// // 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 __DESTRUCTIBLE_RENDERABLE_IMPL_H__ #define __DESTRUCTIBLE_RENDERABLE_IMPL_H__ #include "Apex.h" #include "DestructibleActor.h" #include "DestructibleRenderable.h" #include "ApexRWLockable.h" #include "ApexActor.h" #if APEX_RUNTIME_FRACTURE #include "../fracture/Renderable.h" #endif #include "ReadCheck.h" namespace nvidia { namespace apex { class RenderMeshActor; } namespace destructible { class DestructibleActorImpl; class DestructibleRenderableImpl : public DestructibleRenderable, public ApexRenderable, public UserAllocated, public ApexRWLockable { public: APEX_RW_LOCKABLE_BOILERPLATE DestructibleRenderableImpl(RenderMeshActor* renderMeshActors[DestructibleActorMeshType::Count], DestructibleAssetImpl* asset, int32_t listIndex); ~DestructibleRenderableImpl(); // Begin DestructibleRenderable methods virtual RenderMeshActor* getRenderMeshActor(DestructibleActorMeshType::Enum type = DestructibleActorMeshType::Skinned) const { READ_ZONE(); return (uint32_t)type < DestructibleActorMeshType::Count ? mRenderMeshActors[type] : NULL; } virtual void release(); // End DestructibleRenderable methods // Begin Renderable methods virtual void updateRenderResources(bool rewriteBuffers, void* userRenderData); virtual void dispatchRenderResources(UserRenderer& api); virtual PxBounds3 getBounds() const { PxBounds3 bounds = ApexRenderable::getBounds(); #if APEX_RUNTIME_FRACTURE bounds.include(mRTrenderable.getBounds()); #endif return bounds; } virtual void lockRenderResources() { ApexRenderable::renderDataLock(); } virtual void unlockRenderResources() { ApexRenderable::renderDataUnLock(); } // End Renderable methods // Begin DestructibleRenderable methods // Returns this if successful, NULL otherwise DestructibleRenderableImpl* incrementReferenceCount(); int32_t getReferenceCount() { return mRefCount; } void setBounds(const PxBounds3& bounds) { mRenderBounds = bounds; } // End DestructibleRenderable methods #if APEX_RUNTIME_FRACTURE ::nvidia::fracture::Renderable& getRTrenderable() { return mRTrenderable; } #endif private: RenderMeshActor* mRenderMeshActors[DestructibleActorMeshType::Count]; // Indexed by DestructibleActorMeshType::Enum DestructibleAssetImpl* mAsset; int32_t mListIndex; volatile int32_t mRefCount; #if APEX_RUNTIME_FRACTURE ::nvidia::fracture::Renderable mRTrenderable; #endif }; } } // end namespace nvidia #endif // __DESTRUCTIBLE_RENDERABLE_IMPL_H__