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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.
#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__
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