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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/RenderMeshAssetIntl.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * 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