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

86 lines
2.4 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Collections/Array.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>
FORCE_INLINE bool IsReady() const
{
return BoneMatrices != nullptr && BoneMatrices->IsAllocated();
}
/// <summary>
/// Determines whether this instance has been modified and needs to be flushed with GPU buffer.
/// </summary>
FORCE_INLINE bool IsDirty() const
{
return _isDirty;
}
/// <summary>
/// Setups the data container for the specified bones amount.
/// </summary>
/// <param name="bonesCount">The bones count.</param>
void Setup(int32 bonesCount);
/// <summary>
/// After bones Data has been modified externally. Updates the bone matrices data for the GPU buffer. Ensure to call Flush before rendering.
/// </summary>
/// <param name="dropHistory">True if drop previous update bones used for motion blur, otherwise will keep them and do the update.</param>
void OnDataChanged(bool dropHistory);
/// <summary>
/// After bones Data has been send to the GPU buffer.
/// </summary>
void OnFlush()
{
_isDirty = false;
}
};