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- #pragma once
- #include "CmPrerequisites.h"
- #include "CmRTTIType.h"
- #include "CmApplication.h"
- #include "CmMesh.h"
- #include "CmMeshManager.h"
- namespace CamelotFramework
- {
- class MeshRTTI : public RTTIType<Mesh, GpuResource, MeshRTTI>
- {
- MeshDataPtr getMeshData(Mesh* obj)
- {
- MeshDataPtr meshData = obj->allocateSubresourceBuffer(0);
- GpuResourcePtr sharedMeshPtr = std::static_pointer_cast<GpuResource>(obj->getThisPtr());
- gMainSyncedCA().readSubresource(sharedMeshPtr, 0, *meshData);
- gMainSyncedCA().submitToCoreThread(true); // We need the data right away, so execute the context and wait until we get it
- return meshData;
- }
- void setMeshData(Mesh* obj, MeshDataPtr meshData)
- {
- GpuResourcePtr sharedMeshPtr = std::static_pointer_cast<GpuResource>(obj->getThisPtr());
- gMainSyncedCA().writeSubresource(sharedMeshPtr, 0, *meshData);
- gMainSyncedCA().submitToCoreThread(true); // TODO - Possibly we can avoid this. I don't see a reason we need to wait for the update to complete.
- }
- public:
- MeshRTTI()
- {
- addReflectablePtrField("mMeshData", 0, &MeshRTTI::getMeshData, &MeshRTTI::setMeshData);
- }
- virtual std::shared_ptr<IReflectable> newRTTIObject()
- {
- return MeshManager::instance().create();
- }
- virtual const String& getRTTIName()
- {
- static String name = "Mesh";
- throw name;
- }
- virtual UINT32 getRTTIId()
- {
- return TID_Mesh;
- }
- };
- }
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