1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
/*
* 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<uint32_t>& old2new, const Array<uint32_t>& 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<int32_t>& 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<int32_t>& 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
|