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78 lines
3.3 KiB
C++
78 lines
3.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <SkinnedMesh/SkinnedMeshDispatchItem.h>
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#include <MorphTargets/MorphTargetDispatchItem.h>
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshRenderProxyInterface.h>
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshFeatureProcessorInterface.h>
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshShaderOptions.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
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#include <Atom/Utils/StableDynamicArray.h>
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#include <AzCore/base.h>
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#include <AzCore/Math/Vector3.h>
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namespace AZ
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{
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namespace RPI
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{
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class Model;
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class Scene;
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}
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namespace Render
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{
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class SkinnedMeshFeatureProcessor;
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class SkinnedMeshRenderProxy final
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: public SkinnedMeshRenderProxyInterface
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{
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friend SkinnedMeshFeatureProcessor;
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public:
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AZ_RTTI(AZ::Render::SkinnedMeshRenderProxy, "{C77A21E7-113A-4DC9-972F-923E1BEFBC9A}", AZ::Render::SkinnedMeshRenderProxyInterface);
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explicit SkinnedMeshRenderProxy(const SkinnedMeshFeatureProcessorInterface::SkinnedMeshRenderProxyDesc& desc);
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void SetTransform(const Transform& transform) override;
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void SetSkinningMatrices(const AZStd::vector<float>& data) override;
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void SetMorphTargetWeights(uint32_t lodIndex, const AZStd::vector<float>& weights) override;
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AZStd::array_view< AZStd::unique_ptr<SkinnedMeshDispatchItem>> GetDispatchItems() const;
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private:
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AZ_DISABLE_COPY_MOVE(SkinnedMeshRenderProxy);
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bool Init(const RPI::Scene& scene, SkinnedMeshFeatureProcessor* featureProcessor);
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bool BuildDispatchItem(const RPI::Scene& scene, size_t modelLodIndex, const SkinnedMeshShaderOptions& shaderOptions);
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Vector3 m_position = Vector3(0.0f, 0.0f, 0.0f); //!< Cached position so SkinnedMeshFeatureProcessor can make faster LOD calculations
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AZStd::fixed_vector<AZStd::unique_ptr<SkinnedMeshDispatchItem>, RPI::ModelLodAsset::LodCountMax> m_dispatchItemsByLod;
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AZStd::fixed_vector<AZStd::vector<AZStd::unique_ptr<MorphTargetDispatchItem>>, RPI::ModelLodAsset::LodCountMax> m_morphTargetDispatchItemsByLod;
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Data::Instance<SkinnedMeshInputBuffers> m_inputBuffers;
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Data::Instance<MorphTargetInputBuffers> m_morphTargetInputBuffers;
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AZStd::intrusive_ptr<SkinnedMeshInstance> m_instance;
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AZStd::shared_ptr<MeshFeatureProcessorInterface::MeshHandle> m_meshHandle;
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SkinnedMeshShaderOptions m_shaderOptions;
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Data::Instance<RPI::Buffer> m_boneTransforms;
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SkinnedMeshFeatureProcessor* m_featureProcessor = nullptr;
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bool m_isQueuedForCompile = false;
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};
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using SkinnedMeshRenderProxyHandle = StableDynamicArrayHandle<SkinnedMeshRenderProxy>;
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} // namespace Render
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} // namespace AZ
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