// // 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. #include "RTdef.h" #if RT_COMPILE #ifndef RT_RENDERABLE_H #define RT_RENDERABLE_H #include "PsArray.h" #include "PsUserAllocated.h" #include "PxVec2.h" namespace nvidia { namespace apex { class UserRenderer; class UserRenderVertexBuffer; class UserRenderIndexBuffer; class UserRenderBoneBuffer; class UserRenderResource; } using namespace shdfnd; namespace fracture { class Actor; class Convex; class Renderable : public UserAllocated { public: Renderable(); ~Renderable(); // Called by rendering thread void updateRenderResources(bool rewriteBuffers, void* userRenderData); void dispatchRenderResources(UserRenderer& api); // Per tick bone update, unless Actor is dirty void updateRenderCache(Actor* actor); // Returns the bounds of all of the convexes PxBounds3 getBounds() const; private: // Called by actor after a patternFracture (On Game Thread) void updateRenderCacheFull(Actor* actor); // To Handle Multiple Materials struct SubMesh { SubMesh(): renderResource(NULL) {} Array mIndexCache; UserRenderResource* renderResource; }; // To Handle Bone Limit struct ConvexGroup { Array mSubMeshes; Array mConvexCache; Array mVertexCache; Array mNormalCache; Array mTexcoordCache; Array mBoneIndexCache; Array mBoneCache; }; // Shared by SubMeshes struct MaterialInfo { MaterialInfo(): mMaxBones(0), mMaterialID(0) {} uint32_t mMaxBones; ResID mMaterialID; }; // Array mConvexGroups; Array mMaterialInfo; UserRenderVertexBuffer* mVertexBuffer; UserRenderIndexBuffer* mIndexBuffer; UserRenderBoneBuffer* mBoneBuffer; uint32_t mVertexBufferSize; uint32_t mIndexBufferSize; uint32_t mBoneBufferSize; uint32_t mVertexBufferSizeLast; uint32_t mIndexBufferSizeLast; uint32_t mBoneBufferSizeLast; bool mFullBufferDirty; bool valid; }; } } #endif #endif