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Source/Engine/Graphics/Models/SkinnedMeshDrawData.h
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83
Source/Engine/Graphics/Models/SkinnedMeshDrawData.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Common.h"
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#include "Engine/Graphics/GPUBuffer.h"
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/// <summary>
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/// Data storage for the skinned meshes rendering
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/// </summary>
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class FLAXENGINE_API SkinnedMeshDrawData
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{
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private:
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bool _hasValidData = false;
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bool _isDirty = false;
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public:
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/// <summary>
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/// The bones count.
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/// </summary>
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int32 BonesCount = 0;
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/// <summary>
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/// The bone matrices buffer. Contains prepared skeletal bones transformations (stored as 4x3, 3 Vector4 behind each other).
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/// </summary>
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GPUBuffer* BoneMatrices = nullptr;
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/// <summary>
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/// The bone matrices buffer used during the previous update. Used by per-bone motion blur.
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/// </summary>
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GPUBuffer* PrevBoneMatrices = nullptr;
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/// <summary>
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/// The CPU data buffer with the bones transformations (ready to be flushed with the GPU).
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/// </summary>
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Array<byte> Data;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="SkinnedMeshDrawData"/> class.
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/// </summary>
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SkinnedMeshDrawData()
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{
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="SkinnedMeshDrawData"/> class.
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/// </summary>
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~SkinnedMeshDrawData();
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public:
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/// <summary>
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/// Determines whether this instance is ready for rendering.
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/// </summary>
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/// <returns>True if has valid data and can be rendered, otherwise false.</returns>
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FORCE_INLINE bool IsReady() const
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{
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return BoneMatrices != nullptr && BoneMatrices->IsAllocated();
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}
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/// <summary>
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/// Setups the data container for the specified bones amount.
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/// </summary>
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/// <param name="bonesCount">The bones count.</param>
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void Setup(int32 bonesCount);
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/// <summary>
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/// Sets the bone matrices data for the GPU buffer. Ensure to call Flush before rendering.
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/// </summary>
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/// <param name="bones">The bones data.</param>
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/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
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void SetData(const Matrix* bones, bool dropHistory);
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/// <summary>
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/// Flushes the bones data buffer with the GPU by sending the data fro the CPU.
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/// </summary>
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/// <param name="context">The GPU context.</param>
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void Flush(class GPUContext* context);
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};
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