// // 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 "DestructibleRenderable.h" #include "RenderMeshActor.h" #include "DestructibleActorImpl.h" #include "ModulePerfScope.h" namespace nvidia { namespace destructible { DestructibleRenderableImpl::DestructibleRenderableImpl(RenderMeshActor* renderMeshActors[DestructibleActorMeshType::Count], DestructibleAssetImpl* asset, int32_t listIndex) : mAsset(asset) , mListIndex(listIndex) , mRefCount(1) // Ref count initialized to 1, assuming that whoever calls this constructor will store a reference { for (uint32_t i = 0; i < DestructibleActorMeshType::Count; ++i) { mRenderMeshActors[i] = renderMeshActors[i]; } } DestructibleRenderableImpl::~DestructibleRenderableImpl() { WRITE_ZONE(); for (uint32_t i = 0; i < DestructibleActorMeshType::Count; ++i) { if (mRenderMeshActors[i]) { mRenderMeshActors[i]->release(); mRenderMeshActors[i] = NULL; } } } void DestructibleRenderableImpl::release() { bool triggerDelete = false; lockRenderResources(); if (mRefCount > 0) { triggerDelete = !(--mRefCount); } unlockRenderResources(); if (triggerDelete) { delete this; } } void DestructibleRenderableImpl::updateRenderResources(bool rewriteBuffers, void* userRenderData) { PX_PROFILE_ZONE("DestructibleRenderableUpdateRenderResources", GetInternalApexSDK()->getContextId()); URR_SCOPE; for (uint32_t typeN = 0; typeN < DestructibleActorMeshType::Count; ++typeN) { RenderMeshActorIntl* renderMeshActor = (RenderMeshActorIntl*)mRenderMeshActors[typeN]; if (renderMeshActor != NULL) { renderMeshActor->updateRenderResources((typeN == DestructibleActorMeshType::Skinned), rewriteBuffers, userRenderData); } } // Render instanced meshes if (mAsset->m_instancingRepresentativeActorIndex == -1) { mAsset->m_instancingRepresentativeActorIndex = (int32_t)mListIndex; // using this actor as our representative } if ((int32_t)mListIndex == mAsset->m_instancingRepresentativeActorIndex) // doing it this way, in case (for some reason) someone wants to call this fn twice per frame { mAsset->updateChunkInstanceRenderResources(rewriteBuffers, userRenderData); mAsset->createScatterMeshInstanceInfo(); for (uint32_t i = 0; i < mAsset->m_scatterMeshInstanceInfo.size(); ++i) { DestructibleAssetImpl::ScatterMeshInstanceInfo& info = mAsset->m_scatterMeshInstanceInfo[i]; RenderMeshActorIntl* renderMeshActor = (RenderMeshActorIntl*)info.m_actor; if (renderMeshActor != NULL) { RenderInstanceBufferData data; physx::Array& instanceBufferData = info.m_instanceBufferData; const uint32_t instanceBufferSize = instanceBufferData.size(); if (info.m_instanceBuffer != NULL && instanceBufferSize > 0) { // If a new actor has added instances for this scatter mesh, recreate a larger instance buffer if (info.m_IBSize < instanceBufferSize) { UserRenderResourceManager* rrm = GetInternalApexSDK()->getUserRenderResourceManager(); rrm->releaseInstanceBuffer(*info.m_instanceBuffer); UserRenderInstanceBufferDesc instanceBufferDesc = mAsset->getScatterMeshInstanceBufferDesc(); instanceBufferDesc.maxInstances = instanceBufferSize; info.m_instanceBuffer = rrm->createInstanceBuffer(instanceBufferDesc); info.m_IBSize = instanceBufferSize; renderMeshActor->setInstanceBuffer(info.m_instanceBuffer); renderMeshActor->setMaxInstanceCount(instanceBufferSize); } info.m_instanceBuffer->writeBuffer(&instanceBufferData[0], 0, instanceBufferSize); } renderMeshActor->setInstanceBufferRange(0, instanceBufferSize); renderMeshActor->updateRenderResources(false, rewriteBuffers, userRenderData); } } } #if APEX_RUNTIME_FRACTURE mRTrenderable.updateRenderResources(rewriteBuffers,userData); #endif } void DestructibleRenderableImpl::dispatchRenderResources(UserRenderer& renderer) { PX_PROFILE_ZONE("DestructibleRenderableDispatchRenderResources", GetInternalApexSDK()->getContextId()); for (uint32_t typeN = 0; typeN < DestructibleActorMeshType::Count; ++typeN) { RenderMeshActor* renderMeshActor = mRenderMeshActors[typeN]; if (renderMeshActor != NULL) { renderMeshActor->dispatchRenderResources(renderer); } } // Render instanced meshes if ((int32_t)mListIndex == mAsset->m_instancingRepresentativeActorIndex) { for (uint32_t i = 0; i < mAsset->m_instancedChunkRenderMeshActors.size(); ++i) { if (mAsset->m_instancedChunkRenderMeshActors[i] != NULL) { mAsset->m_instancedChunkRenderMeshActors[i]->dispatchRenderResources(renderer); } } for (uint32_t i = 0; i < mAsset->m_scatterMeshInstanceInfo.size(); ++i) { DestructibleAssetImpl::ScatterMeshInstanceInfo& scatterMeshInstanceInfo = mAsset->m_scatterMeshInstanceInfo[i]; if (scatterMeshInstanceInfo.m_actor != NULL) { scatterMeshInstanceInfo.m_actor->dispatchRenderResources(renderer); } } } #if APEX_RUNTIME_FRACTURE mRTrenderable.dispatchRenderResources(renderer); #endif } DestructibleRenderableImpl* DestructibleRenderableImpl::incrementReferenceCount() { DestructibleRenderableImpl* returnValue = NULL; lockRenderResources(); if (mRefCount > 0) { ++mRefCount; returnValue = this; } unlockRenderResources(); return returnValue; } } } // end namespace nvidia