/* * 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 APEX_RENDERMESH_ASSET_AUTHORING_H #define APEX_RENDERMESH_ASSET_AUTHORING_H #include "ApexRenderMeshAsset.h" #include "ApexSharedUtils.h" #include "RenderMeshAssetIntl.h" #include "ResourceProviderIntl.h" #include "ApexResource.h" #include "ApexActor.h" #include "ApexAssetAuthoring.h" #include "ApexString.h" #include "ApexVertexFormat.h" #include "ApexSDKImpl.h" #include "ApexUsingNamespace.h" #include "ApexRWLockable.h" #ifndef WITHOUT_APEX_AUTHORING namespace nvidia { namespace apex { // PHTODO, put this into the authoring asset struct VertexReductionExtraData { void set(const ExplicitRenderTriangle& xTriangle) { smoothingMask = xTriangle.smoothingMask; } bool canMerge(const VertexReductionExtraData& other) const { return (smoothingMask & other.smoothingMask) != 0 || smoothingMask == 0 || other.smoothingMask == 0; } uint32_t smoothingMask; }; class ApexRenderMeshAssetAuthoring : public ApexRenderMeshAsset, public ApexAssetAuthoring, public RenderMeshAssetAuthoringIntl { public: APEX_RW_LOCKABLE_BOILERPLATE ApexRenderMeshAssetAuthoring(ResourceList& list, RenderMeshAssetParameters* params, const char* name); void release() { GetApexSDK()->releaseAssetAuthoring(*this); } void createRenderMesh(const MeshDesc& desc, bool createMappingInformation); uint32_t createReductionMap(uint32_t* map, const Vertex* vertices, const uint32_t* smoothingGroups, uint32_t vertexCount, const PxVec3& positionTolerance, float normalTolerance, float UVTolerance); void deleteStaticBuffersAfterUse(bool set) { ApexRenderMeshAsset::deleteStaticBuffersAfterUse(set); } const char* getName(void) const { return ApexRenderMeshAsset::getName(); } const char* getObjTypeName() const { return ApexRenderMeshAsset::getClassName(); } bool prepareForPlatform(nvidia::apex::PlatformTag) { APEX_INVALID_OPERATION("Not Implemented."); return false; } void setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist) { ApexAssetAuthoring::setToolString(toolName, toolVersion, toolChangelist); } uint32_t getSubmeshCount() const { return ApexRenderMeshAsset::getSubmeshCount(); } uint32_t getPartCount() const { return ApexRenderMeshAsset::getPartCount(); } const char* getMaterialName(uint32_t submeshIndex) const { return ApexRenderMeshAsset::getMaterialName(submeshIndex); } void setMaterialName(uint32_t submeshIndex, const char* name); virtual void setWindingOrder(uint32_t submeshIndex, RenderCullMode::Enum winding); virtual RenderCullMode::Enum getWindingOrder(uint32_t submeshIndex) const; const RenderSubmesh& getSubmesh(uint32_t submeshIndex) const { return ApexRenderMeshAsset::getSubmesh(submeshIndex); } RenderSubmesh& getSubmeshWritable(uint32_t submeshIndex) { return *mSubmeshes[submeshIndex]; } const PxBounds3& getBounds(uint32_t partIndex = 0) const { return ApexRenderMeshAsset::getBounds(partIndex); } void getStats(RenderMeshAssetStats& stats) const { ApexRenderMeshAsset::getStats(stats); } // From RenderMeshAssetAuthoringIntl RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex) { return *ApexRenderMeshAsset::mSubmeshes[submeshIndex]; } void permuteBoneIndices(const physx::Array& old2new) { ApexRenderMeshAsset::permuteBoneIndices(old2new); } void applyTransformation(const PxMat44& transformation, float scale) { ApexRenderMeshAsset::applyTransformation(transformation, scale); } void applyScale(float scale) { ApexRenderMeshAsset::applyScale(scale); } void reverseWinding() { ApexRenderMeshAsset::reverseWinding(); } NvParameterized::Interface* getNvParameterized() const { return mParams; } /** * \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller. */ virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void) { NvParameterized::Interface* ret = mParams; mParams = NULL; release(); return ret; } protected: // helper structs struct VertexPart { uint32_t part, vertexIndex; PX_INLINE bool operator()(const VertexPart& a, const VertexPart& b) const { if (a.part != b.part) { return a.part < b.part; } return a.vertexIndex < b.vertexIndex; } PX_INLINE static int cmp(const void* A, const void* B) { // Sorts by part, then vertexIndex const int delta = (int)((VertexPart*)A)->part - (int)((VertexPart*)B)->part; return delta != 0 ? delta : ((int)((VertexPart*)A)->vertexIndex - (int)((VertexPart*)B)->vertexIndex); } }; // helper methods template bool fillSubmeshMap(physx::Array& submeshMap, const void* const partIndicesVoid, uint32_t numParts, const void* const vertexIndicesVoid, uint32_t numSubmeshIndices, uint32_t numSubmeshVertices); // protected constructors ApexRenderMeshAssetAuthoring(ResourceList& list); virtual ~ApexRenderMeshAssetAuthoring(); }; } } // end namespace nvidia::apex #endif // WITHOUT_APEX_AUTHORING #endif // APEX_RENDERMESH_ASSET_H