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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QSSG_RENDER_MODEL_H
#define QSSG_RENDER_MODEL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergeometry_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderskeleton_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderskin_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderinstancetable_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtCore/QVector>
QT_BEGIN_NAMESPACE
struct QSSGRenderDefaultMaterial;
struct QSSGParticleBuffer;
class QSSGBufferManager;
class QRhiTexture;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderModel : public QSSGRenderNode
{
QVector<QSSGRenderGraphObject *> materials;
QVector<QSSGRenderGraphObject *> morphTargets;
QSSGRenderGeometry *geometry = nullptr;
QSSGRenderPath meshPath;
QSSGRenderSkeleton *skeleton = nullptr;
QSSGRenderSkin *skin = nullptr;
QVector<QMatrix4x4> inverseBindPoses;
float m_depthBiasSq = 0.0f; // Depth bias is expected to be squared!
bool castsShadows = true;
bool receivesShadows = true;
float instancingLodFactor = 0.0f; // 0.0f is the most detailed version of objects, and 1.0f is the last LoD.
float instancingLodMin = -1;
float instancingLodMax = -1;
mutable int instanceLodCount = -1;
QSSGRenderInstanceTable *instanceTable = nullptr;
int instanceCount() const { return instanceTable ? (instanceLodCount >= 0) ? instanceLodCount : instanceTable->count() : 0; }
bool instancing() const { return instanceTable;}
QSSGParticleBuffer *particleBuffer = nullptr;
QMatrix4x4 particleMatrix;
bool hasTransparency = false;
QVector<float> morphWeights;
QVector<quint32> morphAttributes;
bool receivesReflections = false;
bool castsReflections = true;
bool usedInBakedLighting = false;
QString lightmapKey;
float texelsPerUnit = 0.0f;
bool motionVectorEnabled = true;
float motionVectorScale = 1.0f;
bool hasLightmap() const { return !lightmapKey.isEmpty(); }
bool usesBoneTexture() const { return ((skin != nullptr) || (skeleton != nullptr)); }
float levelOfDetailBias = 1.0f; // values < 1.0 will decrease usage of LODs, values > 1.0 will increase usage of LODs
QSSGRenderModel();
};
QT_END_NAMESPACE
#endif