)", lightInfo.color.red(),
++ lightInfo.color.green(), lightInfo.color.blue(), lightInfo.color.alpha());
++ qCDebug(GLTFExporterLog, " Intensity: %f", lightInfo.intensity);
++ qCDebug(GLTFExporterLog, " Direction: (%f, %f, %f)", lightInfo.direction.x(),
++ lightInfo.direction.y(), lightInfo.direction.z());
++ qCDebug(GLTFExporterLog, " Attenuation: (%f, %f, %f)", lightInfo.attenuation.x(),
++ lightInfo.attenuation.y(), lightInfo.attenuation.z());
++ qCDebug(GLTFExporterLog, " CutOffAngle: %f", lightInfo.cutOffAngle);
++ }
++ }
++ }
++
++ void GLTFExporter::parseTechniques(QMaterial *material)
++ {
++ int techniqueCount = 0;
++ qCDebug(GLTFExporterLog, " Parsing material techniques...");
++
++ const auto techniques = material->effect()->techniques();
++ for (auto technique : techniques) {
++ QString techName;
++ if (m_techniqueIdMap.contains(technique)) {
++ techName = m_techniqueIdMap.value(technique);
++ } else {
++ techName = newTechniqueName();
++ parseRenderPasses(technique);
++
++ }
++ m_techniqueIdMap.insert(technique, techName);
++
++ techniqueCount++;
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Technique #%i", techniqueCount);
++ qCDebug(GLTFExporterLog, " name: '%ls'", qUtf16PrintableImpl(techName));
++ }
++ }
++ }
++
++ void GLTFExporter::parseRenderPasses(QTechnique *technique)
++ {
++ int passCount = 0;
++ qCDebug(GLTFExporterLog, " Parsing render passes for technique...");
++
++ const auto renderPasses = technique->renderPasses();
++ for (auto pass : renderPasses) {
++ QString name;
++ if (m_renderPassIdMap.contains(pass)) {
++ name = m_renderPassIdMap.value(pass);
++ } else {
++ name = newRenderPassName();
++ m_renderPassIdMap.insert(pass, name);
++ if (pass->shaderProgram() && !m_programInfo.contains(pass->shaderProgram())) {
++ ProgramInfo pi;
++ pi.name = newProgramName();
++ pi.vertexShader = addShaderInfo(QShaderProgram::Vertex,
++ pass->shaderProgram()->vertexShaderCode());
++ pi.tessellationControlShader =
++ addShaderInfo(QShaderProgram::Fragment,
++ pass->shaderProgram()->tessellationControlShaderCode());
++ pi.tessellationEvaluationShader =
++ addShaderInfo(QShaderProgram::TessellationControl,
++ pass->shaderProgram()->tessellationEvaluationShaderCode());
++ pi.geometryShader = addShaderInfo(QShaderProgram::TessellationEvaluation,
++ pass->shaderProgram()->geometryShaderCode());
++ pi.fragmentShader = addShaderInfo(QShaderProgram::Geometry,
++ pass->shaderProgram()->fragmentShaderCode());
++ pi.computeShader = addShaderInfo(QShaderProgram::Compute,
++ pass->shaderProgram()->computeShaderCode());
++ m_programInfo.insert(pass->shaderProgram(), pi);
++ qCDebug(GLTFExporterLog, " program: '%ls'", qUtf16PrintableImpl(pi.name));
++ }
++ }
++ passCount++;
++
++ if (GLTFExporterLog().isDebugEnabled()) {
++ qCDebug(GLTFExporterLog, " Render pass #%i", passCount);
++ qCDebug(GLTFExporterLog, " name: '%ls'", qUtf16PrintableImpl(name));
++ }
++ }
++ }
++
++ QString GLTFExporter::addShaderInfo(QShaderProgram::ShaderType type, QByteArray code)
++ {
++ if (code.isEmpty())
++ return QString();
++
++ for (const auto &si : std::as_const(m_shaderInfo)) {
++ if (si.type == QShaderProgram::Vertex && code == si.code)
++ return si.name;
++ }
++
++ ShaderInfo newInfo;
++ newInfo.type = type;
++ newInfo.code = code;
++ newInfo.name = newShaderName();
++ newInfo.uri = newInfo.name + QStringLiteral(".glsl");
++
++ m_shaderInfo.append(newInfo);
++
++ qCDebug(GLTFExporterLog, " shader: '%ls'", qUtf16PrintableImpl(newInfo.name));
++
++ return newInfo.name;
++ }
++
++ bool GLTFExporter::saveScene()
++ {
++ qCDebug(GLTFExporterLog, "Saving scene...");
++
++ QList<MeshInfo::BufferView> bvList;
++ QList<MeshInfo::Accessor> accList;
++ for (auto it = m_meshInfo.begin(); it != m_meshInfo.end(); ++it) {
++ auto &mi = it.value();
++ for (auto &v : mi.views)
++ bvList << v;
++ for (auto &acc : mi.accessors)
++ accList << acc;
++ }
++
++ m_obj = QJsonObject();
++
++ QJsonObject asset;
++ asset["generator"] = QString(QStringLiteral("GLTFExporter %1")).arg(qVersion());
++ asset["version"] = QStringLiteral("1.0");
++ asset["premultipliedAlpha"] = true;
++ m_obj["asset"] = asset;
++
++ QString bufName = m_exportName + QStringLiteral(".bin");
++ QString binFileName = m_exportDir + bufName;
++ QFile f(binFileName);
++ QFileInfo fiBin(binFileName);
++
++ if (f.open(QIODevice::WriteOnly | QIODevice::Truncate)) {
++ qCDebug(GLTFExporterLog, " Writing '%ls'", qUtf16PrintableImpl(binFileName));
++ m_exportedFiles.insert(fiBin.fileName());
++ f.write(m_buffer);
++ f.close();
++ } else {
++ qCWarning(GLTFExporterLog, " Creating buffers file '%ls' failed!",
++ qUtf16PrintableImpl(binFileName));
++ return false;
++ }
++
++ QJsonObject buffers;
++ QJsonObject buffer;
++ buffer["byteLength"] = m_buffer.size();
++ buffer["type"] = QStringLiteral("arraybuffer");
++ buffer["uri"] = bufName;
++ buffers["buf"] = buffer;
++ m_obj["buffers"] = buffers;
++
++ QJsonObject bufferViews;
++ for (const auto &bv : std::as_const(bvList)) {
++ QJsonObject bufferView;
++ bufferView["buffer"] = QStringLiteral("buf");
++ bufferView["byteLength"] = int(bv.length);
++ bufferView["byteOffset"] = int(bv.offset);
++ if (bv.target)
++ bufferView["target"] = int(bv.target);
++ bufferViews[bv.name] = bufferView;
++ }
++ if (bufferViews.size())
++ m_obj["bufferViews"] = bufferViews;
++
++ QJsonObject accessors;
++ for (const auto &acc : std::as_const(accList)) {
++ QJsonObject accessor;
++ accessor["bufferView"] = acc.bufferView;
++ accessor["byteOffset"] = int(acc.offset);
++ accessor["byteStride"] = int(acc.stride);
++ accessor["count"] = int(acc.count);
++ accessor["componentType"] = int(acc.componentType);
++ accessor["type"] = acc.type;
++ accessors[acc.name] = accessor;
++ }
++ if (accessors.size())
++ m_obj["accessors"] = accessors;
++
++ QJsonObject meshes;
++ for (auto it = m_meshInfo.begin(); it != m_meshInfo.end(); ++it) {
++ auto &meshInfo = it.value();
++ QJsonObject mesh;
++ mesh["name"] = meshInfo.originalName;
++ if (meshInfo.meshType != TypeNone) {
++ QJsonObject properties;
++ exportGenericProperties(properties, meshInfo.meshType, meshInfo.meshComponent);
++ mesh["type"] = meshInfo.meshTypeStr;
++ mesh["properties"] = properties;
++ mesh["material"] = meshInfo.materialName;
++ } else {
++ QJsonArray prims;
++ QJsonObject prim;
++ prim["mode"] = 4; // triangles
++ QJsonObject attrs;
++ const auto meshAccessors = meshInfo.accessors;
++ for (const auto &acc : meshAccessors) {
++ if (acc.usage != QStringLiteral("INDEX"))
++ attrs[acc.usage] = acc.name;
++ else
++ prim["indices"] = acc.name;
++ }
++ prim["attributes"] = attrs;
++ prim["material"] = meshInfo.materialName;
++ prims.append(prim);
++ mesh["primitives"] = prims;
++ }
++ meshes[meshInfo.name] = mesh;
++ }
++ if (meshes.size())
++ m_obj["meshes"] = meshes;
++
++ QJsonObject cameras;
++ for (const auto &camInfo : std::as_const(m_cameraInfo)) {
++ QJsonObject camera;
++ QJsonObject proj;
++ proj["znear"] = camInfo.znear;
++ proj["zfar"] = camInfo.zfar;
++ if (camInfo.perspective) {
++ proj["aspect_ratio"] = camInfo.aspectRatio;
++ proj["yfov"] = camInfo.yfov;
++ camera["type"] = QStringLiteral("perspective");
++ camera["perspective"] = proj;
++ } else {
++ proj["xmag"] = camInfo.xmag;
++ proj["ymag"] = camInfo.ymag;
++ camera["type"] = QStringLiteral("orthographic");
++ camera["orthographic"] = proj;
++ }
++ if (camInfo.cameraEntity) {
++ camera["position"] = vec2jsvec(camInfo.cameraEntity->position());
++ camera["upVector"] = vec2jsvec(camInfo.cameraEntity->upVector());
++ camera["viewCenter"] = vec2jsvec(camInfo.cameraEntity->viewCenter());
++ }
++ camera["name"] = camInfo.originalName;
++ cameras[camInfo.name] = camera;
++ }
++ if (cameras.size())
++ m_obj["cameras"] = cameras;
++
++ QJsonArray sceneNodes;
++ QJsonObject nodes;
++ if (m_rootNodeEmpty) {
++ // Don't export the root node if it is there just to group the scene, so we don't get
++ // an extra empty node when we import the scene back.
++ for (auto c : std::as_const(m_rootNode->children))
++ sceneNodes << exportNodes(c, nodes);
++ } else {
++ sceneNodes << exportNodes(m_rootNode, nodes);
++ }
++ m_obj["nodes"] = nodes;
++
++ QJsonObject scenes;
++ QJsonObject defaultScene;
++ defaultScene["nodes"] = sceneNodes;
++ scenes["defaultScene"] = defaultScene;
++ m_obj["scenes"] = scenes;
++ m_obj["scene"] = QStringLiteral("defaultScene");
++
++ QJsonObject materials;
++
++ exportMaterials(materials);
++ if (materials.size())
++ m_obj["materials"] = materials;
++
++ // Lights must be declared as extensions to the top-level glTF object
++ QJsonObject lights;
++ for (auto it = m_lightInfo.begin(); it != m_lightInfo.end(); ++it) {
++ const auto &lightInfo = it.value();
++ QJsonObject light;
++ QJsonObject lightDetails;
++ QString type;
++ if (lightInfo.type == QAbstractLight::SpotLight) {
++ type = QStringLiteral("spot");
++ lightDetails["falloffAngle"] = lightInfo.cutOffAngle;
++ } else if (lightInfo.type == QAbstractLight::PointLight) {
++ type = QStringLiteral("point");
++ } else if (lightInfo.type == QAbstractLight::DirectionalLight) {
++ type = QStringLiteral("directional");
++ }
++ light["type"] = type;
++ if (lightInfo.type == QAbstractLight::SpotLight
++ || lightInfo.type == QAbstractLight::DirectionalLight) {
++ // The GLTF specs are bit unclear whether there is a direction parameter
++ // for spot/directional lights, or are they supposed to just use the
++ // parent transforms for direction, but we do need it in any case, so we add it.
++ lightDetails["direction"] = vec2jsvec(lightInfo.direction);
++
++ }
++ if (lightInfo.type == QAbstractLight::SpotLight
++ || lightInfo.type == QAbstractLight::PointLight) {
++ lightDetails["constantAttenuation"] = lightInfo.attenuation.x();
++ lightDetails["linearAttenuation"] = lightInfo.attenuation.y();
++ lightDetails["quadraticAttenuation"] = lightInfo.attenuation.z();
++ }
++ lightDetails["color"] = col2jsvec(lightInfo.color, false);
++ lightDetails["intensity"] = lightInfo.intensity; // Not in spec but needed
++ light["name"] = lightInfo.originalName; // Not in spec but we want to pass the name anyway
++ light[type] = lightDetails;
++ lights[lightInfo.name] = light;
++ }
++ if (lights.size()) {
++ QJsonObject extensions;
++ QJsonObject common;
++ common["lights"] = lights;
++ extensions["KHR_materials_common"] = common;
++ m_obj["extensions"] = extensions;
++ }
++
++ // Save effects for custom materials
++ // Note that we are not saving effects, techniques, render passes, shader programs, or shaders
++ // strictly according to GLTF format, but rather in our expanded QGLTF custom format,
++ // since the GLTF format doesn't quite match our needs.
++ // Having our own format also vastly simplifies export and import of custom materials,
++ // since we are not trying to push a round peg into a square hole.
++ // If use cases arise in future where our exported GLTF scenes need to be loaded by third party
++ // GLTF loaders, we could add an export option to do so, but the exported scene would never
++ // be quite the same as the original.
++ QJsonObject effects;
++ for (auto it = m_effectIdMap.constBegin(); it != m_effectIdMap.constEnd(); ++it) {
++ QEffect *effect = it.key();
++ const QString effectName = it.value();
++ QJsonObject effectObj;
++ QJsonObject paramObj;
++
++ const auto effectParameters = effect->parameters();
++ for (QParameter *param : effectParameters)
++ exportParameter(paramObj, param->name(), param->value());
++ if (!effect->objectName().isEmpty())
++ effectObj["name"] = effect->objectName();
++ if (!paramObj.isEmpty())
++ effectObj["parameters"] = paramObj;
++ QJsonArray techs;
++ const auto effectTechniques = effect->techniques();
++ for (auto tech : effectTechniques)
++ techs << m_techniqueIdMap.value(tech);
++ effectObj["techniques"] = techs;
++ effects[effectName] = effectObj;
++ }
++ if (effects.size())
++ m_obj["effects"] = effects;
++
++ // Save techniques for custom materials.
++ QJsonObject techniques;
++ for (auto it = m_techniqueIdMap.constBegin(); it != m_techniqueIdMap.constEnd(); ++it) {
++ QTechnique *technique = it.key();
++
++ QJsonObject techObj;
++ QJsonObject filterKeyObj;
++ QJsonObject paramObj;
++ QJsonArray renderPassArr;
++
++ const auto techniqueFilterKeys = technique->filterKeys();
++ for (QFilterKey *filterKey : techniqueFilterKeys)
++ setVarToJSonObject(filterKeyObj, filterKey->name(), filterKey->value());
++
++ const auto techniqueRenderPasses = technique->renderPasses();
++ for (QRenderPass *pass : techniqueRenderPasses)
++ renderPassArr << m_renderPassIdMap.value(pass);
++
++ const auto techniqueParameters = technique->parameters();
++ for (QParameter *param : techniqueParameters)
++ exportParameter(paramObj, param->name(), param->value());
++
++ const QGraphicsApiFilter *gFilter = technique->graphicsApiFilter();
++ if (gFilter) {
++ QJsonObject graphicsApiFilterObj;
++ graphicsApiFilterObj["api"] = gFilter->api();
++ graphicsApiFilterObj["profile"] = gFilter->profile();
++ graphicsApiFilterObj["minorVersion"] = gFilter->minorVersion();
++ graphicsApiFilterObj["majorVersion"] = gFilter->majorVersion();
++ if (!gFilter->vendor().isEmpty())
++ graphicsApiFilterObj["vendor"] = gFilter->vendor();
++ QJsonArray extensions;
++ for (const auto &extName : gFilter->extensions())
++ extensions << extName;
++ if (!extensions.isEmpty())
++ graphicsApiFilterObj["extensions"] = extensions;
++ techObj["gapifilter"] = graphicsApiFilterObj;
++ }
++ if (!technique->objectName().isEmpty())
++ techObj["name"] = technique->objectName();
++ if (!filterKeyObj.isEmpty())
++ techObj["filterkeys"] = filterKeyObj;
++ if (!paramObj.isEmpty())
++ techObj["parameters"] = paramObj;
++ if (!renderPassArr.isEmpty())
++ techObj["renderpasses"] = renderPassArr;
++ techniques[it.value()] = techObj;
++ }
++ if (techniques.size())
++ m_obj["techniques"] = techniques;
++
++ // Save render passes for custom materials.
++ QJsonObject passes;
++ for (auto it = m_renderPassIdMap.constBegin(); it != m_renderPassIdMap.constEnd(); ++it) {
++ const QRenderPass *pass = it.key();
++ const QString passId = it.value();
++
++ QJsonObject passObj;
++ QJsonObject filterKeyObj;
++ QJsonObject paramObj;
++ QJsonObject stateObj;
++
++ for (QFilterKey *filterKey : pass->filterKeys())
++ setVarToJSonObject(filterKeyObj, filterKey->name(), filterKey->value());
++ for (QParameter *param : pass->parameters())
++ exportParameter(paramObj, param->name(), param->value());
++ exportRenderStates(stateObj, pass);
++
++ if (!pass->objectName().isEmpty())
++ passObj["name"] = pass->objectName();
++ if (!filterKeyObj.isEmpty())
++ passObj["filterkeys"] = filterKeyObj;
++ if (!paramObj.isEmpty())
++ passObj["parameters"] = paramObj;
++ if (!stateObj.isEmpty())
++ passObj["states"] = stateObj;
++ passObj["program"] = m_programInfo.value(pass->shaderProgram()).name;
++ passes[passId] = passObj;
++
++ }
++ if (passes.size())
++ m_obj["renderpasses"] = passes;
++
++ // Save programs for custom materials
++ QJsonObject programs;
++ for (auto it = m_programInfo.constBegin(); it != m_programInfo.constEnd(); ++it) {
++ const QShaderProgram *program = it.key();
++ const ProgramInfo pi = it.value();
++
++ QJsonObject progObj;
++ if (!program->objectName().isEmpty())
++ progObj["name"] = program->objectName();
++ progObj["vertexShader"] = pi.vertexShader;
++ progObj["fragmentShader"] = pi.fragmentShader;
++ // Qt3D additions
++ if (!pi.tessellationControlShader.isEmpty())
++ progObj["tessCtrlShader"] = pi.tessellationControlShader;
++ if (!pi.tessellationEvaluationShader.isEmpty())
++ progObj["tessEvalShader"] = pi.tessellationEvaluationShader;
++ if (!pi.geometryShader.isEmpty())
++ progObj["geometryShader"] = pi.geometryShader;
++ if (!pi.computeShader.isEmpty())
++ progObj["computeShader"] = pi.computeShader;
++ programs[pi.name] = progObj;
++
++ }
++ if (programs.size())
++ m_obj["programs"] = programs;
++
++ // Save shaders for custom materials
++ QJsonObject shaders;
++ for (const auto &si : std::as_const(m_shaderInfo)) {
++ QJsonObject shaderObj;
++ shaderObj["uri"] = si.uri;
++ shaders[si.name] = shaderObj;
++
++ }
++ if (shaders.size())
++ m_obj["shaders"] = shaders;
++
++ // Copy textures and shaders into temporary directory
++ copyTextures();
++ createShaders();
++
++ QJsonObject textures;
++ QHash<QString, QString> imageKeyMap; // uri -> key
++ for (auto it = m_textureIdMap.constBegin(); it != m_textureIdMap.constEnd(); ++it) {
++ QJsonObject texture;
++ if (!imageKeyMap.contains(it.key()))
++ imageKeyMap[it.key()] = newImageName();
++ texture["source"] = imageKeyMap[it.key()];
++ texture["format"] = GL_RGBA;
++ texture["internalFormat"] = GL_RGBA;
++ texture["sampler"] = QStringLiteral("sampler_mip_rep");
++ texture["target"] = GL_TEXTURE_2D;
++ texture["type"] = GL_UNSIGNED_BYTE;
++ textures[it.value()] = texture;
++ }
++ if (textures.size()) {
++ m_obj["textures"] = textures;
++ QJsonObject samplers;
++ QJsonObject sampler;
++ sampler["magFilter"] = GL_LINEAR;
++ sampler["minFilter"] = GL_LINEAR_MIPMAP_LINEAR;
++ sampler["wrapS"] = GL_REPEAT;
++ sampler["wrapT"] = GL_REPEAT;
++ samplers["sampler_mip_rep"] = sampler;
++ m_obj["samplers"] = samplers;
++ }
++
++ QJsonObject images;
++ for (auto it = imageKeyMap.constBegin(); it != imageKeyMap.constEnd(); ++it) {
++ QJsonObject image;
++ image["uri"] = m_imageMap.value(it.key());
++ images[it.value()] = image;
++ }
++ if (images.size())
++ m_obj["images"] = images;
++
++ m_doc.setObject(m_obj);
++
++ QString gltfName = m_exportDir + m_exportName + QStringLiteral(".qgltf");
++ f.setFileName(gltfName);
++ qCDebug(GLTFExporterLog, " Writing JSON file: '%ls'", qUtf16PrintableImpl(gltfName));
++
++ if (f.open(QIODevice::WriteOnly | QIODevice::Text | QIODevice::Truncate)) {
++ m_exportedFiles.insert(QFileInfo(f.fileName()).fileName());
++ QByteArray json = m_doc.toJson(m_gltfOpts.compactJson ? QJsonDocument::Compact
++ : QJsonDocument::Indented);
++ f.write(json);
++ f.close();
++ } else {
++ qCWarning(GLTFExporterLog, " Writing JSON file '%ls' failed!",
++ qUtf16PrintableImpl(gltfName));
++ return false;
++ }
++
++ QString qrcName = m_exportDir + m_exportName + QStringLiteral(".qrc");
++ f.setFileName(qrcName);
++ qCDebug(GLTFExporterLog, "Writing '%ls'", qUtf16PrintableImpl(qrcName));
++ if (f.open(QIODevice::WriteOnly | QIODevice::Text | QIODevice::Truncate)) {
++ QByteArray pre = "<RCC><qresource prefix=\"/gltf_res\">\n";
++ QByteArray post = "</qresource></RCC>\n";
++ f.write(pre);
++ for (const auto &file : std::as_const(m_exportedFiles)) {
++ QString line = QString(QStringLiteral(" <file>%1</file>\n")).arg(file);
++ f.write(line.toUtf8());
++ }
++ f.write(post);
++ f.close();
++ m_exportedFiles.insert(QFileInfo(f.fileName()).fileName());
++ } else {
++ qCWarning(GLTFExporterLog, " Creating qrc file '%ls' failed!",
++ qUtf16PrintableImpl(qrcName));
++ return false;
++ }
++
++ qCDebug(GLTFExporterLog, "Saving done!");
++
++ return true;
++ }
++
++ void GLTFExporter::delNode(GLTFExporter::Node *n)
++ {
++ if (!n)
++ return;
++ for (auto *c : std::as_const(n->children))
++ delNode(c);
++ delete n;
++ }
++
++ QString GLTFExporter::exportNodes(GLTFExporter::Node *n, QJsonObject &nodes)
++ {
++ QJsonObject node;
++ node["name"] = n->name;
++ QJsonArray children;
++ for (auto c : std::as_const(n->children))
++ children << exportNodes(c, nodes);
++ node["children"] = children;
++ if (auto transform = m_transformMap.value(n))
++ node["matrix"] = matrix2jsvec(transform->matrix());
++
++ if (auto mesh = m_meshMap.value(n)) {
++ QJsonArray meshList;
++ meshList.append(m_meshInfo.value(mesh).name);
++ node["meshes"] = meshList;
++ }
++
++ if (auto camera = m_cameraMap.value(n))
++ node["camera"] = m_cameraInfo.value(camera).name;
++
++ if (auto light = m_lightMap.value(n)) {
++ QJsonObject extensions;
++ QJsonObject lights;
++ lights["light"] = m_lightInfo.value(light).name;
++ extensions["KHR_materials_common"] = lights;
++ node["extensions"] = extensions;
++ }
++
++ nodes[n->uniqueName] = node;
++ return n->uniqueName;
++ }
++
++ void GLTFExporter::exportMaterials(QJsonObject &materials)
++ {
++ QHash<QString, bool> imageHasAlpha;
++
++ for (auto matIt = m_materialInfo.constBegin(); matIt != m_materialInfo.constEnd(); ++matIt) {
++ const QMaterial *material = matIt.key();
++ const MaterialInfo &matInfo = matIt.value();
++
++ QJsonObject materialObj;
++ materialObj["name"] = matInfo.originalName;
++
++ if (matInfo.type == MaterialInfo::TypeCustom) {
++ QList<QParameter *> parameters = material->parameters();
++ QJsonObject paramObj;
++ for (auto param : parameters)
++ exportParameter(paramObj, param->name(), param->value());
++ materialObj["effect"] = m_effectIdMap.value(material->effect());
++ materialObj["parameters"] = paramObj;
++ } else {
++ bool opaque = true;
++ QJsonObject vals;
++ for (auto it = matInfo.textures.constBegin(); it != matInfo.textures.constEnd(); ++it) {
++ QString key = it.key();
++ if (key == QStringLiteral("normal")) // avoid clashing with the vertex normals
++ key = QStringLiteral("normalmap");
++ // Alpha is supported for diffuse textures, but have to check the image data to
++ // decide if blending is needed
++ if (key == QStringLiteral("diffuse")) {
++ QString imgFn = it.value();
++ if (imageHasAlpha.contains(imgFn)) {
++ if (imageHasAlpha[imgFn])
++ opaque = false;
++ } else {
++ QImage img(imgFn);
++ if (!img.isNull()) {
++ if (img.hasAlphaChannel()) {
++ for (int y = 0; opaque && y < img.height(); ++y) {
++ for (int x = 0; opaque && x < img.width(); ++x) {
++ if (qAlpha(img.pixel(x, y)) < 255)
++ opaque = false;
++ }
++ }
++ }
++ imageHasAlpha[imgFn] = !opaque;
++ } else {
++ qCWarning(GLTFExporterLog,
++ "Cannot determine presence of alpha for '%ls'",
++ qUtf16PrintableImpl(imgFn));
++ }
++ }
++ }
++ vals[key] = m_textureIdMap.value(it.value());
++ }
++ for (auto it = matInfo.values.constBegin(); it != matInfo.values.constEnd(); ++it) {
++ if (vals.contains(it.key()))
++ continue;
++ setVarToJSonObject(vals, it.key(), it.value());
++ }
++ for (auto it = matInfo.colors.constBegin(); it != matInfo.colors.constEnd(); ++it) {
++ if (vals.contains(it.key()))
++ continue;
++ // Alpha is supported for the diffuse color. < 1 will enable blending.
++ const bool alpha = (it.key() == QStringLiteral("diffuse"))
++ && (matInfo.type != MaterialInfo::TypeCustom);
++ if (alpha && it.value().alphaF() < 1.0f)
++ opaque = false;
++ vals[it.key()] = col2jsvec(it.value(), alpha);
++ }
++ // Material is a common material, so export it as such.
++ QJsonObject commonMat;
++ if (matInfo.type == MaterialInfo::TypeGooch)
++ commonMat["technique"] = QStringLiteral("GOOCH"); // Qt3D specific extension
++ else if (matInfo.type == MaterialInfo::TypePerVertex)
++ commonMat["technique"] = QStringLiteral("PERVERTEX"); // Qt3D specific extension
++ else
++ commonMat["technique"] = QStringLiteral("PHONG");
++
++ // Set the values as-is. "normalmap" is our own extension, not in the spec.
++ // However, RGB colors have to be promoted to RGBA since the spec uses
++ // vec4, and all types are pre-defined for common material values.
++ promoteColorsToRGBA(&vals);
++ if (!vals.isEmpty())
++ commonMat["values"] = vals;
++
++ // Blend function handling is our own extension used for Phong Alpha material.
++ QJsonObject functions;
++ if (!matInfo.blendEquations.empty())
++ functions["blendEquationSeparate"] = vec2jsvec(matInfo.blendEquations);
++ if (!matInfo.blendArguments.empty())
++ functions["blendFuncSeparate"] = vec2jsvec(matInfo.blendArguments);
++ if (!functions.isEmpty())
++ commonMat["functions"] = functions;
++ QJsonObject extensions;
++ extensions["KHR_materials_common"] = commonMat;
++ materialObj["extensions"] = extensions;
++ }
++
++ materials[matInfo.name] = materialObj;
++ }
++ }
++
++ void GLTFExporter::exportGenericProperties(QJsonObject &jsonObj, PropertyCacheType type,
++ QObject *obj)
++ {
++ QList<QMetaProperty> properties = m_propertyCache.value(type);
++ QObject *defaultObject = m_defaultObjectCache.value(type);
++ for (const QMetaProperty &property : properties) {
++ // Only output property if it is different from default
++ QVariant defaultValue = defaultObject->property(property.name());
++ QVariant objectValue = obj->property(property.name());
++ if (defaultValue != objectValue)
++ setVarToJSonObject(jsonObj, QString::fromLatin1(property.name()), objectValue);
++ }
++ }
++
++ void GLTFExporter::clearOldExport(const QString &dir)
++ {
++ // Look for .qrc file with same name
++ QRegularExpression re(QStringLiteral("<file>(.*)</file>"));
++ QFile qrcFile(dir + m_exportName + QStringLiteral(".qrc"));
++ if (qrcFile.open(QIODevice::ReadOnly | QIODevice::Text)) {
++ while (!qrcFile.atEnd()) {
++ QByteArray line = qrcFile.readLine();
++ QRegularExpressionMatch match = re.match(line);
++ if (match.hasMatch()) {
++ QString fileName = match.captured(1);
++ QString filePathName = dir + fileName;
++ QFile::remove(filePathName);
++ qCDebug(GLTFExporterLog, "Removed old file: '%ls'",
++ qUtf16PrintableImpl(filePathName));
++ }
++ }
++ qrcFile.close();
++ qrcFile.remove();
++ qCDebug(GLTFExporterLog, "Removed old file: '%ls'",
++ qUtf16PrintableImpl(qrcFile.fileName()));
++ }
++ }
++
++ void GLTFExporter::exportParameter(QJsonObject &jsonObj, const QString &name,
++ const QVariant &variant)
++ {
++ QLatin1String typeStr("type");
++ QLatin1String valueStr("value");
++
++ QJsonObject paramObj;
++
++ if (variant.canConvert<QAbstractTexture *>()) {
++ paramObj[typeStr] = GL_SAMPLER_2D;
++ paramObj[valueStr] = m_textureIdMap.value(textureVariantToUrl(variant));
++ } else {
++ switch (variant.metaType().id()) {
++ case QMetaType::Bool:
++ paramObj[typeStr] = GL_BOOL;
++ paramObj[valueStr] = variant.toBool();
++ break;
++ case QMetaType::Int: // fall through
++ case QMetaType::Long: // fall through
++ case QMetaType::LongLong:
++ paramObj[typeStr] = GL_INT;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::UInt: // fall through
++ case QMetaType::ULong: // fall through
++ case QMetaType::ULongLong:
++ paramObj[typeStr] = GL_UNSIGNED_INT;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::Short:
++ paramObj[typeStr] = GL_SHORT;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::UShort:
++ paramObj[typeStr] = GL_UNSIGNED_SHORT;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::Char:
++ paramObj[typeStr] = GL_BYTE;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::UChar:
++ paramObj[typeStr] = GL_UNSIGNED_BYTE;
++ paramObj[valueStr] = variant.toInt();
++ break;
++ case QMetaType::QColor:
++ paramObj[typeStr] = GL_FLOAT_VEC4;
++ paramObj[valueStr] = col2jsvec(variant.value<QColor>(), true);
++ break;
++ case QMetaType::Float:
++ paramObj[typeStr] = GL_FLOAT;
++ paramObj[valueStr] = variant.value<float>();
++ break;
++ case QMetaType::QVector2D:
++ paramObj[typeStr] = GL_FLOAT_VEC2;
++ paramObj[valueStr] = vec2jsvec(variant.value<QVector2D>());
++ break;
++ case QMetaType::QVector3D:
++ paramObj[typeStr] = GL_FLOAT_VEC3;
++ paramObj[valueStr] = vec2jsvec(variant.value<QVector3D>());
++ break;
++ case QMetaType::QVector4D:
++ paramObj[typeStr] = GL_FLOAT_VEC4;
++ paramObj[valueStr] = vec2jsvec(variant.value<QVector4D>());
++ break;
++ case QMetaType::QMatrix4x4:
++ paramObj[typeStr] = GL_FLOAT_MAT4;
++ paramObj[valueStr] = matrix2jsvec(variant.value<QMatrix4x4>());
++ break;
++ default:
++ qCWarning(GLTFExporterLog, "Unknown value type for '%ls'", qUtf16PrintableImpl(name));
++ break;
++ }
++ }
++
++ jsonObj[name] = paramObj;
++ }
++
++ void GLTFExporter::exportRenderStates(QJsonObject &jsonObj, const QRenderPass *pass)
++ {
++ QJsonArray enableStates;
++ QJsonObject funcObj;
++ const auto renderStates = pass->renderStates();
++ for (QRenderState *state : renderStates) {
++ QJsonArray arr;
++ if (qobject_cast<QAlphaCoverage *>(state)) {
++ enableStates << GL_SAMPLE_ALPHA_TO_COVERAGE;
++ } else if (qobject_cast<QAlphaTest *>(state)) {
++ auto s = qobject_cast<QAlphaTest *>(state);
++ arr << s->alphaFunction();
++ arr << s->referenceValue();
++ funcObj["alphaTest"] = arr;
++ } else if (qobject_cast<QBlendEquation *>(state)) {
++ auto s = qobject_cast<QBlendEquation *>(state);
++ arr << s->blendFunction();
++ funcObj["blendEquationSeparate"] = arr;
++ } else if (qobject_cast<QBlendEquationArguments *>(state)) {
++ auto s = qobject_cast<QBlendEquationArguments *>(state);
++ arr << s->sourceRgb();
++ arr << s->sourceAlpha();
++ arr << s->destinationRgb();
++ arr << s->destinationAlpha();
++ arr << s->bufferIndex();
++ funcObj["blendFuncSeparate"] = arr;
++ } else if (qobject_cast<QClipPlane *>(state)) {
++ auto s = qobject_cast<QClipPlane *>(state);
++ arr << s->planeIndex();
++ arr << s->normal().x();
++ arr << s->normal().y();
++ arr << s->normal().z();
++ arr << s->distance();
++ funcObj["clipPlane"] = arr;
++ } else if (qobject_cast<QColorMask *>(state)) {
++ auto s = qobject_cast<QColorMask *>(state);
++ arr << s->isRedMasked();
++ arr << s->isGreenMasked();
++ arr << s->isBlueMasked();
++ arr << s->isAlphaMasked();
++ funcObj["colorMask"] = arr;
++ } else if (qobject_cast<QCullFace *>(state)) {
++ auto s = qobject_cast<QCullFace *>(state);
++ arr << s->mode();
++ funcObj["cullFace"] = arr;
++ } else if (qobject_cast<QDepthRange *>(state)) {
++ auto s = qobject_cast<QDepthRange *>(state);
++ arr << s->nearValue();
++ arr << s->farValue();
++ funcObj["depthRange"] = arr;
++ } else if (qobject_cast<QDepthTest *>(state)) {
++ auto s = qobject_cast<QDepthTest *>(state);
++ arr << s->depthFunction();
++ funcObj["depthFunc"] = arr;
++ } else if (qobject_cast<QDithering *>(state)) {
++ enableStates << GL_DITHER;
++ } else if (qobject_cast<QFrontFace *>(state)) {
++ auto s = qobject_cast<QFrontFace *>(state);
++ arr << s->direction();
++ funcObj["frontFace"] = arr;
++ } else if (qobject_cast<QFrontFace *>(state)) {
++ auto s = qobject_cast<QFrontFace *>(state);
++ arr << s->direction();
++ funcObj["frontFace"] = arr;
++ } else if (qobject_cast<QMultiSampleAntiAliasing *>(state)) {
++ enableStates << 0x809D; // GL_MULTISAMPLE
++ } else if (qobject_cast<QNoDepthMask *>(state)) {
++ arr << false;
++ funcObj["depthMask"] = arr;
++ } else if (qobject_cast<QPointSize *>(state)) {
++ auto s = qobject_cast<QPointSize *>(state);
++ arr << s->sizeMode();
++ arr << s->value();
++ funcObj["pointSize"] = arr;
++ } else if (qobject_cast<QPolygonOffset *>(state)) {
++ auto s = qobject_cast<QPolygonOffset *>(state);
++ arr << s->scaleFactor();
++ arr << s->depthSteps();
++ funcObj["polygonOffset"] = arr;
++ } else if (qobject_cast<QScissorTest *>(state)) {
++ auto s = qobject_cast<QScissorTest *>(state);
++ arr << s->left();
++ arr << s->bottom();
++ arr << s->width();
++ arr << s->height();
++ funcObj["scissor"] = arr;
++ } else if (qobject_cast<QSeamlessCubemap *>(state)) {
++ enableStates << 0x884F; // GL_TEXTURE_CUBE_MAP_SEAMLESS
++ } else if (qobject_cast<QStencilMask *>(state)) {
++ auto s = qobject_cast<QStencilMask *>(state);
++ arr << int(s->frontOutputMask());
++ arr << int(s->backOutputMask());
++ funcObj["stencilMask"] = arr;
++ } else if (qobject_cast<QStencilOperation *>(state)) {
++ auto s = qobject_cast<QStencilOperation *>(state);
++ arr << s->front()->stencilTestFailureOperation();
++ arr << s->front()->depthTestFailureOperation();
++ arr << s->front()->allTestsPassOperation();
++ arr << s->back()->stencilTestFailureOperation();
++ arr << s->back()->depthTestFailureOperation();
++ arr << s->back()->allTestsPassOperation();
++ funcObj["stencilOperation"] = arr;
++ } else if (qobject_cast<QStencilTest *>(state)) {
++ auto s = qobject_cast<QStencilTest *>(state);
++ arr << int(s->front()->comparisonMask());
++ arr << s->front()->referenceValue();
++ arr << s->front()->stencilFunction();
++ arr << int(s->back()->comparisonMask());
++ arr << s->back()->referenceValue();
++ arr << s->back()->stencilFunction();
++ funcObj["stencilTest"] = arr;
++ }
++ }
++ if (!enableStates.isEmpty())
++ jsonObj["enable"] = enableStates;
++ if (!funcObj.isEmpty())
++ jsonObj["functions"] = funcObj;
++ }
++
++ QString GLTFExporter::newBufferViewName()
++ {
++ return QString(QStringLiteral("bufferView_%1")).arg(++m_bufferViewCount);
++ }
++
++ QString GLTFExporter::newAccessorName()
++ {
++ return QString(QStringLiteral("accessor_%1")).arg(++m_accessorCount);
++ }
++
++ QString GLTFExporter::newMeshName()
++ {
++ return QString(QStringLiteral("mesh_%1")).arg(++m_meshCount);
++ }
++
++ QString GLTFExporter::newMaterialName()
++ {
++ return QString(QStringLiteral("material_%1")).arg(++m_materialCount);
++ }
++
++ QString GLTFExporter::newTechniqueName()
++ {
++ return QString(QStringLiteral("technique_%1")).arg(++m_techniqueCount);
++ }
++
++ QString GLTFExporter::newTextureName()
++ {
++ return QString(QStringLiteral("texture_%1")).arg(++m_textureCount);
++ }
++
++ QString GLTFExporter::newImageName()
++ {
++ return QString(QStringLiteral("image_%1")).arg(++m_imageCount);
++ }
++
++ QString GLTFExporter::newShaderName()
++ {
++ return QString(QStringLiteral("shader_%1")).arg(++m_shaderCount);
++ }
++
++ QString GLTFExporter::newProgramName()
++ {
++ return QString(QStringLiteral("program_%1")).arg(++m_programCount);
++ }
++
++ QString GLTFExporter::newNodeName()
++ {
++ return QString(QStringLiteral("node_%1")).arg(++m_nodeCount);
++ }
++
++ QString GLTFExporter::newCameraName()
++ {
++ return QString(QStringLiteral("camera_%1")).arg(++m_cameraCount);
++ }
++
++ QString GLTFExporter::newLightName()
++ {
++ return QString(QStringLiteral("light_%1")).arg(++m_lightCount);
++ }
++
++ QString GLTFExporter::newRenderPassName()
++ {
++ return QString(QStringLiteral("renderpass_%1")).arg(++m_renderPassCount);
++ }
++
++ QString GLTFExporter::newEffectName()
++ {
++ return QString(QStringLiteral("effect_%1")).arg(++m_effectCount);
++ }
++
++ QString GLTFExporter::textureVariantToUrl(const QVariant &var)
++ {
++ QString urlString;
++ QAbstractTexture *texture = var.value<QAbstractTexture *>();
++ if (texture->textureImages().size()) {
++ QTextureImage *image = qobject_cast<QTextureImage *>(texture->textureImages().at(0));
++ if (image) {
++ urlString = QUrlHelper::urlToLocalFileOrQrc(image->source());
++ if (!m_textureIdMap.contains(urlString))
++ m_textureIdMap.insert(urlString, newTextureName());
++ }
++ }
++ return urlString;
++ }
++
++ void GLTFExporter::setVarToJSonObject(QJsonObject &jsObj, const QString &key, const QVariant &var)
++ {
++ switch (var.metaType().id()) {
++ case QMetaType::Bool:
++ jsObj[key] = var.toBool();
++ break;
++ case QMetaType::Int:
++ jsObj[key] = var.toInt();
++ break;
++ case QMetaType::Float:
++ jsObj[key] = var.value<float>();
++ break;
++ case QMetaType::QSize:
++ jsObj[key] = size2jsvec(var.toSize());
++ break;
++ case QMetaType::QVector2D:
++ jsObj[key] = vec2jsvec(var.value<QVector2D>());
++ break;
++ case QMetaType::QVector3D:
++ jsObj[key] = vec2jsvec(var.value<QVector3D>());
++ break;
++ case QMetaType::QVector4D:
++ jsObj[key] = vec2jsvec(var.value<QVector4D>());
++ break;
++ case QMetaType::QMatrix4x4:
++ jsObj[key] = matrix2jsvec(var.value<QMatrix4x4>());
++ break;
++ case QMetaType::QString:
++ jsObj[key] = var.toString();
++ break;
++ case QMetaType::QColor:
++ jsObj[key] = col2jsvec(var.value<QColor>(), true);
++ break;
++ default:
++ qCWarning(GLTFExporterLog, "Unknown value type for '%ls'", qUtf16PrintableImpl(key));
++ break;
++ }
++ }
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE
++
++ #include "moc_gltfexporter.cpp"