246 lines
6.5 KiB
C++
246 lines
6.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Math/BoundingBox.h"
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#include "Engine/Core/Math/BoundingSphere.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Graphics/Enums.h"
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#include "Engine/Graphics/Models/Types.h"
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#include "Engine/Level/Types.h"
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#include "Engine/Scripting/ScriptingObject.h"
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struct GeometryDrawStateData;
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struct RenderContext;
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struct RenderContextBatch;
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class Task;
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class ModelBase;
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class Lightmap;
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class GPUBuffer;
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class SkinnedMeshDrawData;
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class BlendShapesInstance;
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/// <summary>
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/// Base class for model resources meshes.
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/// </summary>
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API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API MeshBase : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(MeshBase);
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protected:
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ModelBase* _model;
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BoundingBox _box;
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BoundingSphere _sphere;
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int32 _index;
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int32 _lodIndex;
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uint32 _vertices;
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uint32 _triangles;
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int32 _materialSlotIndex;
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bool _use16BitIndexBuffer;
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explicit MeshBase(const SpawnParams& params)
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: ScriptingObject(params)
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{
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}
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public:
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/// <summary>
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/// Gets the model owning this mesh.
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/// </summary>
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API_PROPERTY() FORCE_INLINE ModelBase* GetModelBase() const
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{
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return _model;
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}
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/// <summary>
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/// Gets the mesh parent LOD index.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetLODIndex() const
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{
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return _lodIndex;
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}
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/// <summary>
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/// Gets the mesh index.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetIndex() const
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{
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return _index;
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}
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/// <summary>
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/// Gets the triangle count.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const
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{
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return _triangles;
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}
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/// <summary>
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/// Gets the vertex count.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const
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{
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return _vertices;
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}
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/// <summary>
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/// Gets the box.
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/// </summary>
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API_PROPERTY() FORCE_INLINE const BoundingBox& GetBox() const
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{
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return _box;
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}
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/// <summary>
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/// Gets the sphere.
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/// </summary>
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API_PROPERTY() FORCE_INLINE const BoundingSphere& GetSphere() const
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{
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return _sphere;
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}
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/// <summary>
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/// Determines whether this mesh is using 16 bit index buffer, otherwise it's 32 bit.
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/// </summary>
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API_PROPERTY() FORCE_INLINE bool Use16BitIndexBuffer() const
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{
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return _use16BitIndexBuffer;
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}
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/// <summary>
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/// Gets the index of the material slot to use during this mesh rendering.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetMaterialSlotIndex() const
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{
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return _materialSlotIndex;
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}
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/// <summary>
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/// Sets the index of the material slot to use during this mesh rendering.
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/// </summary>
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API_PROPERTY() void SetMaterialSlotIndex(int32 value);
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/// <summary>
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/// Sets the mesh bounds.
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/// </summary>
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/// <param name="box">The bounding box.</param>
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void SetBounds(const BoundingBox& box);
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public:
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/// <summary>
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/// Extract mesh buffer data from GPU. Cannot be called from the main thread.
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/// </summary>
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/// <param name="type">Buffer type</param>
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/// <param name="result">The result data</param>
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/// <returns>True if failed, otherwise false</returns>
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virtual bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const = 0;
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/// <summary>
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/// Extracts mesh buffer data from GPU in the async task.
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/// </summary>
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/// <param name="type">Buffer type</param>
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/// <param name="result">The result data</param>
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/// <returns>Created async task used to gather the buffer data.</returns>
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virtual Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const = 0;
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/// <summary>
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/// Extract mesh buffer data from CPU. Cached internally.
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/// </summary>
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/// <param name="type">Buffer type</param>
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/// <param name="result">The result data</param>
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/// <param name="count">The amount of items inside the result buffer.</param>
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/// <returns>True if failed, otherwise false</returns>
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virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const = 0;
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public:
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/// <summary>
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/// Model instance drawing packed data.
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/// </summary>
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struct DrawInfo
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{
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/// <summary>
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/// The instance buffer to use during model rendering.
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/// </summary>
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ModelInstanceEntries* Buffer;
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/// <summary>
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/// The world transformation of the model.
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/// </summary>
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Matrix* World;
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/// <summary>
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/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
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/// </summary>
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GeometryDrawStateData* DrawState;
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/// <summary>
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/// The instance deformation utility.
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/// </summary>
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MeshDeformation* Deformation;
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union
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{
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struct
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{
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/// <summary>
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/// The skinning.
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/// </summary>
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SkinnedMeshDrawData* Skinning;
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};
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struct
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{
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/// <summary>
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/// The lightmap.
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/// </summary>
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const Lightmap* Lightmap;
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/// <summary>
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/// The lightmap UVs.
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/// </summary>
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const Rectangle* LightmapUVs;
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};
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};
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/// <summary>
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/// The model instance vertex colors buffers (per-lod all meshes packed in a single allocation, array length equal to model lods count).
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/// </summary>
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GPUBuffer** VertexColors;
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/// <summary>
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/// The object static flags.
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/// </summary>
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StaticFlags Flags;
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/// <summary>
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/// The object draw modes.
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/// </summary>
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DrawPass DrawModes;
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/// <summary>
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/// The bounds of the model (used to select a proper LOD during rendering).
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/// </summary>
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BoundingSphere Bounds;
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/// <summary>
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/// The per-instance random value.
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/// </summary>
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float PerInstanceRandom;
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/// <summary>
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/// The LOD bias value.
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/// </summary>
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char LODBias;
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/// <summary>
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/// The forced LOD to use. Value -1 disables this feature.
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/// </summary>
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char ForcedLOD;
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/// <summary>
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/// The object sorting key.
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/// </summary>
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int16 SortOrder;
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};
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};
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