AnimTestbed/3rdparty/ozz-animation/samples/framework/renderer.h

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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#ifndef OZZ_SAMPLES_FRAMEWORK_RENDERER_H_
#define OZZ_SAMPLES_FRAMEWORK_RENDERER_H_
#include "ozz/base/platform.h"
#include "ozz/base/span.h"
namespace ozz {
namespace animation {
class Skeleton;
}
namespace math {
struct Float4x4;
struct Float3;
struct Box;
} // namespace math
namespace sample {
// Sample framework mesh type.
struct Mesh;
// Defines render Color structure.
struct Color {
unsigned char r, g, b, a;
};
// Color constants.
static const Color kRed = {0xff, 0, 0, 0xff};
static const Color kGreen = {0, 0xff, 0, 0xff};
static const Color kBlue = {0, 0, 0xff, 0xff};
static const Color kWhite = {0xff, 0xff, 0xff, 0xff};
static const Color kYellow = {0xff, 0xff, 0, 0xff};
static const Color kMagenta = {0xff, 0, 0xff, 0xff};
static const Color kCyan = {0, 0xff, 0xff, 0xff};
static const Color kGrey = {0x80, 0x80, 0x80, 0xff};
static const Color kBlack = {0x80, 0x80, 0x80, 0xff};
// Defines renderer abstract interface.
class Renderer {
public:
// Declares a virtual destructor to allow proper destruction.
virtual ~Renderer() {}
// Initializes he renderer.
// Return true on success.
virtual bool Initialize() = 0;
// Renders coordinate system axes: X in red, Y in green and W in blue.
// Axes size is given by _scale argument.
virtual bool DrawAxes(const ozz::math::Float4x4& _transform) = 0;
// Renders a square grid of _cell_count cells width, where each square cell
// has a size of _cell_size.
virtual bool DrawGrid(int _cell_count, float _cell_size) = 0;
// Renders a skeleton in its rest pose posture.
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virtual bool DrawSkeleton(const animation::Skeleton& _skeleton,
const ozz::math::Float4x4& _transform,
bool _draw_joints = true) = 0;
// Renders a skeleton at the specified _position in the posture given by model
// space _matrices.
// Returns true on success, or false if _matrices range does not match with
// the _skeleton.
virtual bool DrawPosture(const animation::Skeleton& _skeleton,
ozz::span<const ozz::math::Float4x4> _matrices,
const ozz::math::Float4x4& _transform,
bool _draw_joints = true) = 0;
// Renders points.
// _sizes and _colors must be either of ize 1 or equal to _positions' size.
// If _screen_space is true, then points size is fixed in screen-space,
// otherwise it changes with screen depth.
virtual bool DrawPoints(
const ozz::span<const float>& _positions,
const ozz::span<const float>& _sizes,
const ozz::span<const Color>& _colors,
const ozz::math::Float4x4& _transform, bool _round = true,
bool _screen_space = false) = 0;
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// Renders a box at a specified location.
// The 2 slots of _colors array respectively defines color of the filled
// faces and color of the box outlines.
virtual bool DrawBoxIm(const ozz::math::Box& _box,
const ozz::math::Float4x4& _transform,
const Color _colors[2]) = 0;
// Renders shaded boxes at specified locations.
virtual bool DrawBoxShaded(const ozz::math::Box& _box,
ozz::span<const ozz::math::Float4x4> _transforms,
Color _color) = 0;
// Renders a sphere at a specified location.
virtual bool DrawSphereIm(float _radius,
const ozz::math::Float4x4& _transform,
const Color _color) = 0;
// Renders shaded spheres at specified locations.
virtual bool DrawSphereShaded(
float _radius, ozz::span<const ozz::math::Float4x4> _transforms,
Color _color) = 0;
struct Options {
bool triangles; // Show triangles mesh.
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bool texture; // Show texture (default checkered texture).
bool vertices; // Show vertices as points.
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bool normals; // Show normals.
bool tangents; // Show tangents.
bool binormals; // Show binormals, computed from the normal and tangent.
bool colors; // Show vertex colors.
bool wireframe; // Show vertex colors.
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bool skip_skinning; // Show texture (default checkered texture).
Options()
: triangles(true),
texture(false),
vertices(false),
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normals(false),
tangents(false),
binormals(false),
colors(false),
wireframe(false),
skip_skinning(false) {}
Options(bool _triangles, bool _texture, bool _vertices, bool _normals,
bool _tangents, bool _binormals, bool _colors, bool _wireframe,
bool _skip_skinning)
: triangles(_triangles),
texture(_texture),
vertices(_vertices),
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normals(_normals),
tangents(_tangents),
binormals(_binormals),
colors(_colors),
wireframe(_wireframe),
skip_skinning(_skip_skinning) {}
};
// Renders a skinned mesh at a specified location.
virtual bool DrawSkinnedMesh(const Mesh& _mesh,
const span<math::Float4x4> _skinning_matrices,
const ozz::math::Float4x4& _transform,
const Options& _options = Options()) = 0;
// Renders a mesh at a specified location.
virtual bool DrawMesh(const Mesh& _mesh,
const ozz::math::Float4x4& _transform,
const Options& _options = Options()) = 0;
// Renders a segment from begin to end.
virtual bool DrawSegment(const math::Float3& _begin, const math::Float3& _end,
Color _color,
const ozz::math::Float4x4& _transform) = 0;
// Renders vectors, defined by their starting point and a direction.
virtual bool DrawVectors(ozz::span<const float> _positions,
size_t _positions_stride,
ozz::span<const float> _directions,
size_t _directions_stride, int _num_vectors,
float _vector_length, Color _color,
const ozz::math::Float4x4& _transform) = 0;
// Compute binormals from normals and tangents, before displaying them.
virtual bool DrawBinormals(
ozz::span<const float> _positions, size_t _positions_stride,
ozz::span<const float> _normals, size_t _normals_stride,
ozz::span<const float> _tangents, size_t _tangents_stride,
ozz::span<const float> _handenesses, size_t _handenesses_stride,
int _num_vectors, float _vector_length, Color _color,
const ozz::math::Float4x4& _transform) = 0;
};
} // namespace sample
} // namespace ozz
#endif // OZZ_SAMPLES_FRAMEWORK_RENDERER_H_