Files
FlaxEngine/Source/Engine/Graphics/Models/SkinnedMeshDrawData.h
2020-12-07 23:40:54 +01:00

84 lines
2.4 KiB
C++

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