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//
// 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<uint32_t> mIndexCache;
UserRenderResource* renderResource;
};
// To Handle Bone Limit
struct ConvexGroup
{
Array<SubMesh> mSubMeshes;
Array<Convex*> mConvexCache;
Array<PxVec3> mVertexCache;
Array<PxVec3> mNormalCache;
Array<PxVec2> mTexcoordCache;
Array<uint16_t> mBoneIndexCache;
Array<PxMat44> mBoneCache;
};
// Shared by SubMeshes
struct MaterialInfo
{
MaterialInfo(): mMaxBones(0), mMaterialID(0) {}
uint32_t mMaxBones;
ResID mMaterialID;
};
//
Array<ConvexGroup> mConvexGroups;
Array<MaterialInfo> 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
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