C++ API Reference
gpuCache/CacheWriter.h
#ifndef _CacheWriter_h_
#define _CacheWriter_h_
//-
//**************************************************************************/
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
//**************************************************************************/
//+
// Includes
#include "gpuCacheGeometry.h"
#include "gpuCacheMaterial.h"
#include <maya/MMatrix.h>
#include <maya/MFnTransform.h>
#include <maya/MTime.h>
#include <maya/MString.h>
#include <maya/MFileObject.h>
#include <memory>
#include <vector>
// Forward Declarations
class CacheXformSampler;
class CacheMeshSampler;
//==============================================================================
// CLASS CacheWriter
//==============================================================================
class CacheWriter
{
public:
// Create a cache writer
static std::shared_ptr<CacheWriter> create(const MString& impl,
const MFileObject& file, char compressLevel, const MString& dataFormat);
typedef std::shared_ptr<CacheWriter> CreateFunction(const MFileObject& file,
char compressLevel, const MString& dataFormat);
static void registerWriter(const MString& impl, CreateFunction func);
virtual ~CacheWriter() {}
virtual bool valid() const = 0;
// Write the hierarchy of nodes under the given top level node to
// the cache file.
virtual void writeSubNodeHierarchy(
const GPUCache::SubNode::Ptr& topNode,
double secondsPerSample, double startTimeInSeconds) = 0;
// Write the materials to the cache file.
virtual void writeMaterials(
const GPUCache::MaterialGraphMap::Ptr& materialGraphMap,
double secondsPerSample, double startTimeInSeconds) = 0;
// Returns the actual file name the implementation is writing
virtual const MFileObject& getFileObject() const = 0;
protected:
CacheWriter() {}
private:
// Prohibited and not implemented.
CacheWriter(const CacheWriter&);
const CacheWriter& operator=(const CacheWriter&);
static std::map<std::string,void*> fsRegistry;
};
//==============================================================================
// CLASS CacheXformSampler
//==============================================================================
class CacheXformSampler
{
public:
static std::shared_ptr<CacheXformSampler> create(const MObject& xformObject);
~CacheXformSampler();
// Bake a sample at the current time.
void addSample();
bool isAnimated() const {
return fXformAnimated || fVisibilityAnimated; }
std::shared_ptr<const GPUCache::XformSample> getSample(double timeInSeconds);
private:
CacheXformSampler(const MObject& xformObject);
struct MakeSharedEnabler;
MFnTransform fXform;
bool fIsFirstSample;
// local matrix
MMatrix fXformSample;
bool fXformAnimated;
// local visibility
bool fVisibilitySample;
bool fVisibilityAnimated;
};
//==============================================================================
// CLASS CacheMeshSampler
//==============================================================================
class CacheMeshSampler
{
public:
// note: about needUVs, the caller might also enable the UVs by calling enableUVs() afterwards
static std::shared_ptr<CacheMeshSampler> create(bool needUVs);
~CacheMeshSampler();
bool addSample(MObject meshObject, bool visibility);
bool addSampleFromMesh(MFnMesh& mesh);
bool isAnimated() const
{
return fIsAnimated;
}
void enableUVs()
{
fNeedUVs = true;
}
void setUseBaseTessellation()
{
fUseBaseTessellation = true;
}
// diffuseColor is per-instance attribute. CacheMeshSampler does not care about
// instances so the diffuse color is passed from outside (Bakers).
// getSample() is called for each instance.
std::shared_ptr<const GPUCache::ShapeSample>
getSample(double timeInSeconds, const MColor& diffuseColor);
private:
CacheMeshSampler(bool needUVs);
struct MakeSharedEnabler;
struct AttributeSet
{
size_t fNumWires;
size_t fNumTriangles;
size_t fNumVerts;
std::shared_ptr<GPUCache::IndexBuffer> fWireVertIndices;
std::vector<std::shared_ptr<GPUCache::IndexBuffer> > fTriangleVertIndices;
std::shared_ptr<GPUCache::VertexBuffer> fPositions;
std::shared_ptr<GPUCache::VertexBuffer> fNormals;
std::shared_ptr<GPUCache::VertexBuffer> fUVs;
MBoundingBox fBoundingBox;
bool fVisibility;
AttributeSet()
: fNumWires(0), fNumTriangles(0), fNumVerts(0), fVisibility(true)
{}
AttributeSet(
MObject meshObject, bool visibility, bool needUVs);
AttributeSet(MFnMesh& mesh, bool needUVs, bool useBaseTessellation);
// Replaces the animated channels contained in this
// AttributeSet with the one contained in "newer". Returns
// whether any attributes are animated.
bool updateAnimatedChannels(
bool& animated, const AttributeSet& newer);
};
bool fNeedUVs;
bool fUseBaseTessellation;
bool fIsAnimated;
AttributeSet fAttributeSet;
};
#endif