2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <string>
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#include <map>
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2023-06-11 13:08:08 +08:00
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#include "3d/Bundle3DData.h"
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#include "3d/AABB.h"
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#include "3d/3DProgramInfo.h"
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2023-06-11 13:08:08 +08:00
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#include "base/Ref.h"
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#include "math/Math.h"
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#include "renderer/MeshCommand.h"
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#include "renderer/CustomCommand.h"
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#include "renderer/backend/Backend.h"
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2022-07-11 17:50:21 +08:00
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NS_AX_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Texture2D;
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class MeshSkin;
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class MeshIndexData;
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class Material;
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class Renderer;
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class Scene;
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class Pass;
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namespace backend
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{
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class Buffer;
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}
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/**
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* @brief Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on
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*/
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class AX_DLL Mesh : public Ref
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{
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friend class MeshRenderer;
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public:
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/**create mesh from positions, normals, and so on, single SubMesh*/
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static Mesh* create(const std::vector<float>& positions,
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const std::vector<float>& normals,
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const std::vector<float>& texs,
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const IndexArray& indices);
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/**
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* @lua NA
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*/
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static Mesh* create(const std::vector<float>& vertices,
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int perVertexSizeInFloat,
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const IndexArray& indices,
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const std::vector<MeshVertexAttrib>& attribs);
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/**
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* create mesh
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* @lua NA
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*/
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static Mesh* create(std::string_view name, MeshIndexData* indexData, MeshSkin* skin = nullptr);
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/**
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* get vertex buffer
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*
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* @lua NA
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*/
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backend::Buffer* getVertexBuffer() const;
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/**
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* has vertex attribute?
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*
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* @lua NA
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*/
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bool hasVertexAttrib(shaderinfos::VertexKey attrib) const;
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/**get mesh vertex attribute count*/
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ssize_t getMeshVertexAttribCount() const;
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/**get MeshVertexAttribute by index*/
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const MeshVertexAttrib& getMeshVertexAttribute(int idx);
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/**get per vertex size in bytes*/
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int getVertexSizeInBytes() const;
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/**
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* set texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also
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* call setTexture(texPath, NTextureData::Usage::Diffuse)
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* @param texPath texture path
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*/
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void setTexture(std::string_view texPath);
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/**
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* set texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also
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* call setTexture(texPath, NTextureData::Usage::Diffuse)
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* @param tex texture to be set
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*/
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void setTexture(Texture2D* tex);
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/**
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* set texture
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* @param tex texture to be set
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* @param usage Usage of this texture
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* @param whether refresh the cache file name
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*/
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void setTexture(Texture2D* tex, NTextureData::Usage usage, bool cacheFileName = true);
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/**
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* set texture
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* @param texPath texture path
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* @param usage Usage of this texture
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*/
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void setTexture(std::string_view texPath, NTextureData::Usage usage);
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/**
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* Get texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also
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* call getTexture(NTextureData::Usage::Diffuse)
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* @return Texture used, return the texture of first mesh if multiple meshes exist
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*/
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Texture2D* getTexture() const;
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/**
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* Get texture
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* @param usage Usage of returned texture
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* @return The texture of this usage, return the texture of first mesh if multiple meshes exist
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*/
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Texture2D* getTexture(NTextureData::Usage usage);
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/**visible getter and setter*/
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void setVisible(bool visible);
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bool isVisible() const;
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/**
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* skin getter
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*
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* @lua NA
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*/
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MeshSkin* getSkin() const { return _skin; }
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/**
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* mesh index data getter
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*
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* @lua NA
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*/
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MeshIndexData* getMeshIndexData() const { return _meshIndexData; }
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/**
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* get ProgramState
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*
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* @lua NA
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*/
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backend::ProgramState* getProgramState() const;
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/**name getter */
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std::string_view getName() const { return _name; }
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void setBlendFunc(const BlendFunc& blendFunc);
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const BlendFunc& getBlendFunc() const;
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/**
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* get primitive type
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*
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* @lua NA
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*/
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CustomCommand::PrimitiveType getPrimitiveType() const;
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/**
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* get index count
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*
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* @lua NA
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*/
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ssize_t getIndexCount() const;
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/**
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* get index format
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*
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* @lua NA
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*/
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CustomCommand::IndexFormat getIndexFormat() const;
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/**
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* set index format
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*
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* @lua NA
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*/
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void setIndexFormat(CustomCommand::IndexFormat indexFormat);
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/**
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* get index buffer
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*
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* @lua NA
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*/
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backend::Buffer* getIndexBuffer() const;
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/**get AABB*/
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const AABB& getAABB() const { return _aabb; }
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/** Sets a new ProgramState for the Mesh
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* A new Material will be created for it
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*/
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void setProgramState(backend::ProgramState* programState);
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/** Sets a new Material to the Mesh */
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void setMaterial(Material* material);
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/** Returns the Material being used by the Mesh */
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Material* getMaterial() const;
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void draw(Renderer* renderer,
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float globalZ,
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const Mat4& transform,
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uint32_t flags,
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unsigned int lightMask,
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const Vec4& color,
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bool forceDepthWrite,
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bool wireframe);
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/**skin setter*/
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void setSkin(MeshSkin* skin);
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/**Mesh index data setter*/
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void setMeshIndexData(MeshIndexData* indexdata);
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/**name setter*/
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void setName(std::string_view name) { _name = name; }
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/**
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* calculate the AABB of the mesh
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* @note the AABB is in the local space, not the world space
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*/
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void calculateAABB();
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std::string getTextureFileName() { return _texFile; }
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void setInstanceCount(int count = 0);
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/** Enables instancing for this Mesh Renderer, keep in mind that
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a special vertex shader has to be used, make sure that your shader
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has a mat4 attribute set on the location of total vertex attributes +1
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*/
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void enableInstancing(bool instance, int count = 0);
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/** Set this to true and instancing objects within this mesh renderer
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will be recalculated each frame, use it when you plan to move objects,
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Otherwise, transforms will be built once for better performance.
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* to update transforms on demand use `rebuildInstances()` */
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void setDynamicInstancing(bool dynamic);
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/** Adds a child to use it's transformations for instancing.
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* The child is in the space of this Node, keep in mind that
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the node isn't added to the scene graph, it is instead retained
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and it's parent is set to this node, updates and actions will not run.
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* the reason for this is performance.
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*
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* @param child, The child to use for instancing.
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*/
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void addInstanceChild(Node* child);
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/** shrinks the instance transform buffer after many steps of expansion to increase performance. */
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void shrinkToFitInstances();
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/** rebuilds the instance transform buffer next frame. */
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void rebuildInstances();
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Mesh();
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virtual ~Mesh();
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protected:
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void resetLightUniformValues();
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void setLightUniforms(Pass* pass, Scene* scene, const Vec4& color, unsigned int lightmask);
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void bindMeshCommand();
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std::map<NTextureData::Usage, Texture2D*> _textures; // textures that submesh is using
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MeshSkin* _skin; // skin
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bool _visible; // is the submesh visible
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bool _instancing;
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backend::Buffer* _instanceTransformBuffer;
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bool _instanceTransformDirty;
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bool _instanceTransformBufferDirty;
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int _instanceCount;
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std::vector<Node*> _instances;
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float* _instanceMatrixCache;
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bool _dynamicInstancing;
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CustomCommand::IndexFormat meshIndexFormat;
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std::string _name;
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MeshIndexData* _meshIndexData;
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// GLProgramState* _glProgramState;
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BlendFunc _blend;
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bool _blendDirty;
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Material* _material;
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AABB _aabb;
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std::function<void()> _visibleChanged;
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std::unordered_map<std::string, std::vector<MeshCommand>> _meshCommands;
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/// light parameters
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std::vector<Vec3> _dirLightUniformColorValues;
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std::vector<Vec3> _dirLightUniformDirValues;
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std::vector<Vec3> _pointLightUniformColorValues;
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std::vector<Vec3> _pointLightUniformPositionValues;
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std::vector<float> _pointLightUniformRangeInverseValues;
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std::vector<Vec3> _spotLightUniformColorValues;
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std::vector<Vec3> _spotLightUniformPositionValues;
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std::vector<Vec3> _spotLightUniformDirValues;
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std::vector<float> _spotLightUniformInnerAngleCosValues;
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std::vector<float> _spotLightUniformOuterAngleCosValues;
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std::vector<float> _spotLightUniformRangeInverseValues;
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std::string _texFile;
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};
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// end of 3d group
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/// @}
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/// @cond
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extern std::string AX_DLL s_uniformSamplerName[]; // uniform sampler names array
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2019-11-23 20:27:39 +08:00
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/// @endcond
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2022-07-11 17:50:21 +08:00
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NS_AX_END
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