/* * Copyright (c) 2008-2017, 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& 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