You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshRenderProxy.h

74 lines
3.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <SkinnedMesh/SkinnedMeshDispatchItem.h>
#include <MorphTargets/MorphTargetDispatchItem.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshRenderProxyInterface.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshFeatureProcessorInterface.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshShaderOptions.h>
#include <Atom/RPI.Reflect/Model/ModelLodAsset.h>
#include <Atom/Utils/StableDynamicArray.h>
#include <AzCore/base.h>
#include <AzCore/Math/Vector3.h>
namespace AZ
{
namespace RPI
{
class Model;
class Scene;
}
namespace Render
{
class SkinnedMeshFeatureProcessor;
class SkinnedMeshRenderProxy final
: public SkinnedMeshRenderProxyInterface
{
friend SkinnedMeshFeatureProcessor;
public:
AZ_RTTI(AZ::Render::SkinnedMeshRenderProxy, "{C77A21E7-113A-4DC9-972F-923E1BEFBC9A}", AZ::Render::SkinnedMeshRenderProxyInterface);
explicit SkinnedMeshRenderProxy(const SkinnedMeshFeatureProcessorInterface::SkinnedMeshRenderProxyDesc& desc);
void SetTransform(const Transform& transform) override;
void SetSkinningMatrices(const AZStd::vector<float>& data) override;
void SetMorphTargetWeights(uint32_t lodIndex, const AZStd::vector<float>& weights) override;
AZStd::array_view< AZStd::unique_ptr<SkinnedMeshDispatchItem>> GetDispatchItems() const;
private:
AZ_DISABLE_COPY_MOVE(SkinnedMeshRenderProxy);
bool Init(const RPI::Scene& scene, SkinnedMeshFeatureProcessor* featureProcessor);
bool BuildDispatchItem(const RPI::Scene& scene, size_t modelLodIndex, const SkinnedMeshShaderOptions& shaderOptions);
Vector3 m_position = Vector3(0.0f, 0.0f, 0.0f); //!< Cached position so SkinnedMeshFeatureProcessor can make faster LOD calculations
AZStd::fixed_vector<AZStd::unique_ptr<SkinnedMeshDispatchItem>, RPI::ModelLodAsset::LodCountMax> m_dispatchItemsByLod;
AZStd::fixed_vector<AZStd::vector<AZStd::unique_ptr<MorphTargetDispatchItem>>, RPI::ModelLodAsset::LodCountMax> m_morphTargetDispatchItemsByLod;
Data::Instance<SkinnedMeshInputBuffers> m_inputBuffers;
Data::Instance<MorphTargetInputBuffers> m_morphTargetInputBuffers;
AZStd::intrusive_ptr<SkinnedMeshInstance> m_instance;
AZStd::shared_ptr<MeshFeatureProcessorInterface::MeshHandle> m_meshHandle;
SkinnedMeshShaderOptions m_shaderOptions;
Data::Instance<RPI::Buffer> m_boneTransforms;
SkinnedMeshFeatureProcessor* m_featureProcessor = nullptr;
bool m_isQueuedForCompile = false;
};
using SkinnedMeshRenderProxyHandle = StableDynamicArrayHandle<SkinnedMeshRenderProxy>;
} // namespace Render
} // namespace AZ