Files
FlaxEngine/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp
2025-06-06 22:41:29 +02:00

65 lines
1.8 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "SkinnedMeshDrawData.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Animations/Config.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/Matrix3x4.h"
SkinnedMeshDrawData::SkinnedMeshDrawData()
{
}
SkinnedMeshDrawData::~SkinnedMeshDrawData()
{
SAFE_DELETE_GPU_RESOURCE(BoneMatrices);
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
void SkinnedMeshDrawData::Setup(int32 bonesCount)
{
if (BoneMatrices == nullptr)
{
BoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
}
const int32 elementsCount = bonesCount * 3; // 3 * float4 per bone
if (BoneMatrices->Init(GPUBufferDescription::Typed(elementsCount, PixelFormat::R32G32B32A32_Float, false, GPUResourceUsage::Dynamic)))
{
LOG(Error, "Failed to initialize the skinned mesh bones buffer");
return;
}
BonesCount = bonesCount;
_hasValidData = false;
_isDirty = false;
Data.Resize(BoneMatrices->GetSize());
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
void SkinnedMeshDrawData::OnDataChanged(bool dropHistory)
{
// Setup previous frame bone matrices if needed
if (_hasValidData && !dropHistory)
{
ASSERT(BoneMatrices);
if (PrevBoneMatrices == nullptr)
{
PrevBoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
if (PrevBoneMatrices->Init(BoneMatrices->GetDescription()))
{
LOG(Fatal, "Failed to initialize the skinned mesh bones buffer");
}
}
Swap(PrevBoneMatrices, BoneMatrices);
}
else
{
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
_isDirty = true;
_hasValidData = true;
}