// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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& old2new, const Array& 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& 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& 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