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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/RenderMeshAssetIntl.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/common/include/RenderMeshAssetIntl.h')
| -rw-r--r-- | APEX_1.4/common/include/RenderMeshAssetIntl.h | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/APEX_1.4/common/include/RenderMeshAssetIntl.h b/APEX_1.4/common/include/RenderMeshAssetIntl.h new file mode 100644 index 00000000..74c23923 --- /dev/null +++ b/APEX_1.4/common/include/RenderMeshAssetIntl.h @@ -0,0 +1,124 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, related documentation + * and any modifications thereto. Any use, reproduction, disclosure or + * distribution of this software and related documentation without an express + * license agreement from NVIDIA CORPORATION is strictly prohibited. + */ + + +#ifndef RENDER_MESH_ASSET_INTL_H +#define RENDER_MESH_ASSET_INTL_H + +#include "ApexUsingNamespace.h" +#include "RenderMeshActor.h" +#include "RenderMeshAsset.h" +#include "PsArray.h" +#include "PxMat44.h" + + +/** +\brief Describes how bones are to be assigned to render resources. +*/ +struct RenderMeshActorSkinningMode +{ + enum Enum + { + Default, // Currently the same as OneBonePerPart + OneBonePerPart, // Used by destruction, default behavior + AllBonesPerPart, // All bones are written to each render resource, up to the maximum bones per material given by UserRenderResourceManager::getMaxBonesForMaterial + + Count + }; +}; + + +namespace nvidia +{ +namespace apex +{ + +// Forward declarations +class DebugRenderParams; +class RenderDebugInterface; + +class VertexBufferIntl : public VertexBuffer +{ +public: + virtual ~VertexBufferIntl() {} + virtual VertexFormat& getFormatWritable() = 0; + virtual void build(const VertexFormat& format, uint32_t vertexCount) = 0; + virtual void applyTransformation(const PxMat44& transformation) = 0; + virtual void applyScale(float scale) = 0; + virtual bool mergeBinormalsIntoTangents() = 0; +}; + +class RenderSubmeshIntl : public RenderSubmesh +{ +public: + virtual ~RenderSubmeshIntl() {} + + virtual VertexBufferIntl& getVertexBufferWritable() = 0; + virtual uint32_t* getIndexBufferWritable(uint32_t partIndex) = 0; + virtual void applyPermutation(const Array<uint32_t>& old2new, const Array<uint32_t>& new2old) = 0; +}; + + +/** +* Framework interface to ApexRenderMesh for use by modules +*/ +class RenderMeshAssetIntl : public RenderMeshAsset +{ +public: + virtual RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex) = 0; + virtual void permuteBoneIndices(const physx::Array<int32_t>& old2new) = 0; + virtual void applyTransformation(const PxMat44& transformation, float scale) = 0; + virtual void reverseWinding() = 0; + virtual void applyScale(float scale) = 0; + virtual bool mergeBinormalsIntoTangents() = 0; + virtual void setOwnerModuleId(AuthObjTypeID id) = 0; + virtual TextureUVOrigin::Enum getTextureUVOrigin() const = 0; + +}; + +class RenderMeshAssetAuthoringIntl : public RenderMeshAssetAuthoring +{ +public: + virtual RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex) = 0; + virtual void permuteBoneIndices(const physx::Array<int32_t>& old2new) = 0; + virtual void applyTransformation(const PxMat44& transformation, float scale) = 0; + virtual void reverseWinding() = 0; + virtual void applyScale(float scale) = 0; +}; + + +class RenderMeshActorIntl : public RenderMeshActor +{ +public: + virtual void updateRenderResources(bool useBones, bool rewriteBuffers, void* userRenderData) = 0; + + // add a buffer that will replace the dynamic buffer for the submesh + virtual void addVertexBuffer(uint32_t submeshIndex, bool alwaysDirty, PxVec3* position, PxVec3* normal, PxVec4* tangents) = 0; + virtual void removeVertexBuffer(uint32_t submeshIndex) = 0; + + virtual void setStaticPositionReplacement(uint32_t submeshIndex, const PxVec3* staticPositions) = 0; + virtual void setStaticColorReplacement(uint32_t submeshIndex, const ColorRGBA* staticColors) = 0; + + virtual void visualize(RenderDebugInterface& batcher, nvidia::apex::DebugRenderParams* debugParams, PxMat33* scaledRotations = NULL, PxVec3* translations = NULL, uint32_t stride = 0, uint32_t numberOfTransforms = 0) const = 0; + + virtual void dispatchRenderResources(UserRenderer& renderer, const PxMat44& globalPose) = 0; + + // Access to previous frame's transforms (if the buffer exists) + virtual void setLastFrameTM(const PxMat44& tm, uint32_t boneIndex = 0) = 0; + virtual void setLastFrameTM(const PxMat44& tm, const PxVec3& scale, uint32_t boneIndex = 0) = 0; + + virtual void setSkinningMode(RenderMeshActorSkinningMode::Enum mode) = 0; + virtual RenderMeshActorSkinningMode::Enum getSkinningMode() const = 0; +}; + +} // end namespace apex +} // end namespace nvidia + +#endif // RENDER_MESH_ASSET_INTL_H |